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WoW Hotfixes – July 28th 2022, Shadowlands: Season 4 Begins August 3, Shadowlands Season 4 Content Update Notes

We got more Shadowlands related news and articles today with a few new hotfixes and blog posts/patch notes (including class balancing) for season 4 launching next reset!

WoW Hotfixes – July 28th 2022

Quote from: Blizzard

JULY 28, 2022

Dungeons and Raids

  • Mists of Tirna Scithe
    • Mistcaller
      • Dodge Ball no longer pierces immunities.
  • Tazavesh: Soleah’s Gambit
    • Fixed issue where Murkbrine Fishmancer’s Volatile Pufferfish was not dealing damage.

Items and Rewards

  • Sandworn Relics are now bound on account.

Burning Crusade Classic

  • Fixed an issue where the Shattered Hand Scout could prevent completion of Shattered Halls.

Shadowlands: Season 4 Begins August 3

Quote from: Blizzard

Shadowlands Season 4 includes eight returning dungeons from earlier expansions, new seasonal rewards, all-new affixes, and fabulous rewards. Read on for more details!

Fated Raids

In the aftermath of our climatic battle in Zereth Mortis, the power of the First Ones is echoing across the Shadowlands, empowering some familiar raid settings and the rewards within. Each week, one of the three Shadowlands raids (Castle Nathria, Sanctum of Domination or Sepulcher of the First Ones) will become Fated, along with any World Bosses associated with those raids. The World Bosses in Shadowlands and their associated raids are:

Castle Nathria

  • Valinor, the Light of Eons
  • Mortanis
  • Oranomonos the Everbranching
  • Nurgash Muckformed

Note that only one of these bosses will be available at a time during a Castle Nathria Fated week.

Sanctum of Domination

  • Mor’geth, Tormentor of the Damned

Sepulcher of the First Ones

  • Antros
Sire Denathrius in Castle Nathria
Sire Denathrius awaits you in Castle Nathria
Sylvanas Windrunner in Sanctum of Domination
Face Sylvanas Windrunner in the Sanctum of Domination
Shadowlands Epic Edition
End the Jailer in the Sepulcher of the First Ones

How Do Fated Raids Work?

Each week, one raid will be marked as Fated. You may enter a Fated raid in any difficulty (Raid Finder, Normal, Heroic or Mythic). Note that while a raid is marked as Fated, you cannot enter its non-Fated version until the following week when another raid becomes Fated—so plan your transmogrification and achievement runs accordingly! You can find our Fated raid schedule here.

Once you enter a Fated raid, you’ll notice that all enemies and bosses will have adjusted stats—the goal here isn’t to make your raid group go through progression again; we’re aiming to provide a proper but not insurmountable challenge for those already experienced with the encounters.

Each boss encounter will be empowered by one of four unique Fated Powers. These will vary from boss to boss and week to week, presenting challenges for your raid group that reward Fated Infusions, temporary powerful auras for your efforts. Should you conquer any boss in a Fated raid, you’ll receive rewards according to the difficulty level you’ve completed them in. The item level distribution for Fated raids is as follows:

  • Raid Finder: 265-272
  • Normal: 278-285
  • Heroic: 291-297
  • Mythic: 304-311

All gear obtained in Fated raids can be converted into set pieces at the Creation Catalyst.

Puzzling Cartel Dinars

Season 4 features a trio of broker vendors suspiciously skulking around the Great Vault. Each of these brokers has wares from one of the three Shadowlands raids. They will sell trinkets, weapons, and other special items from their respective raid. Each item will have the same price: a single Puzzling Cartel Dinar. You can obtain Puzzling Cartel Dinars by entering any Fated raid in Season 4 and completing the required 3-part questline. But there’s a catch: you will only be able to get three Puzzling Cartel Dinar for the entire season.

After spending your last Dinar, the brokers leave town and take their wares with them. Items sold by these vendors will be at the Season 4 Normal Fated item level range of 278-285, depending on the item.

Heroic & Mythic Upgrade Items

Raiders can upgrade raid loot as they move up in difficulty. In Season 4, defeating bosses on Heroic or Mythic difficulty will drop either Confounding Antique Cypher (on Heroic) or Confounding Ancient Cypher (on Mythic). Combine 20 Cyphers to upgrade gear to their Heroic or Mythic versions.

Unlike the Puzzling Cartel Dinar above, which has a quest you must complete to earn them over time, these Cyphers will begin as guaranteed drops as soon as Season 4 begins. This will allow you to capture effort progressing week over week from the get-go. These upgrade items will work on any item with a ‘Fated’ tag, including those sold by the broker vendors mentioned above.

Fated Raid Rewards

Several new rewards can be obtained by achieving the following Feats of Strength during Season 4:

  • Fates of the Shadowlands Raids – Clear all 3 Fated raids on Normal difficulty.
    • Rewards the Jigglesworth Sr. mount.
Jigglesworth Sr. mount
Jigglesworth Sr., obtained by completing all Fated raids on Normal Difficulty.
  • Heroic: Fates of the Shadowlands Raids – Clear all 3 Fated raids on Heroic difficulty.
    • Rewards the “Hero of Fate” title.
  • Mythic: Fates of the Shadowlands Raids – Clear all 3 Fated raids on Mythic difficulty.
    • Rewards three teleports to each Shadowlands raid location on the character that earned the achievement.

New Dungeon Rotation

Season 4 features a new dungeon rotation for Mythic+. New Mythic Dungeon Keystones obtained from Shadowlands dungeons will be for one of the following dungeons:

  • Tazavesh: Streets of Wonder (from the Shadowlands expansion)
  • Tazavesh: So’leah’s Gambit (from the Shadowlands expansion)
  • Operation Mechagon: Junkyard (from the Battle for Azeroth™ expansion)
  • Operation Mechagon: Workshop (from the Battle for Azeroth™ expansion)
  • Return to Karazhan: Lower (from the Legion™ expansion)
  • Return to Karazhan: Upper (from the Legion™ expansion)
  • Grimrail Depot (from the Warlords of Draenor™ expansion)
  • Iron Docks (from the Warlords of Draenor™ expansion)
Operation Mechagon
Operation Mechagon, one of the dungeons returning in Season 4

New Mythic Keystone Affix: Shrouded

Nathrezim infiltrators have disguised themselves among certain non-boss enemies in dungeons. You can see through their clever disguises if you pay close attention. Defeat these impostors, and a Cartel Ta member will capture them and allow you a choice of bounties that will enhance a secondary stat of your choice. You’ll also receive a hefty Bounty Payment that quickly restores health and mana.

Mythic+ Rewards

The following rewards can be obtained by completing Mythic Keystone Dungeons in Season 4:

  • Shadowlands Keystone Conqueror: Season Four – Attain a Mythic+ Rating of at least 1500 during Shadowlands Season Four.
    • Rewards “The Shrouded” title.
  • Shadowlands Keystone Master: Season Four – Attain a Mythic+ Rating of at least 2000 during Shadowlands Season Four.
    • Rewards the Restoration Deathwalker mount.
Restoration Deathwalker Mount
Restoration Deathwalker, one of the Mythic+ Rewards in Season 4
  • Keystone Hero: Iron Docks/Grimrail Depot/Return to Karazhan/Operation: Mechagon/Tazavesh, the Veiled Market – Completing Season 4 dungeons at Mythic Level 20 or higher within the time limit.
    • Rewards dungeon teleports to the dungeons completed.
  • Shrouded Hero: Shadowlands Season Four – End Shadowlands Mythic+ Season 4 with a Mythic+ Rating in the top 0.1% of all players in your region.
    • Rewards the “Shrouded Hero” title.

New PvP Season

A new PvP Season will also kick off, allowing heroes all over Azeroth a chance to obtain glory in the Arenas and Battlegrounds. The new item level caps for Honor and Conquest gear shakes up as follows:
Honor Gear (Eternal Combatant)

Upgrade Level Item Level PvP Item Level
1 229 255
2 236 268
3 242 272
4 249 275
5 255 278
6 262 281
7 268 285

Conquest Gear (Eternal Gladiator)

Rating Requirement Rated Rank Item Level PvP Item Level
Unranked 275 288
1000 Combatant I 278 291
1200 Combatant II 281 294
1400 Challenger I 285 298
1600 Challenger II 288 301
1800 Rival I 291 304
1950 Rival II 294 307
2100 Duelist 298 311
2400 Gladiator 301 311

Mount and Title Rewards

Obtaining the Eternal Gladiator: Shadowlands Season 4 Feat of Strength at the end of the Season will award you the Eternal Gladiator’s Soul Eater mount and the Eternal Gladiator title. In addition, a new mount—the Vicious Warstalker—can be obtained by participating in rated PvP matches (Arenas or Rated Battlegrounds).

And What About…

  • Legendary Ranks?
    • There won’t be a new Legendary Rank in Season 4.
  • Crafter’s Mark?
    • There won’t be a new Crafter’s Mark in Season 4.
  • Conduits?
    • There won’t be new Conduits or Conduit upgrades in Season 4.
  • Sockets?
    • Sockets are obtained in the same way as they were in Season 3.
  • Mythic Keystones?
    • Just like previous Seasons, Mythic Dungeon Keystones obtained from the Great Vault on the first week of the Season will be at a lower level than usual to account for the increased challenge.
  • Raid Shortcuts?
    • Any raid shortcuts you have unlocked in Castle Nathria, Sanctum of Domination, and Sepulcher of the First Ones will be available to you when you enter the Fated versions of those raids.
  • Great Vault Raid Loot?
    • Great Vault raid rewards will pull from all Fated bosses you’ve defeated across the entire Season, regardless of which raid is currently Fated.

The focus of Season 4 is earning new gear through a remixed raid and dungeon experience, and PvP. Any obligation to retread familiar Shadowlands systems in order to keep pace feels contrary to that focus, and in order to provide the best experience, we’ve decided to leave those systems unchanged.

Going Out With a Bang

Season 4 presented a unique opportunity for the WoW Development Team to try some experimental changes that might have been

Shadowlands Season 4 Content Update Notes

Quote from: Blizzard

Shadowlands Season 4 brings a new Mythic+ dungeon rotation including six returning dungeons from earlier expansions with a new seasonal affix, a brand new raiding experience with Fated Raids, empowered world bosses, a new PvP season, and fabulous rewards.


  • Each week during Shadowlands Season 4 will feature a different Fated raid: Castle Nathria, Sanctum of Domination, or Sepulcher of the First Ones. Enemies within Fated raids are stronger and drop upgraded loot with a higher item level, while bosses are augmented with a variety of Fated Powers that offer additional risk and powerful bonuses.
  • Seasonal rewards for Fated Raids include new Feat of Strength achievements, Jigglesworth Sr. mount, the “Hero of Fate” title, and teleports to each Shadowlands raid location.
    • Developers’ note: Fated Raids are an experiment in giving a fresh take on an existing experience. Adding new mechanics atop pre-existing encounters is a precarious balancing act and we wanted to reward players’ efforts, and as such built powerful beneficial auras, called Fated Infusions, which are earned after executing the new Fated Power mechanics.
      • Targeted players become charged with Cosmic damage over time. When this Magic-dispellable aura is removed, Creation Sparks fly off and impact the ground. This can explode if no player is there to intercept it, but if they do they’re rewarded with a powerful Fated Infusion, increasing the flow of time and the movement speed of any player within the radius.
      • An enemy appears which continually casts, inflicting Cosmic damage to all players if successful. Over time, this enemy gains energy and increased damage done, and when defeated grants a Fated Infusion which increases mastery, critical strike, versatility, and avoidance based on the enemy’s energy value.
      • Infuses a powerful enemy to inflict Cosmic damage to players. When removed this power manifests as an enemy who shields all enemies in the area for a short period of time, sharing the pool of shielded health. Players may additionally heal a secondary unit to contribute against this pool. If this shield breaks, damage and healing done to shielded enemies is inflicted upon them, and players are granted a Fated Infusion, increasing total health, damage, healing, and absorbs done based on how much that player contributed.
      • Summons an orb which defeats all players, but may be interacted with. This activates the foe, which spawns additional enemies for a short period of time. For each one slain, more spawn, and after the window of time players are rewarded with another Fated Infusion, increasing damage, healing, and absorbs done, stacking for each enemy defeated.
    • Entering any Shadowlands raid in Season 4 will start the quest “Crossing Fate”, kicking off a questline that will reward players for participating in Fated Raids over a number of weeks with a new currency: up to 3 Puzzling Cartel Dinar.
    • 3 New Vendors (Ko’ropo, Ta’choso, and So’turu) can be found lurking near the Great Vault in Oribos, and will gladly trade one Puzzling Cartel Dinar for any of their wares: trinkets, weapons, and unique items from across the 3 Shadowlands raids, at Fated Normal quality (item level 278-285).
    • Defeating Fated bosses on Heroic or Mythic will reward each player 1 Confounding Cypher of the appropriate difficulty. Combining 20 Heroic or Mythic Cyphers awards a Creation Impetus, which upgrades any Fated items to Heroic or Mythic quality.
      • Developers’ note: This system is an experiment for Season 4 with the goal of providing a method for players to overcome extreme bad luck scenarios when it comes to a particular piece of loot that just won’t drop, especially in a season where each raid is only Fated every 3 weeks. We’re limiting it to only 3 Puzzling Cartel Dinar over time so that players can fill the gaps in their regular gearing and protect against runs of significant bad luck, but not undercut the primary gearing experience of doing meaningful content with your group over time. Additionally, we’re trialing a method for players to upgrade raid gear as they move into harder difficulties, rewarding effort over an extended period of time. Our hope is that these two systems combine with Fated Powers to create a satisfying and well-paced progression of power through Season 4’s perilous new challenges.


  • New Seasonal Affix: Shrouded – Nathrezim infiltrators have disguised themselves among the enemies throughout the dungeon. Cartel Ta will reward you handsomely for assisting in their capture.
  • New seasonal rewards for Mythic+ include new Feat of Strength achievements, the two new titles: “the Shrouded” and “Shrouded Hero”, dungeon teleports, and a new coloration of the Mythic+ Deathwalker mount.
  • New dungeon rotation consisting of:
    • Tazavesh: Streets of Wonder
    • Tazavesh: So’leah’s Gambit
    • Operation Mechagon: Junkyard (Battle for Azeroth dungeon)
    • Operation Mechagon: Workshop (Battle for Azeroth dungeon)
    • Return to Karazhan: Lower (Legion dungeon)
    • Return to Karazhan: Upper (Legion dungeon)
    • Iron Docks (Warlords of Draenor dungeon)
    • Grimrail Depot (Warlords of Draenor dungeon)
  • Portals to Gorgrond, Karazhan, and Mechagon are now available in Oribos.
    • Enemy Forces have been adjusted.
    • Coastwalker Goliath’s Tidal Stomp damage reduced by 15%.
    • Coastwalker Goliath’s Undertow increases the damage of Tidal Stomp by 15% per stack (was 25%).
      • Anchor Shot no longer scales with Fortified.
      • Anchor Shot damage reduced by 10%.
    • Enemy Forces have been adjusted.
    • Veteran Sparkcaster’s Hyperlight Salvo deals damage less frequently.
    • Customs Security Hard Light Baton cooldown increased to 18 seconds (was 12 seconds).
    • Customs Security Hard Light Baton damage reduced by 10%.
    • P.O.S.T. MASTER
      • Fan Mail damage reduced by 15%.


  • While a raid is Fated, the rewards from the world boss linked to that raid will have their item levels increased.
    • Mortanis, Oranomonos, Nurgash, and Valinor are linked to Castle Nathria, Mor’geth is linked to Sanctum of Domination, and Antros is linked to Sepulcher of the First Ones.


      • Starfall damage increased by 15%.
        • Developer’s note: Balance AoE has gradually fallen off in recent months, we believe due to Starfall not benefitting as as much as other comparable spells from increased Astral Power generation and Haste, as gear levels increase. We are looking into different solves for the future, but for now are giving it a boost to better compete in the current content.
      • Raptor Strike, Mongoose Bite, and Kill Command damage increased by 15%.
      • (4) Set Bonus: Wildfire Bomb bonus damage lowered to 20% (was 30%).
      • Wildfire Bomb, and any Wildfire Infusion variants of Wildfire Bomb now deal reduced damage when hitting more than 8 targets. The tooltips will be updated to reflect this in a future patch.
        • Developer Note: The Mad Bombardier set bonus boosts Wildfire Bombs in fun and powerful ways, but with the potentially frequent set bonus activation, and Wildfire Bombs not having any target cap where their damage is lowered, Survival Hunters have exceeded expectations in content where there are many targets to hit. The set bonus interactions are fun to play with, so rather than adjusting frequency or power level of the buffed Wildfire Bomb, we’re going to lower its effectiveness when pulling very high numbers of enemy targets. We’re increasing the damage of Kill Command, Raptor Strike, and Mongoose Bite to offset the loss of damage in single target scenarios.
  • MAGE
    • ARCANE
      • Clearcasting duration increased to 20 seconds (was 15 seconds).
        • Developers’ note: We’re increasing the duration of Clearcasting to minimize scenarios where the buff would fall off without the opportunity for players to gain value. This is primarily a PvP concern, but we did not feel there was a reason to make it PvP exclusive.
  • MONK
      • Spinning Crane Kick damage reduced by 5%.
        • Developers’ note: We’re happy with prior single target changes that have resulted in making Windwalker a powerful option in a broad spectrum of situations. However as a result, their total contribution ends up being slightly too strong in areas where their AOE strengths can be brought to bear. This change is not intended to remove those strengths, but ensure they’re not too far ahead of the pack.
      • Armor increased by 5%.
      • Holy Shield (Talent) increase to block chance increased to 20% (was 15%).
        • Developers’ note: We are seeing Protection Paladins dying to melee damage, or mixed melee and spell damage. This change is intended to improve their performance against both those damage types.
    • SHADOW
      • Mind Sear damage increased by 30%.
      • Shadow Crash (Talent) damage increased by 25%.
      • Searing Nightmare (Talent) damage increased by 15%.
        • Developers’ note: We are looking into Shadow’s AoE toolkit for Dragonflight and want to address the concerns brought up by the community. However, in the meantime, we are implementing these adjustments to help Shadow’s performance in multi-target situations for Season 4. We’ll continue to watch Shadow’s performance as the season unfolds and make further adjustments if needed.
      • Chaos Bolt damage increased by 5% in PvE combat.
      • Incinerate damage increased by 20%.
      • Immolate damage increased by 20%.
      • Conflagrate damage increased by 10% in PvE combat.
      • (4) Set Bonus: Blasphemy no longer grants Rain of Chaos.
        • Developers’ note: In order to address Destruction’s excess soul shard generation issues, we’re removing the ability for the Blasphemy to grant Rain of Chaos. This will prevent their shard generation from getting out of control and rein in their AOE output. However, this will have some effect on Destruction’s single-target damage and to help counter the impact we’re increasing the damage of several single-target spells in the Destruction toolkit. This is a big shift so we’ll be monitoring feedback closely and will adjust in the future if needed.
      • Ignore Pain’s absorption increased by 30%, and the absorption cap is now 30% of maximum Health (was twice the Ignore Pain absorb value).
        • Developers’ note: We find that Protection Warriors struggle with magic and unblockable forms of incoming damage. This change is intended to help improve survivability in those situations, while the change to the cap will constrain its strength otherwise.


      • All 3 Shadowlands Raid rewards will be available in the Great Vault via the Fated rotation. Once you slay a Fated Raid boss, their rewards will be added to the pool of available drops for the rest of the season.
    • Unspent Attendant’s Token of Merit left in bags will be converted to 1000 gold each.
  • Fated Castle Nathria and Fated Sanctum of Domination encounters now reward Cosmic Flux.
  • Accumulated Valor is reset, but the cap will stay removed.
  • Accumulated Conquest is reset, with a higher weekly cap than previous seasons. The cap will be removed later in the season.
  • Domination Sockets have been removed from all Sanctum of Domination items, as well as items sold by Archivist Roh-Suir and Duchess Mynx in Korthia.
  • Helms and Waists from Sanctum of Domination can now roll sockets naturally, and when Fated, can be socketed using the new socketer: Fated Matter Fractalizer.
  • Fated Matter Fractalizer socketer item can be purchased for 3 Attendant’s Token of Merit.
  • Ephemera-Infused Mesh no longer functions and can be sold to a vendor for 6,000 gold.
  • Vessel of Profound Possibilities no longer requires Season 3 achievements to purchase. It can now be purchased for 10,000 Cosmic Flux.
  • Stygian Embers no longer drop from Bosses, Lieutenants, or the Korthia Weekly Quest “Shaping Fate.”
  • The following trinkets have been adjusted:
    • Bells of the Endless Feast now stacks on the player (was target).
    • Blood Spattered Scale damage and absorb reduced by 25%.
    • Chains of Domination initial spike damage increased by 10%, and area-of-effect explosion damage increased by 20%.
    • Decanter of Endless Howling primary stat increased by 10%.
    • Heart of the Swarm damage increased by 15%.
    • Inscrutable Quantum Device secondary stat gain reduced by 25%.
    • Intrusive Thoughtcage is now more effective at reading your target’s mind; dodge rating increased by 20%, health drain damage increased by 10%, and final mind shatter damage to nearby enemies increased by 20%.
    • Macabre Sheet Music duration of the dancers increased by 25%.
      • Developers’ note:  The duration is increased to give players more time to finish the dance mini-game.
    • Manabound Mirror non-stored healing increased by 10%, and healing stored per mana spent increased by 20%.
    • Memory of Past Sins damage increased by 10%.
    • Old Warrior’s Soul Haste granted per stack reduced by 10%.
    • Pulsating Riftshard damage and absorption increased by 10%, and Rift Portal charge reduced to 1.5 seconds (was 3 seconds).
    • Relic of the Frozen Wastes damage increased by 15%.
    • Resonant Silver Bell healing increased by 15%, and Spectral Feline now appears when healing an ally below 50% health (was 40%).
    • Scars of Fraternal Strife secondary stats granted by each rune increased by 25%, and Final Rune’s explosion damage increased by 25%.
    • Shadowed Orb of Torment Mastery increased by 12%.
    • Skulker’s Wing damage increased by 10%.
    • The Lion’s Roar cooldown reduction from critical heals increased to 6 seconds (was 3 seconds), and now absorbs 30% of all damage taken in the zone of protection (was 20%).
    • Tome of Monstrous Constructions damage increased by 15%.
      • Developers’ note: The reasons for these trinket changes are that we hope to remove an advantage some players might have from obtaining a 278 version of a Shadowlands trinket from the Season 3 Great Vault, considering that Shadowlands Dungeon trinkets will be attainable at a max of 262 ilvl for anyone who starts after Season 4 begins.
        Second, with raids rotating, we want to ensure that a higher amount of items looted from a raid on given week have a chance to be satisfying upgrades for players. You could imagine a scenario where Castle Nathria for example might not be worth it if all of the ‘good trinkets’ come from a different raid you won’t be able to access for 1-2 weeks. Additionally, Season 4 is a unique opportunity for us to look at these items will a full season (or more) of hindsight, and thus able to improve ones that we felt were close power-level wise, but not quite enough to compete with popular or easier-to-acquire options.
        Lastly, given the limited Dinar currency we’ve seen a lot of fear from players that they’d be afraid to spend them, only to have that item nerfed or another item made better. We’re frontloading these changes at the start of the season and intending to stay as hands-off as possible so decisions made about which items you buy can be removed from the fear of those numbers changing dramatically.
  • The following weapons have been adjusted:
    • Slightly increased the drop rate of Edge of Night and Rae’shalare, Death’s Whisper.
      • Developers’ note: Due to a shorter season and a raid rotation, we want these items to be a bit more attainable, so we have slightly increased their drop rate. As an epic quality item, the Edge of Night will also be available via the Fated Raid vendor.
    • Genesis Lathe’s Ephemeral Effusion effects increased by 10%.
    • Sepulcher’s Savior on-use effects increased by 20%.


  • With the new season, you’ll see increased item levels for rewards and new seasonal rewards. The new seasonal rewards for PvP include a new Arena title: “Eternal Gladiator”, a new weapon illusion: Eternal Flux, new coloration of the Gladiator Soul Eater mount, and new Vicious mounts–Alliance and Horde themed Warstalker.
    • Spellwarden (PvP Talent) now grants a 25% increased effectiveness to Rune of Spellwarding (was 50%).
      • Developers’ note: With the baseline increase to Anti-Magic Zone in 9.2.5, we’ve seen Death Knight defensives be stronger than we would like against casters.
    • Brutal Grasp (Necrolord Conduit) effectiveness reduced by 50% in PvP combat.
      • Developers’ note: Abomination Limb’s contribution in a Death Knight’s damage profile is substantial, so we are looking to bring it down.
    • HAVOC
      • Dancing with Fate (Conduit) is now 75% effective in PvP combat (was 100%).
        • Developers’ note: Demon Hunter’s damage is slightly higher than we would like, so we are reducing the Dancing of Fate conduit to tone it down.
  • MAGE
    • Deathborne (Necrolord Ability) increased spell damage decreased to 10% in PvP combat (was 15%).
    • Incanter’s Flow (Talent) no longer has a reduced effect when engaged in PvP combat (was 25% reduction).
    • ARCANE
      • Arcane Missile damage increased by 15% in PvP combat.
        • Developers’ note: Arcane Mages continue to be underrepresented so we are looking to increase damage opportunities for them through various parts of their kit, including Arcane Missiles, Clearcasting, and Incanter’s Flow.
    • FIRE
      • Blazing Soul now ignites a Blazing Barrier at 50% effectiveness in PvP combat.
        • Developers’ note: Fire Mage survivability has continued to be higher than we would like, so we are targeting Blazing Soul to address that while keeping the overall feel of Mage gameplay intact.
    • FROST
      • Ice Lance damage increased by 15% in PvP combat.
      • Frozen Orb damage increased by 20% in PvP combat.
        • Developers’ note: A substantial portion of a Frost Mage’s damage profile has come from Frostbolt, particularly around the Necrolord class ability Deathborne. We’re looking to reduce Deathborne and increase some of their base abilities to have a better distribution of damage in their kit.
  • MONK
      • Rising Sun Kick now deals an additional 25% damage in PvP combat.
      • Blackout Kick now deals an additional 25% damage in PvP combat.
        • Developers’ note: We are increasing Mistweaver damage on Rising Sun Kick and Blackout Kick to better reward aggressive gameplay moments.
      • Blade of Justice damage increased by 20% in PvP combat.
      • Crusader Strike damage increased by 30% in PvP combat.
      • Hammer of Wrath damage increased by 15% in PvP combat.
      • Avenging Wrath increases damage, healing, and critical strike chance by 15% in PvP combat (was 20%).
      • Crusade (Talent) effectiveness reduced by 25% while in PvP combat.
        • Developer’s note: The damage dealt in Avenging Wrath’s window can be volatile, so we would like to bring that down while increasing some of Retribution Paladins’ base damage abilities.
    • HOLY
      • Greater Fade (PvP Talent) now has a 60 second cooldown (was 45 seconds).
      • (4) Set Bonus: Divine Conversation increases the healing of your next Holy-word affecting spell by 24% in PvP combat (was 36%).
      • Flash Heal heals for an additional 20% in PvP combat (was 30%).
      • Heal heals for an additional 25% in PvP combat (was 35%).
        • Developers’ note: Holy Priests continue to outperform other healers, and we are looking to target various areas of their kit to better fit within other spec representation and performance.
    • Invigorating Shadowdust (Runecarving Power) now reduces the cooldown of your other abilities by 10 seconds in PvP combat (was 20 seconds).
    • Septic Shock (Night Fae Conduit) effectiveness reduced by 50% in PvP combat.
      • Eviscerate damage reduced by 10% in PvP combat.
      • Resolved an issue that caused Deeper Daggers (Conduit) to affect non-Rogue abilities.
        • Developers’ note: Rogues have been overperforming across all specs so we are looking to tone down damage within burst windows for Subtlety and Assassination while reducing Outlaw’s cooldown recovery potential.
      • (4) Set Bonus: Chain Heal cast by Theurgic Starspeaker’s Regalia is no longer reduced in PvP combat (was 30% reduction).
        • Developers’ note: Resto Shaman’s Tier Set bonus has not had as much impact as we initially suspected so we are nullifying the reduction of power it previously had.
    • Health Funnel effectiveness increased by 20% in PvP combat.
      • Unstable Affliction damage increased by 15% in PvP combat.
      • Unstable Affliction backlash damage when dispelled deals 20% more damage, but can no longer critically strike.
      • Corruption damage increased by 30% in PvP combat.
      • Dark Soul: Misery (Talent) increases Haste by 20% in PvP combat (was 30%).
        • Developer’s note: For Affliction, we want to smooth out some of the spiky damage that results from Dark Soul windows and the occasional Unstable Affliction critical strikes, while at the same time allowing them to maintain consistent pressure outside of these windows.
      • Call Felhunter (PvP Talent) cooldown increased to 30 seconds (was 24 seconds).
        • Developers’ note: Overall Demonology has high utility potential, so we are increasing the cooldown to Call Felhunter to bring it more in line with what we are comfortable with. Additionally, Warlock pets can have difficulty with survival, especially when being focused, so we are increasing Health Funnel as a tool to help that.

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