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Hotfixes: March 26, 2024

Quote from: Blizzard

March 26, 2024

Classes

  • Priest
    • Holy
      • Resolved an issue causing Lightwell to be able to use its healing charges on allies that are in immunity effects such as Cyclone.
      • Resolved an issue causing Lightwell to sometimes despawn the Priest’s Shadowfiend when used.

World

  • Forbidden Reach
    • A Forbidden Hoard that was inadvertently inaccessible due to having fallen through the floor has been moved to an accessible spot.

Plunderstorm

  • Plunder contained in dropped piles of Plunder increased by 50% in Solos matches.
  • Reviving a teammate now takes 10 seconds (was 15 seconds).
  • Health Brew cooldown for a revived player reduced to 10 seconds (was 15 seconds).
  • Adjusted the in-match leveling curve to increase the rate at which you level up to 7. Decreased the rate at which you level to 8, 9, and 10.
    • Developers’ notes: Many games have ended with larger player-level differences than we’d prefer. Considering the many playstyles we’ve seen in Plunderstorm, we want to help narrow the gap later in the game.
  • Earthbreaker now grants the caster immunity to crowd control spells while casting.
  • Faeform no longer provides any damage reduction.
  • Hunter’s Chains’ missile now moves significantly faster.
  • Fire Whirl damage reduced by 20%.
    • Developers’ notes: we want to reign in Fire Whirl’s damage a bit more, so that it’s close to the performance of other offensive spells.
  • Rime Arrow cooldown increased at higher ranks, and now has a cooldown of 10/8.5/7/5.5 seconds (was 10/8/6/4 seconds).
    • Developers’ notes: Rime Arrow’s short cooldown made it a too-low-risk poke, often used to deny healing and chase fleeing targets. Increasing the cooldown at higher ranks will give targets more chances to act against Rime Arrow.

Hotfixes: March 21 2024 & Plunderstorm Adjustments

Quote from: Blizzard

Today, with hotfixes that are all now live, we’ve made the following adjustments to offensive and utility abilities in Plunderstorm:

  • Fire Whirl damage reduced by 20%.
    • Developers’ notes: we want to reign in Fire Whirl’s damage a bit more, so that it’s close to the performance of other offensive spells.
  • Faeform now provides a 50% damage reduction for the first 1 second you’re in Faeform (was 90%).
    • Developers’ notes: Faeform offered too much defense without providing for counterplay.
  • Rime Arrow cooldown increased at higher ranks, and now has a cooldown of 10/8.5/7/5.5 seconds (was 10/8/6/4 seconds).
    • Developers’ notes: Rime Arrow’s short cooldown made it a too-low-risk poke, often used to deny healing and chase fleeing targets. Increasing the cooldown at higher ranks will give targets more chances to act against Rime Arrow.

We’ll have all of the above, along with more updates to Plunderstorm in our next hotfixes update.

Quote from: Blizzard

Avast there!

After our changes yesterday to increase the amount of plunder you get in a match, we saw an unintended side-effect: players were leveling quicker in duos than expected! Plunder gold piles picked up in Plunderstorm contribute towards the overall amount of experience you gain during a match, especially thanks to a bug at level 3.

When leveling up in a match is too fast, some teams get ahead of others much quicker which can lead to less competition. Players hitting max level too early can remove the sense of power progression for the rest of a match, as well.

So this evening, we’ve deployed a hotfix to straighten that all out. We’ve lowered the overall amount of experience players are getting in Duos so that it’s more in line with the pace of leveling in Solos matches.

Keep on plunderin’!

Quote from: Blizzard

March 21, 2024

Plunderstorm

  • Player matchmaking ratings (MMR) have been adjusted so that players should find themselves in better matches with continued play.
  • Fixed a bug that caused plunder dropped by players on death to unintentionally despawn when the killed player left the match.
  • Players are now immune to knockbacks when standing near Da’kash Grimledger in the preparation area.
  • Adjusted experience gained when playing Duos and fixed a bug that was increasing experience gain at level 3.
  • Fire Whirl Movement speed bonus reduced to 70% across all ranks (was 140%).
    • Developers’ notes: Our goal is to balance Fire Whirl’s effectiveness relative to the performance of other offensive spells without detracting from the effectiveness of other utility spells.
  • Star Bomb cast time reduced to 2 seconds across all ranks (was 2.25 seconds).
    • Developers’ notes: We’d like to improve the effectiveness of this ability.
  • Toxic Smackerel cooldown reduced at ranks 1, 2, and 3. Rank 4 unchanged.
    • Developers’ note: This is intended to ensure this ability is more in-line with expected power at early levels.
  • Explosive Caltrops trap radius increased by 40%.
    • Developers’ notes: The traps placed by Explosive Caltrops are intended to counter close-range aggression, but this felt a bit inconsistent because the traps were smaller than intended.
  • Lightning Bulwark channel time increased to 2 seconds (was 1.25 seconds).
    • Developers’ notes: Our goal here is to extend the potential window for counter play opportunities.

Hotfixes: March 20 2024, More Plunder for the Plundering

Quote from: Blizzard

March 20, 2024

Dungeons

  • Afflicted cast time increased to 12 seconds (was 10 seconds).
  • Incorporeal now spawns closer to the group’s general location.
    • Developers’ notes: The changes above were originally intended for Dragonflight Season 4, but we decided we’d prefer to have players to experience them sooner.
  • Addressed an issue where Afflicted Cry’s debuff duration was increased by 2 seconds instead of its cast time.

Items

  • Fixed an issue that could cause raid bosses to not drop tier tokens as expected.
  • Fixed an issue where items from the Cache of Overblooming Treasures awarded from the Superbloom were dropping at a lower item level and upgrade track than intended.
  • Fixed a bug that prevented some mounts, such as the Auspicious Arborwyrm or the mounts associated with the Dragonflight achievement A World Awoken, from being accessible to players who previously earned them.
  • Fixed a bug that caused some gear to unintentionally become as powerful as it will be when Season 4 starts.
    • Developers’ notes: We’ve set these pieces back to their Season 3 item levels for the remainder of Season 3.

Transmogrification

  • Players can now view the Plunderlord’s Finery Transmog Set on their retail characters as they work towards earning all the pieces during the Plunderstorm event.

More Plunder for the Plundering

Quote from: Blizzard

Greetings fellow plunderers!

It’s been a great experience seeing the community having fun, posting about your wins, creating lists of the best builds, and taking to the forums with thoughtful feedback. We’ve been reading and listening very closely to a lot of feedback since we launched Plunderstorm, and the number one issue we’ve heard about is the Renown you earn.

We see that you care deeply about preserving the experience like we do, but you also feel that earning rewards should happen more quickly. And we agree.

With hotfixes that we’ve just made live to all regions, we’ve increased the amount of plunder that you’ll earn in a match of Plunderstorm, and the increases are nearly across the board:

  • Plunder dropped by other players significantly increased.*
  • Plunder from non-player enemies increased by 50%.
  • Plunder from golden chests doubled.
  • Top placement in a match now rewards 500 Plunder (was 100).

*Please note: when you die, you do not lose any of your own plunder. With this change, you’re now worth more plunder to others, depending on how much you’ve collected during the match.

We think the rewards available from Plunderstorm are super cool and our team couldn’t be more excited to see players flying around on the Polly Roger mount in Classic or running around with Captain Pepe by their side in Dragonflight.

We hope that this helps everyone get a bit further during their play and encourages everyone to have more piratey fun.

Please keep that feedback coming! We really appreciate it.

Twitch Drop: Get the Fathom Pet March 22!

Quote from: Blizzard

Avast ye landlubbers! With the release of the latest content update, players can take the plunge into Plunderstorm. Commemorate the occasion with new Twitch Drops! Watch any World of Warcraft stream on Twitch.tv from 22 March 17:00 GMT, until 5 April 18:00 BST to earn the Fathom pet.


Eligibility

To participate, you must link your Twitch account by visiting https://account.battle.net/connections. If you have changed your password or made any changes to your Twitch or Battle.net account, you will have to relink your accounts. When you relink, there will be a 7-day cooldown before you can relink a new Twitch account. After you’ve claimed your rewards on Twitch, please make sure you’re logging into the Battle.net region you’d like to receive the drop(s) on, as the first region you log into will be where your items will be delivered. It can take up to 24 hours to receive your reward(s) in game after claiming. Read our Frequently Asked Questions section for more information.


How do I Earn Twitch Drops?

Start Time: 22 March 17:00 GMT
End Time: 5 April  18:00 BST

Watch 4 hours of World of Warcraft content while these Twitch Drops are active on any channel to earn the Fathom pet.

A purple and gold crab with a crown on its head.
“Weighed down by all the loot he has plundered. He could share the burden he carries but it turns out he’s a little shellfish.”


Frequently Asked Questions

Q. How do I link my battle.net and Twitch accounts?
A. Sign into your Battle.net account at https://account.battle.net/connections and click the Connect link for Twitch, then follow the instructions to sign in and link your Twitch account to Battle.net.

Q. What devices can I use to earn and claim drops?
A. You can earn and claim drops using your PC/Mac web browser or on the Twitch app for Android or iOS. Twitch apps on game consoles, smart TVs, and other TV apps do not support drops.

Q. Do I need to watch the same channel the entire time to earn my drops?
A. You can earn progress towards a drop on any eligible channel in the World of Warcraft category on Twitch. You can, for example, watch half an hour on one channel and then switch to another channel without losing your progress. You cannot earn progress faster by watching more than one channel at a time.

Q. Will I receive my drop rewards in-game automatically?
A. To receive your rewards, you must claim the drop on the channel you’re watching or in the Drops Inventory menu on Twitch.

Q. Do Twitch Drop rewards expire?
A. Earned Twitch Drop rewards will expire seven (7) days after they’ve been claimed if a Battle.net account has not been linked.

Q. As a streamer, how do I get Twitch Drops on my channel?
A. All you need to do is ensure your Twitch and Battle.net accounts are linked and that you’ve opted into Drops (see Drops Streamer Home).

Q. What regions are eligible for these Twitch Drops?
A. Participating regions include North America, Latin America, Europe, The Middle East, Africa, Japan, Taiwan, Southeast Asia, Australia, and New Zealand.

Dragonflight: Plunderstorm Content Update Notes

Quote from: Blizzard

PLUNDERSTORM

Get swept away in the Plunderstorm — a fun, new, limited-time, pirate-themed event of prodigious proportions lasting the next several weeks. Scour the map and try to be the last pirate standing while dashing across the Arathi Highlands to find abilities and upgrades while plundering loot just to survive! Players can earn cosmetics, pets, titles, and mounts as they progress through the reward track, including a majestic Plunderlord parrot mount, Bubbles the crab pet, swashbuckling cosmetics, and more. A victory is not required to claim the spoils of a well-fought fight. [LEARN MORE]


CLASSES

  • Macros that use the non-healer versions of dispels will now override the ability with the healer dispel variant if the player is in a healer specialization. This applies to Discipline, Holy Priest, Holy Paladin, Restoration Druid, and Restoration Shaman. Mistweaver Monk and Preservation Evoker already had this functionality.
  • Developer’s note: We’ve updated the power of many of the set bonuses that are returning for Season 4 to match the increased power of the rest of the new gear in Season 4. 
  • DEATH KNIGHT
    • Blood
      • Aberrus, the Shadowed Crucible (2) Set Bonus: Heart Strike and Blood Boil damage increased by 20% (was 10%).
      • Aberrus, the Shadowed Crucible (2) Set Bonus: Chance to gain Vampiric Blood increased to 10% (was 5%).
    • Frost
      • Aberrus, the Shadowed Crucible (2) Set Bonus: The damage of your next Frostwyrm’s Fury is increased by 5% (was 4%). Stacks unchanged.
      • Aberrus, the Shadowed Crucible (2) Set Bonus: The effectiveness of Frostywrm’s Fury increased to 30% (was 25%).
      • Aberrus, the Shadowed Crucible (2) Set Bonus: Howling Blast damage increased to 20% (was 10%).
  • DRUID
    • Balance
      • Vault of the Incarnates (2) Set Bonus: Starsurge and Starfall increase the damage of your next Wrath or Starfire by 30%, stacking up to 3 times (was 20%).
      • Vault of the Incarnates (4) Set Bonus: When you enter Eclipse, your next Starsurge or Starfall costs 15 less Astral Power (was 5 less Astral Power) and deals 40% (was 20%) increased damage.
  • EVOKER
    • Landslide costs 1.4% base mana (was 2.8%).
    • Sleep Walk costs 1% base mana (was 2.4%).
    • Devastation
      • Aberrus, the Shadowed Crucible (2) Set Bonus: Causes Disintegrate and Pyre to pierce enemies for 18% of damage done (was 12%).
      • Aberrus, the Shadowed Crucible (4) Set Bonus: Increases Empower spell damage by 12% (was 8%).
    • Preservation
      • Vault of the Incarnates (2) Set Bonus: Increases the healing of Reversion by 50% (was 35%) for 8 seconds (was 6 seconds).
      • Vault of the Incarnates (4) Set Bonus: Increases healing and damage of Living Flame by 50% (was 20%).
      • Reversion critical heals now extend Reversion by 2 seconds regardless of Haste.
      • Emerald Communion will now give an error message and fail to cast if used while in Diamond Ice.
  • HUNTER
    • Survival
      • Vault of the Incarnates (2) Set Bonus: Mongoose Bite/Raptor Strike, Carve, and Butchery damage increased by 18% (was 12%).
      • Vault of the Incarnates (4) Set Bonus: Bonus damage to Mongoose Bite/Raptor Strike, Carve, and Butchery increased to 50% (was 40%).
  • MAGE
    • Fire
      • Aberrus, the Shadowed Crucible (2) Set Bonus: Charring Embers now increases damage taken by 6% (was 5%) and lasts 2 additional seconds.
      • Added an activation overlay for Fury of the Sun King.
  • MONK
    • Mistweaver
      • New Talent: Dance of Chi-Ji – Your spells and abilities have a chance to make your next Spinning Crane Kick deal an additional 300% damage.
      • New Talent: Peer into Peace – 5% of your overhealing done onto targets with Soothing Mist is spread to 3 nearby injured allies. Soothing Mist now follows the target of your Enveloping Mist or Vivify and its channel time is increased by 4 seconds.
      • Resplendent Mist now causes Gust of Mists to have a 30% chance to do 75%/150% more healing (was 50%/100%).
      • Peaceful Mending is now a 1-point talent and increases the healing allies receive from Enveloping Mist and Renewing Mist by 40% while Soothing Mist is active (was 25% per point).
    • Windwalker
      • Vault of the Incarnates (2) Set Bonus: Fists of Fury now increases the damage dealt by your Rising Sun Kicks or Spinning Crane Kicks by 40% (was 30%).
      • Vault of the Incarnates (4) Set Bonus: Fists of Fury now instead enhances your next 3 Rising Sun Kicks or Spinning Crane Kicks and enhanced kicks increase the damage of your next Fists of Fury by 7% (was 5%) stacking up to 3 times.
  • PALADIN
    • Holy
      • Aberrus, the Shadowed Crucible (2) Set Bonus: Increases Holy Shock’s critical healing by 80% (was 60%).
      • Aberrus, the Shadowed Crucible (4) Set Bonus: Increases Holy Prism’s healing by 40% (was 80%).
        • Developer’s note: Holy Prism’s healing was increased baseline in Guardians of the Dream, so this bonus is being decreased with that in mind. This will still be an overall gain in power compared to Embers of Neltharion.
      • Aberrus, the Shadowed Crucible (4) Set Bonus: Light’s Hammer healing increased by 20%.
    • Protection
      • Vault of the Incarnates (2) Set Bonus: Ally of the Light’s Versatility increased to 8% (was 6%).
      • Vault of the Incarnates (4) Set Bonus: Hammer of the Righteous, Blessed Hammer/Crusader Strike increases your Parry by 7% (was 5%).
  • PRIEST
    • Leap of Faith no longer interrupts spell casts from the ally it was used on.
    • Holy
      • Empyreal Blaze has been redesigned – Holy Word: Chastise causes your next 2 casts of Holy Fire to be instant, cost no mana, and incur no cooldown. Refreshing Holy Fire on a target now extends its duration by 7 seconds.
      • Pontifex has been redesigned – Flash Heal, Heal, Prayer of Healing, and Circle of Healing increase the healing done by your next Holy Word spell by 6% stacking up to 5 times. Lasts 30 seconds.
      • Lightwell has been redesigned – Creates a Holy Lightwell. Every second the Lightwell will attempt to heal a nearby party or raid member within 40 yards that is lower than 50% health and apply a Renew to them for 6 seconds. Lightwell lasts for 2 minutes or until it heals 15 times. Cooldown reduced by 3 seconds when you cast Holy Word: Serenity or Holy Word: Sanctify.
      • All healing done reduced by 7%.
      • Holy Fire mana cost reduced to 0.4% of base mana (was 1%).
      • Holy Word: Chastise mana cost reduced to 0.6% of base mana (was 2%).
      • Resonant Words now causes Holy Words to increase the healing done by your next Flash Heal, Heal, Prayer of Healing, or Circle of Healing by 20%/40%. Lasts 30 seconds.
      • Divine Word now increases the effectiveness of your next Holy Word spell by 30% (was 50%).
      • Casting Holy Word: Chastise with Divine Word active now increases damage dealt by 20% and refunds 15 seconds from the cooldown of Holy Word: Chastise instead of its previous effect.
      • Casting Holy Word: Sanctify with Divine Word active now blesses the target area and heals 5 targets (was 6). Healing done increased by 25%.
      • Casting Holy Word: Serenity with Divine Word active no longer increases the critical strike chance of Flash Heal, Heal, and Renew.
      • Healing Chorus now increases the healing of Circle of Healing by 5% stacking up to 20 times (was 2% stacking up to 50 times).
      • Prayerful Litany now heals for 100% more to the most injured ally it affects (was 30%).
      • Harmonious Apparatus has been renamed to Voice of Harmony and its icon has changed.
      • Voice of Harmony now causes Holy Nova to reduce the cooldown of Chastise in addition to Holy Fire.
      • Gales of Song is now a 1-point talent with the values of the previous 2-point version.
      • Orison now has a connection to Pontifex.
      • Divine Service now has a connection to Say Your Prayers.
      • Empowered Renew and Rapid Recovery have been removed.
      • The final 3 rows of the tree have been reorganized.
    • Shadow
      • Aberrus, the Shadowed Crucible (2) Set Bonus: Increases the damage of Mind Blast by 40% when Shadowy Insight triggers (was 30%).
      • Aberrus, the Shadowed Crucible (4) Set Bonus: Increases Devouring Plague damage by 18% (was 15%).
      • Aberrus, the Shadowed Crucible (4) Set Bonus: Causes every 4 casts of Devouring Plague to increase Shadowy Apparition damage by 100% for 10 seconds (was 80%).
  • SHAMAN
    • Restoration
      • Vault of the Incarnates (2) Set Bonus: Healing Stream Totem now increases critical strike by 15% (was 10%).
      • Vault of the Incarnates (4) Set Bonus: Increases the effectiveness of critical heals to 220% (was 215%) instead of the usual 200%.
  • WARLOCK
    • Destruction
      • Vault of the Incarnates (2) Set Bonus: Consuming Soul Shards has a chance to grant you Chaos Maelstrom, increasing your critical strike chance by 15% for 10 seconds (was 10%).
      • Vault of the Incarnates (4) Set Bonus: Your critical strikes deal 212% (was 208%) damage instead of the usual 200%.
  • WARRIOR
    • Arms
      • Vault of the Incarnates (2) Set Bonus: Bonus damage to Mortal Strike and Cleave increased to 15% (was 10%). Critical Strike chance bonus unchanged.
      • Vault of the Incarnates (4) Set Bonus: Bonus damage and Critical Strike chance increased to 8% (was 5%).
    • Fury
      • Aberrus, the Shadowed Crucible (2) Set Bonus: Bonus damage and Critical Strike chance to Rampage increased to 12% (was 10%).
      • Aberrus, the Shadowed Crucible (4) Set Bonus: Bonus damage increased to 30% (was 25%) and Critical Strike chance increased to 12% (was 10%) to Bloodthirst.

DUNGEONS AND RAIDS

  • ULDUAR TIMEWALKING
    • Fixed an issue where Liquid Pyrite was not properly restoring ammunition.
    • Fixed an issue where Burning Tar was incorrectly damaging players and vehicles that were far away.
    • Fixed an issue preventing Tar from properly slowing and damaging enemies.
    • Fixed an issue where Mimiron would jump the gun too quickly and attack players while remaining untargetable.
    • Fixed an issue where General Vezax’s Mark of the Faceless was doing too much damage.
    • Fixed an issue where various boss enemies were moving great distances when tanks were too close.
    • Fixed an issue where Yogg-Saron’s tentacles could spawn within the boss model.
  • If a player in a Follower Dungeon can cast Bloodlust/Heroism/Time Warp/Fury of the Aspects, the followers will no longer try to cast their version when they think it’s appropriate and instead leave the decision of when to cast up to the player.

ITEMS

  • Raid loot from Vault of the Incarnates and Aberrus, the Shadowed Crucible have received several adjustments to align with changes made in Amirdrassil, the Dream’s Hope:
    • Class set tokens will drop at a ratio of 1:3 relative to non-token items.
    • All Very Rare items have a separate chance to drop in addition to a boss’s standard quantity of loot.
  • Developer’s note:  As we look ahead to Dragonflight Season 4, we are aiming to level the playing field for certain over- and underperforming raid trinkets. Further tuning can be expected before or shortly after the start of the season.
    • The following raid trinkets have been adjusted:
      • Conjured Chillglobe mana restore effect reduced by 70%.
      • Whispering Incarnate Icon’s infusion effects granted to allies reduced by 45%.
      • Ward of Faceless Ire cooldown reduced to 1 minute (was 2 minutes), absorb reduced by 35%, and damage reduced by 50%.
      • All remaining stacks of Enduring Dreadplate’s Hellsteel Plating that are not consumed by taking damage now rupture to release Rays of Anguish upon expiration.
      • Ominous Chromatic Essence shared alignment secondary stat reduced by 5%.
      • Blossom of Amirdrassil effects increased by 10%.
      • Fyrakk’s Tainted Rageheart absorb increased by 5%, lash damage reduced by 5%, and passive area-of-effect damage reduced by 20%.
    • The following dungeon trinkets have been significantly reworked:
      • Tome of Unstable Power
      • Umbrelskul’s Fractured Heart
      • Globe of Jagged Ice
      • Water’s Beating Heart
      • Granyth’s Enduring Scale
      • Inexorable Resonator
    • The following dungeon trinkets have been adjusted:
      • Kyrakka’s Searing Embers chance to trigger increased by 100%, damage reduced by 50%, and healing reduced by 40%. Additionally fixed an issue that could cause inconsistent proc behavior.
      • Miniature Singing Stones shield effect increased by 3%.
      • Mutated Magmammoth Scale chance to trigger now scales with Haste and damage reduced by 13%.
  • New glyphs have been added to transform the appearance of the recently updated Covenant abilities back to their old Covenant visuals. They can be purchased from the Covenant quartermasters.
  • In the Appearances collection, wrist appearances are now shown on the right wrist (was left wrist). This allows more one-sided appearances such as the Gothic Corsage to be visible in the collection pane.

PET BATTLES

  • Briarhorn Hatchling has been struck by the Curse of Flesh and is now properly Beast-type (was Mechanical-type).

PLAYER VERSUS PLAYER

  • BATTLEGROUND BLITZ BRAWL
  • Developer’s note: We’ve been happy to see the excitement around Battleground Blitz after its launch in Guardians of the Dream and after monitoring feedback and internal data, we are making some changes. We believe these changes will be healthy for the game mode and we want to ensure adequate time to observe feedback on them while Battleground Blitz is a brawl.
    In particular, we have not been happy with the low frequency of capture the flag maps due to the restriction of having the maps be only available with tanks. In 10.2.6, we are lifting that restriction and are introducing a new buff, Empowered Carrier, that will be applied to non-tank specializations if they pick up the flag in Warsong Gulch and Twin Peaks. Tanks will still only be matched up against other tanks, and this buff will only be applied if there are not any tanks in the match.
    Additionally, we’ve been overall happy with and have heard positive feedback around having an increased mount speed in Battleground Blitz. However, the 150% mount speed increase is slightly too fast for both the gameplay and character control experiences. We are adjusting the amount of increase on all maps, although having it slightly higher on the larger maps: Arathi Basin and Deepwind Gorge.
  • Eye of the Storm
    • Added a hidden effect that prevents fall damage to both teams for 10 seconds at the start of a match.
  • Warsong Gulch and Twin Peaks
    • New Buff: Empowered Carrier – Increases maximum health by 10% and movement speed by 30%. Additionally, Empowered Carrier provides 25% damage reduction for 4 seconds when stunned. Empowered Carrier is applied to non-tank specializations who pick up the flag on Warsong Gulch or Twin Peaks and won’t be applied if the match started with tanks in the match.
  • Swift Pursuit has had the following adjustments:
    • Increased mount speed is now 100% Arathi Basin and Deepwind Gorge (was 150%).
    • Increased mount speed is now 75% on all other maps (was 150%).
  • EVOKER
    • Preservation
      • Rewind heals for 50% of damage taken in the last 5 seconds in PvP combat (was 33%).

 

 

 


To view all content update notes, click here.

Shiver Me Timbers! Make Ready for the Incoming Plunderstorm!

Quote from: Blizzard

With the release of the 10.2.6 content update, players can get swept away in the Plunderstorm1— a fun, new, limited-time, pirate-themed event of prodigious proportions lasting the next several weeks. Scour the map and try to be the last pirate standing while dashing across the Arathi Highlands to find abilities, upgrades, and loot to plunder just to survive!


Set Sail for the Plunderstorm

Plunge into a challenging battle that earns excellent rewards for World of Warcraft® Modern and Classic progression realms. All you have to do is survive…and plunder. Can’t seem to stay in the realm of the living? No problem. Plunderers still gain progression that helps unlock new rewards.

Each match is 10-15 minutes long and has 60 players per match, with the winner being the last one standing. Level up and acquire new abilities and spells by killing creatures and enemies, looting chests, and avoiding the encroaching storm.


A Pirate’s Life for You

The Arathi Highlands is the backdrop for this pirating adventure, and you’ll have plenty of challenges to keep you busy.

Prepare to Plunder

Plunderstorm is perfect for pick-up and play! No expansion purchase is required, but a World of Warcraft Subscription or Game Time is needed to participate in a high-stakes, play-by-the-seat-your-pants match. This means that Classic players can also participate in a plethora of plundering fun by simply installing the modern (Live) World of Warcraft client:

  1. Launch the Battle.net desktop app.
  2. Click the World of Warcraft icon at the top. If the icon is missing, click on All Games and select the game from the list.
  3. On top of the Install button is a drop-down menu. Confirm that you wish to install World of Warcraft.
  4. Click Install.

Once you’re in modern WoW:

  1. Select Plunderstorm2 from the World of Warcraft game menu to get into the action.
  2. Create a new, ready-to-play character—player characters are unique to this event. You don’t need previous knowledge of races and classes to chart your course for mayhem.
  3. Choose between Solo or—to play with your Battle.net friends—make a group from the Plunderstorm character screen and select Duo. If queued for a Duo without a partner, you’ll be automatically matched with one. You can also access chat, customize characters, and see the queue from the Character Select Screen.
Action Bar and Abilities, Worthy Mates

Discover lootable spells, abilities, and upgrades as you plunder treasure chests and defeat enemies. Upon picking up, spells and abilities are automatically added to your Action Bar, with two slots dedicated to offensive skills and two for utilities such as leaps, speed boosts, and crowd-control.

Some abilities are more action-based and require good positioning and player targeting. Have fun discovering and experimenting with different combinations to find what works for you.

Upgrades to Your Spells and Abilities

Your spells and abilities can be upgraded by discovering higher-quality versions from treasure chests or finding the same ability elsewhere and stacking it to Rank 3 (epic). There are also plenty of plundering opportunities—various treasure chests with different rarities that harbor all types of abilities are stashed around the map. Always stay on the lookout for better loot and upgrades.

Spectating Spectre

Upon death, keep watching the match from the perspective of your teammates (if they’re still alive) or other players, including their loadout.


Rewards A-Plenty for Plundering Pirates

Players can earn cosmetics, pets, titles, and mounts as they progress through the reward track, including a majestic Plunderlord parrot mount, Bubbles the crab pet, swashbuckling cosmetics, and more. 3 A victory is not required to claim the spoils of a well-fought fight.

Perch on the shoulders of this parrot instead of him perching on yours!
Proper pirate fashion is a must for plundering!
There isn’t a better first mate on the high seas than Pirate Pepe!

10.2.6 Content Update Notes

Learn more details about Plunderstorm and the rest of the 10.2.6 Content Update in our update notes.


We look forward to seeing you drop from the skies to engage in pirate-themed mayhem. Also, stay tuned to worldofwarcraft.blizzard.com/news for more information about a new Esports tournament to celebrate Plunderstorm’s launch!

We’ll see you in Azeroth and wherever the adventure takes you!


1 Requires World of Warcraft® Subscription or Game Time.
2Plunderstorm is accessed from the World of Warcraft® game menu but exists outside of player progression in World of Warcraft® and Wrath of the Lich King Classic™.
3Plunderstorm offers rewards for both World of Warcraft® and Wrath of the Lich King Classic™.

Get an Eye on an Even Dozen New Hero Talent Trees

Quote from: Blizzard

The War Within expansion introduces Hero Talents as a new update to World of Warcraft classes. They are an evergreen form of character progression for each class specialization that introduces new powers and class fantasies. Feedback is critical to us as a part of creating an impactful and fun addition to the game, so we are sharing our goals for Hero Talents with the community to get first impressions of them and learn how well we’re meeting those goals.

In this article, we take a closer look at the philosophies around Hero Talents for twelve more trees: Rider of the Apocalypse and Deathbringer Death Knights, Aldrachi Reaver Demon Hunter, Druid of the Claw Druid, Flameshaper Evoker, Pack Leader Hunter, Spellslinger Mage, Shado-Pan and Conduit of the Celestials Monks, Farseer Shaman, Hellcaller Warlock, and Slayer Warrior.

Index


What Are Hero Talents?

Hero Talents are new, self-contained talent trees that players unlock access at level 71. Hero Talents build on the abilities and talents of current classes and specializations. Players can choose a single Hero Talent tree to activate on a character and these talents can be changed in the same way class talents can be currently changed in the game. There are three Hero Talent trees for each class (excepting druid with four and demon hunter with two).  Each specialization has two Hero Talent trees they can choose between, and each of these trees is available as an option for two specializations.

For example, warriors have three Hero Talent tree options: Slayer, Colossus, and Mountain Thane. Fury has access to Mountain Thane and Slayer, Protection has access to Mountain Thane and Colossus, and Arms has access to Colossus and Slayer.

There are 11 nodes in a Hero Talent tree. The first of these unlocks with the system at level 71, and you earn 1 talent point per level from level 71 to 80, so you get every talent in the tree by level 80. Hero Talents will have starter builds available, and your saved builds will save your Hero Talent choices as well.


What to Expect from Hero Talents

Each Hero Talent tree starts with a “keystone” talent that introduces the core mechanic and concept of the tree. This could be a new ability, an enhancement to an existing ability or cooldown, or a new buff you can trigger. The bottom talent of each tree is a “capstone” talent that builds on the core themes of the tree or adds new power to the keystone.

Each tree will offer or modify some class utility and include defensive bonuses that are useful to all specializations. We are aiming for all trees to be about equal in the amount of utility and defensiveness they provide. Trees for characters that can take on a tanking role may have some additional defense bonuses that will be less valuable to healers or damage dealers (DPS), such as bonuses to tank talents or cooldowns. Three or four nodes in each tree will be choice nodes where you can choose between two options.

Hero Talents are meant to add enough damage or healing throughput to be significant without being so important that these new talents overshadow your current class and spec tree talents. Most Hero Talent trees add new visual effects to classes, both to communicate what they’re doing and bring their class fantasies to life. However, these are not complete visual reworks – your class and spec are still the same at their core, and that will continue to come through.


Maintaining Freedom to Choose

We want players to be free to choose the Hero Talent tree that has the gameplay, visuals, or flavor that they prefer. Our goal is for both options to feel similarly effective in raid dungeons, Mythic+, and PvP. We’re working to avoid abilities or bonuses in Hero Talents that could make a certain tree feel “required” for activities where we can.

We know that for some players, prioritizing total throughput is the most important thing to them, even if the difference between choices seems small. That’s okay but keeping Hero Talent balance close is one of our priorities so that players can play what they prefer and still be viable in any content.


How We Chose Hero Talent Concepts

Since we announced Hero Talents at BlizzCon, it’s been great to see all the conversation and speculation surrounding the 39 Hero Talent titles. We’d like to share some of the thinking that went behind choosing those concepts.

Each Hero Talent concept must be appropriate for both of the specs that can use it. Some concepts build on overlaps in abilities or flavors between the two specs that can use it, like Colossus warriors, which are as mighty as Arms warriors and as imposing as Protection warriors. Others create new themes that are appropriate for both specs, like Fatebound rogues.

Hero Talents also retain your combat role and the gear that you use so that you’re not competing for new types of gear. For iconic Warcraft character archetypes, we wanted to be sure that we could deliver on their fantasy with World of Warcraft’s classes. Blademasters just wouldn’t be Blademasters without abilities like Wind Walk and Mirror Image, but those abilities don’t fit in a warrior’s toolkit.

Lastly, there are several iconic character archetypes that are strongly tied to specific races and factions, such as Keeper of the Grove or Mountain Thane. It’s exciting to embody these storied archetypes, but we want to ensure that characters of every race and faction can see themselves as those archetypes. We’re open to feedback on what feels good for your characters versus what is frustrating.


Gameplay and Hero Talents

We have several goals for what it feels like to play World of Warcraft with Hero Talents. Here are some of our guiding principles for how they affect your capabilities, your rotation, what you pay attention to in combat, and your user interface.

We like to say on the team that our goal for Hero Talents gameplay is for them to make you “what you are, but more.” We know that many of you have long histories with your favorite classes, and you play them because you like their gameplay and the spells and abilities that matter in their rotation, whether it’s the spinning plates of Affliction, the cycles of Arcane, or the frenetic reactivity of Fury. Hero Talents don’t override what matters to a class. You should feel like you’re playing your spec with a twist or a boost and not as if the things you care about have become unimportant or been replaced.

A Hero Talent tree might add new behavior or bonuses to an existing ability, like Keeper of the Grove’s bonuses to Force of Nature and Grove Guardian treants. They might occasionally reset the cooldown on abilities or replace spells with more powerful versions. They might make it easier to maintain important buffs or grant additional resources at key moments.

One thing that we’re keeping a close eye on is complexity. Classes in WoW have a lot of abilities and talents, and there’s a lot to learn about each one. We want Hero Talents to add new fun without creating new burdens, either in customizing or playing a character. Most Hero Talent trees do not add new buttons that players will need to add to their action bar or find a new keybind for. There will be additional opportunities for players to express their skill, but we’re trying not to add things like complex maintenance buffs that increase the cognitive load for everyone playing a class. Most of the choices a player will make about how complex they want their rotation to be will continue to be made in their class and spec talent trees.

Some Hero Talents do require you to take certain talents in your class or spec trees to access their powers. This is often because those talents fit the flavor and theme of that specific Hero Talent tree. The Mountain Thane warrior tree enhances Avatar and Thunder Clap, Templar paladin gives extra power to Wake of Ashes, and Elune’s Chosen druids can cast a particularly strong Fury of Elune. However, a Hero Talent tree will only ever require or enhance a small number of class or spec talents. It’s important to us that there still is freedom in customizing your class build.


Show Us the Hero Talent Trees!

Rider of the Apocalypse and Deathbringer Death Knights, Aldrachi Reaver Demon Hunter, Druid of the Claw Druid, Flameshaper Evoker, Pack Leader Hunter, Spellslinger Mage, Shado-Pan and Conduit of the Celestials Monks, Farseer Shaman, Hellcaller Warlock, and Slayer Warrior.

Specializations: Frost and Unholy

As a Rider of the Apocalypse, you are a champion of the Four Horsemen calling upon their aid to assist you in battle. You have a proficiency in mounted combat and your link with the Four Horsemen brings conquest, war, famine, and death to all that oppose you.

RIDER OF THE APOCALYPSE KEYSTONE

Rider’s Champion: Spending Runes has a chance to call forth the aid of a Horseman for 10 seconds.

  • Mograine: Casts Death and Decay at his location that follows his position.
  • Whitemane: Casts Undeath on your target dealing Shadowfrost damage per stack every 3 seconds for 24 seconds. Each time Undeath deals damage it gains a stack. Cannot be Refreshed.
  • Trollbane: Casts Chains of Ice on your target slowing their movement speed by 70% and increasing the damage they take from you by 5% for 8 seconds.
  • Nazgrim: While Nazgrim is active you gain Apocalyptic Conquest, increasing your Strength by 5%.

RIDER OF THE APOCALYPSE ROW 1

Choice Node: On a Paler Horse & Death Charge

  • On a Paler Horse: While outdoors you are able to mount your Acherus Deathcharger in combat.
  • Death Charge: Call upon your Death Charger to break free of movement impairment effects. For 10 seconds. While upon your Death Charger your movement speed is increased by 100%, you cannot be slowed, and you are immune to forced movement effects and knockbacks.

Mograine’s Might: Your damage is increased by 5% and you gain the benefits of your Death and Decay while inside Mograine’s Death and Decay.

Choice Node: Horsemen’s Aid & Pact of the Apocalypse

  • Horsemen’s Aid: While at your aid, the Horsemen will occasionally cast Anti-Magic Shell on you and themselves at 80% effectiveness.
  • Pact of the Apocalypse: When you take damage 5% of the damage is redirected to each active horseman.

RIDER OF THE APOCALYPSE ROW 2

Whitemane’s Famine: When your diseases deal damage to an enemy affected by Undeath it gains another stack. Additionally, when Undeath deals damage, it infects another nearby enemy.

Nazgrim’s Conquest: If an enemy dies while Nazgrim is active, the strength of Apocalyptic Conquest is increased by 3%. Additionally, each Rune you spend increases its value by 1%.

Trollbane’s Icy Fury: When you Obliterate or Scourge Strike a target affected by Trollbane’s Chains of Ice, it shatters dealing  Shadowfrost damage to nearby enemies and slows them by 40% for 4 seconds.

RIDER OF THE APOCALYPSE ROW 3

Hungering Thirst: The damage of your diseases, Frost Strike, and Death Coil are increased by 15%.

Choice Node: Fury of the Horsemen and A Feast of Souls

  • Fury of the Horsemen: Every 50 Runic Power you spend extends the duration of the Horsemen’s aid in combat by 1 second, up to 5 seconds.
  • A Feast of Souls: While you have 2 or more Horsemen aiding you, your Runic Power spending abilities deal 20% increased damage and have 10% chance to refund a Rune.

Mawsworn Menace: The cooldown of your Horn of Winter and Unholy Blight is reduced by 15 seconds and Death and Decay is reduced by 10 seconds.

RIDER OF THE APOCALYPSE CAPSTONE

Apocalypse Now: Army of the Dead and Frostwyrm’s Fury call upon all 4 Horsemen to aid you for 20 seconds.

Specializations: Blood and Frost

Deathbringer’s are the emissaries of death. Empowered by the Shadowlands, their physical strikes and abilities aim for their enemies’ souls and vanquish them without mercy.

DEATHBRINGER KEYSTONE

Reaper’s Mark: Viciously slice into the soul of your enemy, dealing Shadowfrost damage and applying Reaper’s Mark.

Each time you deal Shadow or Frost damage, add a stack of Reaper’s Mark. After 12 seconds or reaching 40 stacks, the mark explodes, dealing damage per stack.

Reaper’s Mark travels to an unmarked enemy nearby if the target dies or explodes below 35% health when there are no enemies to travel to. This explosion cannot occur again on a target for 3 minutes.

DEATHBRINGER ROW 1

Wave of Souls: Reaper’s Mark unleashes a dark wave towards your target and back, dealing Shadowfrost damage both ways to all enemies caught in its path. Wave of Souls critical strikes cause enemies to take 5% increased Shadowfrost damage for 15 seconds, stacking up to 2 times, and the wave back is always a critical strike.

Blood Fever: Your Blood Plague (Blood) or Frost Fever (Frost) has a chance to deal 30% increased damage as Shadowfrost.

Bind in Darkness: Shadowfrost damage applies double stacks to Reaper’s Mark and quadruple stacks when it is a critical strike. Additionally, Rime empowered Howling Blast deals Shadowfrost damage (Frost) or Blood Boil deals Shadowfrost damage (Blood).

DEATHBRINGER ROW 2

Shuddering Soul: Reaper’s Mark explosion causes a piece of the target’s soul to tear out and spiral outwards, dealing 10% of the explosion’s damage to enemies it passes through. Enemies hit by this effect deal 5% reduced physical damage to you for 10 seconds.

Grim Reaper: Reaper’s Mark explosion deals up to 30% increased damage based on your target’s missing health and applies Soul Reaper to targets below 35% health.

Choice Node: Death’s Bargain and Rune Carved Plates

  • Death’s Bargain: When you suffer a damaging effect equal to 25% of your maximum health, you instantly cast Death Pact at 50% effectiveness. May only occur every 2 minutes. When a Reaper’s Mark explodes, the cooldowns of this effect and Death Pact are reduced by 5 seconds.
  • Rune Carved Plates: Each Rune spent reduces the magic damage you take by 2% and each Rune generated reduces the physical damage you take by 2% for 5 seconds, up to 5 times.

DEATHBRINGER ROW 3

Choice Node: Swift End and Painful Death

  • Swift End: Reaper’s Mark’s cost is reduced by 1 Rune and its cooldown is reduced by 50%.
  • Painful Death: Reaper’s Mark now explodes at 50 stacks and the first scythe of Exterminate has a 100% increased chance to apply Reaper’s Mark.

Choice Node: Dark Talons and Wither Away

  • Dark Talons: Marrowrend and Heart Strike (Blood), Consuming Killing Machine or Rime (Frost) has a 20% chance to increase the maximum stacks of an active Icy Talons by 1, up to 2 times.

While Icy Talons is active, your abilities that spend Runic Power deal Shadowfrost damage.

  • Wither Away: Blood Plague (Blood) or Frost Fever (Frost) deals its damage in half the duration and the second scythe of Exterminate applies Blood Plague (Blood) or Frost Fever (Frost).

Choice Node: Death’s Messenger and  Expelling

  • Death’s Messenger: Reduces the cooldowns of Lichborne and Raise Dead by 30 seconds.
  • Expelling Shield: When an enemy deals direct damage to your Anti-Magic Shell, their cast speed is reduced by 10% for 6 seconds.

DEATHBRINGER CAPSTONE

Exterminate: After Reaper’s Mark explodes, your next Marrowrend (Blood) or Obliterate (Frost) costs no Rune and summons 2 scythes to strike your enemies. The first scythe strikes your target for physical damage and has a 15% chance to apply Reaper’s Mark, the second scythe strikes all enemies around your target for Shadowfrost damage.

Specializations: Havoc and Vengeance

The Aldrachi warriors were the ultimate glaivemasters and wielded their blades with deadly grace. Each kill fueled their weapon, imbuing them with greater power. They were so indomitable that Sargeras eventually bathed their world in fel fire himself, but their spirit and teachings live on.

ALDRACHI REAVER KEYSTONE

Art of the Glaive: Consuming 3 (Havoc) or 20 (Vengeance) Soul Fragments allows you to cast Reaver’s Glaive.

Reaver’s Glaive: Throw a glaive enhanced with the essence of consumed souls at your target, dealing physical damage and ricocheting to 2 additional targets for additional damage. Replaces Throw Glaive.

Begins a well-practiced pattern of glaivework, enhancing your next Chaos Strike and Blade Dance (Havoc), Fracture, Shear, and Soul Cleave (Vengeance):

  • Chaos Strike (Havoc), Fracture, and Shear (Vengeance) applies Reaver’s Mark which causes the target to take 15% increased damage for 5 seconds.
  • Blade Dance (Havoc) and Soul Cleave (Vengeance) deal 3 additional glaive slashes to nearby targets for additional damage.

ALDRACHI REAVER ROW 1

Choice Node: Keen Engagement and Preemptive Strike

  • Keen Engagement: Reaver’s Glaive generates 20 Fury.
  • Preemptive Strike: Throw Glaive deals damage to enemies near its initial target.

Choice Node: Evasive Action and Unhindered Assault

  • Evasive Action: Vengeful Retreat can be cast a second time within 3 seconds.
  • Unhindered Assault: Vengeful Retreat resets the cooldown of Felblade.

Incisive Blade: When enhanced, Chaos Strike and Soul Cleave deal 30% increased damage.

ALDRACHI REAVER ROW 2

Aldrachi Tactics: The second enhanced ability in a pattern shatters an additional Soul Fragment.

Choice Node: Army Unto Oneself and Incorruptible Spirit

  • Army Unto Oneself: Felblade surrounds you with a Blade Ward, reducing physical damage taken by 10% for 5 seconds.
  • Incorruptible Spirit: Consuming a Soul Fragment also heals you for an additional 15% over time.

Wounded Quarry: While Reaver’s Mark is on your target, melee attacks have a chance to strike with an additional glaive slash for damage and shatter a soul.

ALDRACHI REAVER ROW 3

Intent Pursuit: Casting an enhanced ability reduces the remaining cooldown of The Hunt by 2 seconds.

Escalation: Each successive enhanced ability deals 10% increased damage. The effect of the second enhancement is increased by 100%.

Warblade’s Hunger: Consuming a Soul Fragment causes your next Chaos Strike, Fracture, or Shear to deal bonus damage.

ALDRACHI REAVER CAPSTONE

Thrill of the Fight: After consuming both empowerments, gain Thrill of the Fight, increasing your attack speed by 15% for 5 seconds and causing your next ability to deal 30% increased damage and healing.

Specializations: Feral and Guardian

Druids of the Claw are masters of their mighty animal forms. When they transform into cats or bears, they become ferocious physical combatants and protectors of the wild.

DRUID OF THE CLAWKEYSTONE

Massive Attack: Your auto-attacks have a chance to make your next Ferocious Bite (Feral) or Maul (Guardian) become Massive Attack.

  • Feral: Finishing move Dreadful Wound is not affected by Circle of Life and Death. (Feral) If a Dreadful Wound benefiting from Tiger’s Fury is re-applied, the new Dreadful Wound deals damage as if Tiger’s Fury was active.
  • Guardian: Slash through your target in a wide arc, dealing physical damage to your target and additional damage to all other enemies in front of you.

Bestial Strength: Ferocious Bite damage increased by 5% and Primal Wrath’s (Feral)  direct damage increased by 100% Maul and Raze (Guardian) damage increased by 10%.

DRUID OF THE CLAW ROW 2

Wildshape Mastery: Ironfur and Frenzied Regeneration persist in Cat Form. When transforming from Bear to Cat Form, you retain 80% of your Bear Form armor and health for 6 seconds. For 6 seconds after entering Bear Form, you heal for 10% of damage taken over 8 seconds.

Choice Node: Ruthless Aggression and Killing Strikes

  • Ruthless Aggression: Massive Attack increases your auto-attack speed by 20% for 6 seconds.
  • Killing Strikes: Massive Attack increases your Agility by 5% and the armor granted by Ironfur by 20% for 6 seconds.
    • Feral:  Your first Tiger’s Fury after entering combat makes your next Ferocious Bite become a Massive Attack.
    • Guardian: Your first Mangle after entering combat makes your next Maul become a Massive Attack.

Pack’s Endurance: Stampeding Roar’s duration is increased by 25%.

DRUID OF THE CLAW ROW 3

Choice Node: Empowered Shapeshifting and Wildpower Surge

  • Empowered Shapeshifting: Frenzied Regeneration can be cast in Cat Form for 40 Energy. Bear Form reduces magic damage you take by 4%. Shred, Swipe, and Mangle damage increased by 5%.
  • Wildpower Surge: Shred and Swipe grant Ursine Potential (Feral) and Mangle grants Feline Potential (Guardian).
    • Ursine Potential: When you have 8 stacks, the next time you transform into Bear Form, your next Mangle or Swipe deals 100% increased damage and generates 15 extra Rage.
    • Feline Potential: When you have 6 stacks, the next time you transform into Cat form, gain 5 Combo Points and your next Ferocious Bite or Rip deals 50% increased damage for its full duration.

Aggravate Wounds: Every Finishing Move, Shred (Feral),  Maul, Raze, Mangle (Guardian), Thrash, or Swipe you cast extends the duration of your Dreadful Wounds by 0.4 seconds, up to 6 additional seconds.

Choice Node: Strike for the Heart and Tear Down the Mighty.

  • Strike for the Heart: Shred, Swipe, and Mangle’s critical strike chance and critical strike damage are increased by 8%.
  • Tear Down the Mighty: The cooldown of Feral Frenzy (Feral)  and Pulverize (Guardian) is reduced by 5 seconds.

DRUID OF THE CLAW CAPSTONE

Claw Rampage: Berserk, Shred, Swipe, and Thrash have a 25% chance to make your next Ferocious Bite become a Massive Attack (Feral). During Berserk, Mangle, Swipe, and Thrash have a 25% chance to make your next Maul become a Massive Attack (Guardian).

Specializations: Devastation and Preservation

Flameshapers specialize in Red Dragonflight spells related to life-energy, flame, and breath magic. They have the ability to engulf enemies or allies in dragonflame, causing Fire Breath or Dream Breath to detonate, dealing massive damage or healing.

FLAMESHAPER KEYSTONE

Engulf: Engulf your target in dragonflame, damaging or healing them. For each of your periodic effects on the target, effectiveness is increased by 50%. Active ability. 20 second cooldown.

FLAMESHAPER ROW 1

Choice Node:Trailblazer and Shape of Flame

  • Trailblazer: Hover and Deep Breath travel 50% faster, and Hover travels 50% further.
  • Shape of Flame: Tail Swipe and Wing Buffet scorch enemies and blind them with ash, causing their next attack within 4 seconds to miss.

Traveling Flame: Engulf causes Fire Breath or Dream Breath (Preservation) to spread to a nearby target. If no valid targets are present, its duration is refreshed.

Enkindle: Essence abilities are enhanced with Flame, dealing 20% of healing or damage done as Fire over 8 seconds.

FLAMESHAPER ROW 2

Conduit of Flame: critical strike chance against targets above 50% health increased by 10%.

Burning Adrenaline: Engulf quickens your pulse, reducing the cast time of your next spell by 30%. Stacks up to 2 charges.

Choice Node: Fan the Flames and Expanded Lungs

  • Fan the Flames: Engulf reignites Enkindle, extending its duration and effectiveness by 25%.
  • Expanded Lungs: Fire Breath’s damage over time is increased by 20%. Dream Breath’s heal over time is increased by 20% (Preservation).

FLAMESHAPER ROW 3

Titanic Precision: Living Flame, Reversion, and Azure Strike critical strikes have a 100% increased chance to trigger Essence Burst.

Red Hot: Engulf gains 1 additional charge and deals 20% increased damage and healing.

Choice Node: Lifecinders and Draconic Instincts

  • Lifecinders: Renewing Blaze also applies to 1 nearby injured ally when cast.
  • Draconic Instincts: Your wounds have a small chance to cauterize, healing you for 30% of damage taken. Occurs more often from attacks that deal high damage.

FLAMESHAPER CAPSTONE

Consume Flame: Engulf consumes 8 seconds of Fire Breath (Devastation) or Dream Breath (Preservation) from the target, detonating it and damaging (Devastation) or healing (Preservation) all nearby targets equal to 300% of the amount consumed, reduced beyond 5 targets.

Specializations: Beast Mastery and Survival

Pack Leaders are Hunters that use the instincts, knowledge, and respect they’ve gained over the years as they formed a deep bond and trust with the animals they adventure with. They bring a new style of ferocity and coordination to their combat, teaching their pet to strike their prey with simultaneous attacks.

PACK LEADER KEYSTONE

Vicious Hunt: Kill Command prepares you to viciously attack in coordination with your pet, dealing additional physical damage with your next Kill Command.

PACK LEADER ROW 1

Pack Coordination: Attacking with Vicious Hunt instructs your pet to strike with their basic attack alongside your next Barbed Shot (Beast Mastery), Raptor Strike, or Mongoose Bite (Survival).

Howl of the Pack: Your pet’s Basic Attack critical strikes increase your critical strike damage by 5% for 6 seconds, stacking up to 3 times.

Wild Attacks: Every third pet Basic Attack is a guaranteed critical strike, with damage further increased by critical strike chance.

PACK LEADER ROW 2

Den Recovery: Aspect of the Turtle, Survival of the Fittest, and Mend Pet heal the target for 20% of maximum health over 4 seconds. Duration increased by 1 second when healing a target under 50% maximum health.

Choice Node: Tireless Hunt and Cornered Prey

  • Tireless Hunt: Aspect of the Cheetah now increases movement speed by 15% for another 8 seconds.
  • Cornered Prey: Disengage increases the range of all your attacks by 5 yards for 5 seconds.

Frenzied Tear: Your pet’s Basic Attack has a 20% chance to reset the cooldown of Kill Command and cause Kill Command to strike a second time for 30% of normal damage.

PACK LEADER ROW 3

Choice Node: Covering Fire and Scattered Prey

  • Covering Fire: Kill Command increases the duration of Beast Cleave by 1 second (Beast Mastery). Wildfire Bomb reduces the cooldown of Carve or Butchery by 2 seconds (Survival).
  • Scattered Prey: Multi-Shot increases the damage of your next Multi-Shot by 25% (Beast Mastery). Carve or Butchery increases the damage of your next Carve or Butchery by 25% (Survival).

Cull the Herd: Kill Shot deals an additional 30% damage over 5 seconds and increases the bleed damage you and your pet deal to the target by 25%.

Choice Node: Furious Assault and Beast of Opportunity

  • Furious Assault: Consuming Frenzied Tear has a 50% chance to reset the cooldown of Barbed Shot and deal 30% additional damage. (Beast Mastery)  Consuming Frenzied Tear has a 50% chance to make your next Raptor Strike or Mongoose Bite free and deal 30% additional damage. (Survival)
  • Beast of Opportunity: Bestial Wrath (Beast Mastery) or Coordinated Assault (Survival) calls on the Pack, summon a pet from your stable for 6 seconds.

PACK LEADER CAPSTONE

Pack Assault: Vicious Hunt and Pack Coordination now stack and apply twice and are always active during Call of the Wild (Beast Mastery) or Coordinated Assaulted (Survival).

Specializations: Arcane and Frost

Spellslinger Mages are prodigies of spellcasting that have learned to splinter their sorceries, creating powerful and volatile new effects.Spellslingers can conjure and manipulate these splinters with prowess, allowing them to devastate the battlefield with rapid barrages of razor-sharp crystals.

Developer notes: Spellslinger Splinters are themed and tuned based on your active Specialization. Arcane’s Splinters are named Arcane Splinters and deal moderate Arcane school damage. Frost’s Splinters are named Frost Splinters and deal light Frost school damage. Those specifics have been omitted from this mockup for the sake of tooltip readability, as both specs’ Splinters serve the same purpose.

SPELLSLINGER KEYSTONE

Splintering Sorcery: When you consume Nether Precision (Arcane) or Winter’s Chill (Frost), conjure a Splinter that fires at your target.

  • Splinter: Conjure raw magic into a sharp projectile that deals damage. Splinters embed themselves into their target, dealing additional damage over 16 seconds. This effect stacks.

SPELLSLINGER ROW 1

Augury Abounds: Casting Arcane Surge (Arcane) or Icy Veins (Frost) conjures 8 Splinters. During Arcane Surge (Arcane) and Icy Veins (Frost), whenever you conjure a Splinter, you have a 100% chance to conjure an additional Splinter.

Controlled Instincts: While a target is under the effects of Nether Tempest (Arcane) or Winter’s Chill (Frost), 20% of the direct damage dealt by a Splinter is also dealt to nearby enemies. Damage reduced beyond 5 targets. (Arcane) Direct damage from Arcane Splinters resets the duration of Nether Tempest.

Splintering Orbs: The first 8 times an enemy is damaged by your Arcane Orb (Arcane) or Frozen Orb [Frost], conjure a Splinter that fires at the damaged target. Arcane Orb (Arcane) and Frozen Orb (Frost) damage is increased by 10%.

SPELLSLINGER ROW 2

Choice Node: Slippery Slinging and Look Again

  • Slippery Slinging: You have 40% increased movement speed during Alter Time.
  • Look Again: Displacement has a 50% longer duration, 25% longer range, and leaves behind a Mirror Image.

Choice Node: Reactive Barrier and Phantasmal Image

  • Reactive Barrier: Your Prismatic Barrier (Arcane) and Ice Barrier (Frost) can absorb up to 50% more damage based on your missing Health. Max effectiveness when under 50% health.
  • Phantasmal Image: Your Mirror Image summons one extra clone. Mirror Image now reduces all damage taken by an additional 5%.

Choice Node: Volatile Magic and Unerring Proficiency

  • Volatile Magic: Whenever a Splinter is removed or recalled, it explodes, dealing damage to nearby enemies. Deals reduced damage beyond 5 targets.
  • Unerring Proficiency: Each time you conjure a Splinter, increase the damage of your next Supernova by 18% (Arcane) or Ice Nova by 6% (Frost). Stacks up to 30 times.

SPELLSLINGER ROW 3

Shifting Shards: Shifting Power fires a barrage of 8 Splinters at random enemies within 40 yards over its duration.

Spellfrost Teachings: Direct damage from a Splinter has a 5% chance to summon an Arcane Echo (Arcane) or Icy Comet (Frost) that deals damage to all nearby enemies and increases the damage enemies take from you for by 6% for 6 seconds.

Force of Will: Gain 2% increased critical strike chance. Gain 5% increased critical strike damage.

SPELLSLINGER CAPSTONE

Splinterstorm: Whenever you have 8 or more active Embedded Splinters, you automatically cast a Splinterstorm at your target.

  • Splinterstorm: Recall all Embedded Splinters to you, dealing their remaining periodic damage instantly. After a brief delay, unleash a devastating barrage of Splinters, dealing damage to your target for each Splinter in the Splinterstorm. Splinterstorm grants you Clearcasting (Arcane) or applies Winter’s Chill to its target (Frost).

Specializations: Brewmaster and Windwalker

As a Shado-Pan, learn from your forebears and stand proud against your foes in defense of your friends and family. Bide your time and charge up your power before unleashing an overwhelming flurry of blows to overwhelm your opponents.

SHADO-PAN KEYSTONE

Overwhelming Flurry: Dealing damage equal to your maximum health generates a Flurry Charge. For each 400 Energy you spend, unleash all Flurry Charges as Flurry Strikes, dealing physical damage per charge.

SHADO-PAN ROW 1

Choice Node: Pride of Pandaria and High Impact

  • Pride of Pandaria: Flurry Strikes have 15% additional chance to Critically Strike.
  • High Impact: Enemies who die within 5 seconds of being damaged by a Flurry Strike explode, dealing damage to uncontrolled enemies within 8 yards.

Veteran’s Eye: Striking the same target 5 times within 2 seconds grants 2% haste. Multiple instances of this effect may overlap, stacking up to 10 times.

Martial Precision: Attacks penetrate 10% of the target’s armor.

SHADO-PAN ROW 2

Choice Node: Protect and Serve and Lead from the Front

  • Protect and Serve: Your Vivify always heals you for an additional 30% of its total value.
  • Lead from the Front: Chi Burst, Chi Wave, and Expel Harm now leech 20% of damage dealt.

One versus Many: Damage dealt by Fists of Fury and Keg Smash counts as double towards Flurry Charge generation. Fists of Fury damage increased by 10%. Keg Smash damage increased by 30%.

Choice Node: Whirling Steel and Predictive Training

  • Whirling Steel: When you become injured, summon Whirling Steel, increasing your Parry chance and Avoidance by 15% for 6 seconds.
  • Predictive Training: When you dodge or parry an attack, reduce damage taken by 10% for the next 6 seconds.

SHADO-PAN ROW 3

Against All Odds: Flurry Strikes increase your Agility by 1% for 6 seconds, stacking up to 20 times.

Efficient Training: Abilities that spend Energy deal an additional 15% damage. Every 50 Energy spent reduces the cooldown of Storm, Earth, Fire, Serenity, and Weapons of Order by 1 second.

Vigilant Watch: Blackout Kick deals an additional 20% critical damage and increases the damage of your next set of Flurry Strikes by 10%.

SHADO-PAN CAPSTONE

Wisdom of the Wall: Every 10 Flurry Strikes, become infused with a Wisdom of the Wall for 20 seconds. Wisdom of the Wall grants the following effects:

  • Your critical strikes deal an additional 30% damage.
  • Your Mastery’s effect is increased by 25%.
  • Versatility now also increases your Dodge and critical strike chance by 25% of its effect.
  • Flurry Strikes now deal additional Shadow damage to all uncontrolled enemies within 6 yards.

Specializations: Mistweaver and Windwalker

Conduits of the Celestials have devoted themselves to the teachings of the four August Celestials so wholeheartedly that they can channel their power outwardly and call upon their assistance regularly in combat. They can become pure conduits of the August Celestial’s power during brief moments, preventing some other actions but empowering them heavily.

CONDUIT OF THE CELESTIALS KEYSTONE

Celestial Conduit: The August Celestials empower you, causing you to radiate Nature damage onto enemies and healing onto up to 5 injured allies within 20 yards over 4 seconds, split evenly among them. Healing and damage increased by 6% per enemy struck, up to 30%. You may move while channeling, but casting other healing or damaging spells cancels this effect. Active ability. 1.5-minute cooldown.

Developer’s Note: Celestial Conduit’s channel will not break when using defensive, utility, or movement spells.

CONDUIT OF THE CELESTIALS ROW 1

Choice Node: Temple Training and Xuen’s Guidance

  • Temple Training: The healing of Enveloping Mist and Vivify is increased by 10% (Mistweaver). Fists of Fury and Spinning Crane Kick deal 10% more damage (Windwalker).
  • Xuen’s Guidance: Teachings of the Monastery has a 15% chance to refund a charge when consumed. The damage of Tiger Palm is increased by 30%.

Courage of the White Tiger: Tiger Palm has a 15% chance to cause Xuen to claw your target for physical damage, healing a nearby ally for 200% (Mistweaver) or 100% (Windwalker) of the damage done. This chance is increased while Invoke Yu’lon, the Jade Serpent or Invoke Chi-Ji, the Red Crane (Mistweaver) or Invoke Xuen, the White Tiger (Windwalker) is active.

Choice Node: Restore Balance & Yu’lon’s Knowledge

  • Restore Balance: Gain Refreshing Jade Wind while Chi’Ji the Red Crane or Yu’lon the Jade Serpent is active (Mistweaver). Gain Rushing Jade Wind while Xuen, the White Tiger is active(Windwalker).
  • Yu’lon’s Knowledge: Refreshing Jade Wind’s duration is increased by 10 seconds (Mistweaver). Rushing Jade Wind’s duration is increased by 4 seconds and multiple uses may overlap(Windwalker).

CONDUIT OF THE CELESTIALS ROW 2

Heart of the Jade Serpent: Consuming 8 stacks of Sheilun’s Gift causes Yu’lon to decrease the cooldown time of Renewing Mist, Rising Sun Kick, Life Cocoon, and Thunder Focus Tea by 100% for 8 seconds [Mistweaver]. Consuming 30 Chi causes Yu’lon to decrease the cooldown time of Rising Sun Kick, Fists of Fury, Strike of the Windlord, and Whirling Dragon Punch by 100% for 8 seconds (Windwalker).

Developer’s Note: Heart of the Jade Serpent’s required stacks to activate for Mistweaver will change to 16 when talented into the Veil of Pride passive.

Strength of the Black Ox: After Xuen assists you, your next Enveloping Mist’s cast time is reduced by 50% and causes Niuzao to grant an absorb shield to 5 nearby allies for 5% of your maximum health (Mistweaver). After Xuen assists you, your next Blackout Kick causes Niuzao to stomp at your target’s location, dealing damage to nearby enemies, reduced beyond 5 targets (Windwalker).

Flight of the Red Crane: Refreshing Jade Wind (Mistweaver), Rushing Jade Wind (Windwalker), and Spinning Crane Kick have a chance to cause Chi-Ji to quickly rush to 5 targets, healing each target (Mistweaver) or dealing physical damage to each target struck (Windwalker).

CONDUIT OF THE CELESTIALS ROW 3

Choice Node: Niuzao’s Protection and Jade Sanctuary

  • Niuzao’s Protection: Fortifying Brew grants you an absorb shield for 25% of your maximum health.
  • Jade Sanctuary: You heal for 10% of your maximum health instantly when you activate Celestial Conduit and receive 15% less damage for its duration.

Chi-Ji’s Swiftness: Your movement speed is increased by 25% during Celestial Conduit and for 3 seconds after being assisted by any Celestial.

Choice Node: Inner Compass and August Dynasty

  • Inner Compass: You switch between alignments after an August Celestial assists you, increasing a corresponding secondary stat by 3%.
    • Crane Stance: haste
    • Tiger Stance: critical strike
    • Ox Stance: Versatility
    • Serpent Stance: Mastery
  • August Dynasty: Casting Jadefire Stomp increases the damage of your next Rising Sun Kick by 30% or healing of your next Vivify by 50% (Mistweaver only).

CONDUIT OF THE CELESTIALS CAPSTONE

Unity Within: Celestial Conduit can be recast once during its duration to call upon all of the August Celestials to assist you at 200% effectiveness. Unity Within is automatically cast when Celestial Conduit ends if not used before its expiration

Specializations: Elemental and Restoration

Harness your spiritual magic, improving your spell casting capabilities and empowering you to call upon ancestors to aid you and your allies in combat.

FARSEER KEYSTONE

Call of the Ancestors: Primordial Wave (Elemental) or Unleash Life (Restoration) calls an Ancestor to your side for 6 seconds. Whenever you cast a healing or damaging spell, the Ancestor will cast a similar spell.

FARSEER ROW 1

Choice Node: Latent Wisdom and Ancient Fellowship

  • Latent Wisdom: Your Ancestors’ spells are 20% more powerful.
  • Ancient Fellowship: Ancestors have a 15% chance to call another Ancestor when they expire.

Choice Node: Heed My Call and Routine Communication

  • Heed My Call: Ancestors last an additional 2 seconds.
  • Routine Communication: Lava Burst casts have an 8% chance to call an Ancestor (Elemental). Riptide has a 15% chance to call an Ancestor (Restoration).
  • Elemental Reverb: Lava Burst gains an additional charge and deals 5% increased damage (Elemental). Riptide gains an additional charge and heals for 5% more (Restoration).

FARSEER ROW 2

Offering from Beyond: When an Ancestor is called, they reduce the cooldown of Fire Elemental and Storm Elemental by 10 seconds (Elemental) or Riptide by 2 seconds (Restoration).

Primordial Capacity: Increases your maximum Maelstrom by 25 (Elemental). Increases your maximum mana by 5% (Restoration).

Spiritwalker’s Momentum: Using spells with a cast time increases the duration of Spiritwalker’s Grace and Spiritwalker’s Aegis by 1 second, up to a maximum of 4 seconds.

FARSEER ROW 3

Choice Node: Nature Harmony and Earthen Communion

  • Natural Harmony: Reduces the cooldown of Nature’s Guardian by 10 seconds and causes it to heal for an additional 5% of your maximum health.
  • Earthen Communion: Earth Shield has an additional 3 charges and heals you for 25% more.

Maelstrom Supremacy: Increases the damage of Earth Shock, Elemental Blast, and Earthquake by 8% (Elemental). Increases the healing done by Healing Wave, Healing Surge, Wellspring, Downpour, and Chain Heal by 8% (Restoration).

Final Calling: When an Ancestor expires, they cast Elemental Blast on a nearby enemy (Elemental). When an Ancestor expires, they cast Hydrobubble on a nearby injured ally (Restoration).

  • Hydrobubble: Surrounds your target in a protective water bubble for 10 seconds. The shield absorbs incoming damage, but the absorb amount decays fully over its duration.

FARSEER CAPSTONE

Ancestral Swiftness: Your next healing or damaging spell within 10 seconds is instant and deals 10% increased damage and healing. If you know Nature’s Swiftness, it is replaced by Ancestral Swiftness and causes Ancestral Swiftness to call an Ancestor to your side. Active ability. 45 second cooldown.

Specializations: Affliction and Destruction

From darkened corners of Azeroth and to the shattered lands of Outland, Satyrs have spread corruption and summoned hellfire in the name of their masters. Amongst their sects, Hellcallers are the most feared; weaving together the vilest of Shadow magic and entropic fel fire. Following in the footsteps of epochal Hellcallers such as Xavius, Peroth’arn, and Xalan, you now wield their terrible, corruptive magic and may even lose yourself to the same promises of power that consumed them.

HELLCALLER KEYSTONE

Wither: Bestows a vile malediction upon the target, burning the sinew and muscle of its host, dealing Shadowflame damage over 18 seconds. Replaces Corruption (Affliction) or Immolate (Destruction).

HELLCALLER ROW 1

Xalan’s Ferocity: Shadow damage increased by 5%. Fire damage increased by 5%.

Blackened Soul: Your damaging abilities further corrupt enemies affected by your Wither, increasing its stack count by 1. Each time Wither increases it has a chance to become acute, dealing Shadowflame damage to its host every 1 second until 1 stack remains. Wither will always become acute after reaching 8 stacks or when its host reaches 20% health.

Xalan’s Cruelty: Fire critical strike chance increased 10%. Shadow critical strike chance increased 10%.

HELLCALLER ROW 2

Choice Node: Mark of the Legashi and Aura of Enfeeblement

  • Mark of the Legashi: Curse of Weakness also applies Curse of Tongues.
  • Aura of Enfeeblement: Enemies within 10 yards are affected by your Curse of Weakness and Curse of Tongues at 75% effectiveness.

Choice Node: Hatefury Rituals and Bleakheart Tactics

  • Hatefury Rituals: Wither deals 100% increased damage but its duration is 50% shorter.
  • Bleakheart Tactics: Wither damage increased 15%. When Wither gains a stack from Blackened Soul, it has a chance to gain 1 additional stack.

Choice Node: Zevrim’s Resilience and Illhoof’s Design

  • Zevrim’s Resilience: When you consume a Healthstone, you also restore 10% of your maximum health as Soul Leech.
  • Illhoof’s Design: Sacrifice 10% of your maximum health. Soul Leech now absorbs an additional 15% of your maximum health.

HELLCALLER ROW 3

Mark of Xavius: Agony damage increased 10%. Agony is now a combo skill (Affliction). Directly recasting Agony within 2 seconds applies Agony to 1 other nearby enemy. Wither damage increased 10%. Wither is now a combo skill. Directly recasting Wither within 2 seconds applies Wither to 1 other nearby enemy (Destruction).

Cull the Weak: Casting Wither directly or refreshing Wither with less than 4 seconds remaining causes Wither to gain 3 stacks.

Mark of Peroth’arn: Blackened Soul deals 5% increased damage per stack of Wither (Affliction). Agony deals damage 10% faster. Wither deals damage 10% faster (Destruction).

HELLCALLER CAPSTONE

Malevolence: Dark magic erupts from you and corrupts your soul for 20 seconds, causing enemies suffering from your Wither to take Shadowflame damage and increase its stack count by 3 (Affliction). While corrupted, your active Withers are acute, your haste is increased by 10%, and Malefic Rapture grants 1 additional stack of Wither to targets affected by Unstable Affliction. While corrupted, your active Withers are acute, your haste is increased by 10%, and Chaos Bolt grants 1 additional stack of Wither (Destruction).

Specializations: Arms and Fury

A Slayer has one goal: the execution of their chosen target, and woe betide any who stand between the Slayer and their prey. Slayers are unrelenting in their pursuit and attacks, overwhelming their foes with a furious, unending onslaught of steel. When a Slayer has you in their sights, your days are numbered.

SLAYER KEYSTONE

Slayer’s Dominance: Your attacks have a high chance to overwhelm your target’s defenses and trigger a Slayer’s Strike, dealing low damage and applying Marked for Execution, increasing the damage they take from your next Execute by 10%. Stacks 3 times.

SLAYER ROW 1

Imminent Demise: Sudden Death’s chance to reset the cooldown of Execute and make it usable on any target, regardless of health is increased.

Using Sudden Death accelerates your next Bladestorm, striking 1 additional time (max 3). Bladestorm’s total duration is unchanged.

Overwhelming Blades: Each strike of Bladestorm applies Overwhelmed to all enemies affected, increasing damage taken by 1% for 10 seconds.

Developer’s Note: Fury will have access to Bladestorm via specialization talents in The War Within.

Choice Node: Relentless Pursuit and Vicious Agility

  • Relentless Pursuit: Charge removes all movement impairing effects and grants you 70% movement speed for 3 seconds.
  • Vicious Agility: Heroic Leap reduces the cooldown of Charge by 5 seconds and Charge reduces the cooldown of Heroic Leap by 5 seconds.

SLAYER ROW 2

Death Drive: You heal for 50% of damage dealt by Sudden Death.

Choice Node: Slayer Reflexes and Constant Pressure

  • Slayer Reflexes: Slayer’s Strikes have a chance to reset the cooldown of Bloodthirst and Overpower.
  • Constant Pressure: Cooldown of Overpower reduced by 10% (Arms). Cooldown of Bloodthirst reduced by 10% (Fury).

Choice Node: Tunnel Vision and Thrill of the Kill

  • Tunnel Vision: Your auto-attack speed increases while you are in combat. Changing targets resets this effect.
  • Thrill of the Kill: Execute increases your auto-attack speed for 10 seconds.

SLAYER ROW 3

Slay: Marked for Execution increases the critical strike chance and critical strike Damage of your next Execute on the target by 5%.

Frenetic Flurry: Overpower (Arms) and Bloodthirst (Fury) have a chance to cause you to unleash a brief Bladestorm, striking all enemies around you once. You can now use Pummel and Storm Bolt while Bladestorming.

Slayer’s Focus: Overpower cooldown reduced by 10% (Arms). Bloodthirst cooldown reduced by 10% (Fury).

SLAYER CAPSTONE

Unrelenting Onslaught: When you Execute a target that you’ve Marked for Execution, reduce the cooldown of Bladestorm by 5 seconds per stack of Marked for Execution and apply stacks of Overwhelmed equal to the number of stacks of Marked for Execution the target had.