World of Warcraft: Cataclysm Primer
The Shattering has destroyed Azeroth and Deathwing has returned to rain havoc. Our World of Warcraft Cataclysm Primer gets you started on the changes to class trees, new races, and updated dungeons.
The Shattering has destroyed Azeroth and Deathwing has returned to rain havoc. Our World of Warcraft Cataclysm Primer gets you started on the changes to class trees, new races, and updated dungeons.
- Classes and Attributes: Find out how Attributes control the abilities of the 10 classes and changes to skill trees.
- New Races: Starting info on the Goblin and Worgen races
- Updated Dungeons: Discover what's new in class dungeons
Attributes
Stats on equipment and how they affect the different classes has been altered by the Shattering. Basic stats such as Attack Power and Spell Power have been completely removed from gear. Now, only Paladins, Warriors, Bear Druids, and Death Knights can gain Attack power from Strength; Rogues, Hunters and Shaman gain Attack Power from Agility. Spell Power is completely controlled by a character's Intellect.
Mana Per 5 Seconds has been removed and now all Mana recovery is directly controlled by Spirit. Various builds of Shaman and Druids will also gain Hit Rating from increased Spirit. Haste will now affect the regain rates of Rage, Focus, Runes and Energy.
Armor Penetration is no longer a stat featured on weapons or other gear, but may be acquired with certain talents or training. Defense has been reworked, including the removal of Defense Rating and Defense Skills. Further, Block has been redone to provide a base 30% damage reduction. Each class will already start with their weapon skills learned and will not need to train them later on.
A New Mastery Rating is for higher end character, around 70 and above. This will grant new passives depending on a chosen specialization. All of the Talent Trees have undergone heavy changes, including removal of various Talents and re-arranging where they appear and in which tree. Some abilities that were previously learned much earlier or not even on the trees, have been readjusted to have more core focus at lower levels.
Starting at level 10, characters will gain points to spend in their talent tree and additional points every two levels after. You must spend at least 31 points in a tree before unlocking a new one, meaning characters will now be locked into a role until level 70. However, a secondary tree can be trained at level 30 for 10 Gold, allowing each character to act under two different roles at lower levels. The following pages will go over the newly changed Talent Trees and how the 10 classes work being specialized.
Warrior
New Race/Class Combos: Worgen, Blood Elf, Goblin
Level 1 Bonus Attributes:
- 3 STR
- 2 STA
Arms
Talent | Requirements | Effect |
---|---|---|
Mortal Strike | None | A vicious strike that deals weapon damage and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec. |
Anger Management | None | You generate 1 rage every 3 seconds and 25% extra rage from damage dealt. |
Two-Handed Weapon Specialization | Two-Handed Axes, Two-Handed Maces, Polearms, Two-Handed Swords | Increases the damage you deal with two-handed melee weapons by 10%. |
War Academy | None | Increases the damage of Heroic Strike, Cleave, Victory Rush and Slam. |
Field Dressing | None | Increases all healing received, and the effectiveness of your self-healing abilities. |
Blitz | None | Your Charge generates additional rage and stuns an additional nearby target(s). |
Tactical Mastery | 5 Arms | You retain up to an additional rage when you change stances. |
Second Wind | 5 Arms | Whenever you are struck by a Stun or Immobilize effect you will generate rage and a percentage of your total health over 10 sec. |
Deep Wounds | 5 Arms | Your critical strikes cause the opponent to bleed, dealing a percentage of your melee weapon's average damage over 6 sec. |
Drums of War | 5 Arms | Reduces the rage cost of your Shield Bash, Pummel, and any shouts which cost rage. |
Taste of Blood | 10 Arms | Increase your Overpower critical strike chance. In addition, whenever your Rend ability causes damage, you have a chance of allowing the use of Overpower for 9 sec. This effect will not occur more than once every 6 sec. |
Sweeping Strike | 10 Arms | Your melee attacks strike an additional nearby opponent. Lasts 10 sec. |
Impale | 10 Arms, Deep Wounds | Increase the critical strike damage bonus of Mortal Strike, Slam and Overpower. |
Improved Hamstring | 10 Arms | When reapplying Hamstring, you immobilize the target for 5 sec. |
Improved Slam | 15 Arms | Decreases the swing time of Slam and increases its damage |
Deadly Calm | 15 Arms | For the next 10 sec, none of your abilities cost rage, but you continue to generate rage. Cannot be used during Inner Rage. |
Blood Frenzy | 15 Arms | Your bleeds cause targets to take extra physical damage and bleed damage, In addition, your autoattacks have a chance to generate 20 additional rage. |
Lambs of the Slaughter | 20 Arms | After dealing a Mortal Strike, your next Execute, Overpower or Mortal Strike will cause more damage. |
Juggernaut | 20 Arms | Your Charge ability is now usable while in combat, but the cooldown on charge is increased by 5 sec. Following a Charge, your next Slam or Mortal Strike ability has an additional 25% chance to critically hit if used within 10 sec. |
Sudden Death | 20 Arms | Your melee hits have a chance of resetting the cooldown on your Colossus Smash, and you keep 10 rage after using Execute. |
Wrecking Crew | 25 Arms | Your Mortal Strike critical hits have a chance to Enrage you, increasing all damage for 12 sec. |
Takedown | 25 Arms, Juggernaut | Knocks the target to the ground and stuns it for 5 sec. |
Bloodstorm | 30 Arms, Juggernaut | You become a whirling storm of destructive force, instantly striking all nearby targets with your weapon and continuing to perform a whirlwind attack every 1 sec for 6 sec. While under the effects of Bladestorm, you do not feel pity or remorse or fear and you cannot be stopped unless killed or disarmed, but you cannot perform any other abilities. |
Fury
Talent | Requirements | Effect |
---|---|---|
Bloodthrist | None | Instantly attack the target causing damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. & his effect lasts 8 sec. Damage is based on your attack power. |
Dual Wield Specialization | None | Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 10% and raises the damage of your off-hand attacks by an additional 25%. |
Precision | None | Increases your chance to hit with your attacks by 3%. |
Blood Craze | None | After taking any damage, you have a 10% chance to regenerate your health over 5 sec. |
Battle Trance | None | Your Bloodthirst, Mortal Strike and Shield Slam hits have a chance to make your next special attack that costs more than 5 rage consume no rage. |
Cruelty | None | Increases the critical strike chance of Bloodthirst, Mortal Strike and Shield Slam. |
Executioner | 5 Fury | Your Execute hits have a chance to improve your melee attack speed by 5% for 9 sec. This effect stacks up to 5 times. |
Booming Voice | 5 Fury | Reduces the cooldown of your Battle Shout and Commanding Shout by 15 sec and causes those abilities to generate 5 additional Rage. |
Rude Interruption | 5 Fury | Successfully interrupting a spell with Shield Bash or Pummel increases your damage by 5%. |
Piercing Howl | 5 Fury | Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec. |
Flurry | 10 Fury | Increases your attack speed for your next 3 swings after dealing a melee critical strike. |
Death Wish | 10 Fury | When activated you become Enraged, increasing your physical damage by 20% but increasing all damage taken by 5%. Lasts 30 sec. |
Enrage | 10 Fury | Your melee hits have a chance to Enrage you, giving you a damage bonus for 9 sec. |
Die By the Sword | 15 Fury | Increases your parry chance by 100% whenever you are brought to 20% health or less. This effect cannot occur more often than once every 2 min. |
Raging Blow | 15 Fury, Death Wish | A mighty blow that deals 110% weapon damage from both melee weapons. Can only be used while Enraged. |
Rampage | 15 Fury, Raging Blow | Increases the critical strike chance of all party and raid members within 100 yards by 5%. In addition, improves your critical strike chance by an additional 2%. |
Heroic Fury | 15 Fury | Removes any Immobilization effects and refreshes the cooldown of your Intercept ability. |
Furious Attacks | 20 Fury | Your autoattacks have a chance to reduce all healing done to the target by 10% for 10 sec. |
Meat Cleaver | 20 Fury | Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind for 10 sec. This effect stacks up to 3 times. |
Intensify Rage | 20 Fury | Reduces the cooldown of your Berserker Rage, Recklessness and Death Wish abilities. |
Bloodsurge | 25 Fury, Raging Blows | Your Bloodthirst hits have a chance of making your next Slam instant and free for 10 sec. |
Skirmisher | 25 Fury | Reduces the cooldown of your Intercept and your Heroic Leap. |
Titan's Grip | 30 Fury | Allows you to equip two-handed axes, maces and swords in one hand. |
Sing-Minded Fury | 30 Fury | When you dual-wield one-handed weapons, you deal 15% additional damage and Slam hits with both weapons. |
Protection
Talent | Requirements | Effect |
---|---|---|
Shield Slam | None | Slam the target with your shield, causing damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat. |
Sentinel | None | Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Incite | None | Increases the critical strike chance of your Heroic Strike, and gives your Heroic Strike criticals a chance to cause the next Heroic Strike to also be a critical strike. These guaranteed criticals cannot re-trigger the Incite effect. |
Toughness | None | Increases your armor value from items. |
Blood and Thunder | None | When you Thunder Clap a target affected by your Rend, you have a chance to affect every target with Rend. |
Shield Specialization | 5 Protection | You generate extra rage when you block an attack. You generate extra rage when you Spell Reflect a magic attack. |
Shield Mastery | 5 Protection | Reduces the cooldown of your Shield Block, your Shield Wall and your Spell Reflect. |
Hold the Line | 5 Protection | Improves your critical strike and critical block chance by 10% following a successful parry. |
Gag Order | 5 Protection | Gives your Shield Bash and Heroic Throw a chance to silence the target for 3 sec. Also lowers the cooldown on Heroic Throw. |
Last Stand | 10 Protection | Temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. |
Concussion Blow | 10 Protection | Stuns the opponent for 5 sec and deals damage (based on attack power). |
Bastion of Defense | 10 Protection | Reduces the chance you'll be critically hit by melee attacks while in Defensive Stance. In addition, when you block, dodge or parry an attack you have a chance to become Enraged, increasing physical damage done for 12 sec. |
Warbringer | 10 Protection | Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability will remove all movement impairing effects. |
Improved Revenge | 15 Protection | Increases the damage of your Revenge ability and causes Revenge to strike an additional target. |
Devastate | 15 Protection | Sunder the target's armor causing the Sunder Armor effect. In addition, causes 150% of weapon damage for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times. |
Impending Victory | 15 Protection, Devastate | Using Devastate on a target with 20% or less health has a chance to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health. |
Thunderstruck | 20 Protection | Improves the damage of your Rend, Cleave and Thunder Clap. In addition, your Thunder Clap improves the damage of your next Shockwave. Stacks up to 3 times. |
Vigilance | 20 Protection, Concussion Blow | Focus your protective gaze on a group or raid target. Each time they are hit by an attack your Taunt cooldown is refreshed and you gain Vengeance as if 20% of the damage was done to you. Lasts 30 min. This effect can only be on one target at a time. |
Heavy Repercussions | 20 Protection | While your Shield Block is active, your Shield Slam hits for additional damage. |
Safeguard | 25 Protection | Reduces damage taken by the target of your Intervene ability for 6 sec. |
Sword and Board | 25 Protection, Devastate | Increases the critical strike chance of Devastate. In addition, when your Devastate or Revenge deal damage, they have a chance of refreshing the cooldown of your Shield Slam and reducing its cost by 100% for 5 sec. |
Shockwave | 30 Protection | Sends a wave of force in front of you, causing damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. |
Paladin
New Race/Class Combos: Tauren
Level 1 Bonus Attributes:
- 2 STR
- 2 STA
- 1 SPI
Holy
Talent | Requirements | Effect |
---|---|---|
Holy Shock | None | Blasts the target with Holy energy, causing Holy damage to an enemy, or healing to an ally, and grants a charge of Holy Power. |
Walk in the Light | None | Increases the effectiveness of your healing spells by 15%. |
Meditation | None | Allows 50% of your mana regeneration from Spirit to continue while in combat. |
Arbiter of the Light | None | Increases the critical effect chance of your Judgment and Templar's Verdict. |
Protector of the Innocent | None | Casting a targeted heal on any target, except yourself, also heals you. |
Judgments of the Pure | None | Your Judgment increases your casting and melee haste for 1 min. |
Clarity of Purpose | 5Holy | Reduces the casting time of your Holy Light and Divine Light spells. |
Last Word | 5Holy | Gives your Word of Glory an increased critical chance when used on targets with 35% or less health. |
Blazing Light | 5Holy | Increases the damage of your Holy Shock and Exorcism. |
Denounce | 10 Holy | Reduces the mana cost of Exorcism. In addition, you have a chance when casting Holy Shock to make your next Exorcism spell instant and cost no mana. |
Divine Favor | 10 Holy | Increases your spell casting haste by 20% and spell critical chance by 20% for 20 sec. |
Infusion of Light | 10 Holy | Increases the critical effect chance of your Holy Shock. In addition, your Holy Shock critical effects reduce the cast time of your next Holy Light or Divine Light. |
Daybreak | 10 Holy | Your Flash of Light, Holy Light and Divine Light have a chance to make your next Holy Shock not trigger a cooldown if used within 12 sec. |
Enlightened Judgments | 15 Holy | Grants hit rating equal to Spirit gained from items or effects, and increases the range of your Judgment. In addition, your Judgment instantly heals you |
Beacon of Light | 15 Holy | The target becomes a Beacon of Light to all members of your party or raid within a 60 yard radius. Each heal you cast on party or raid members will also heal the Beacon for 50% of the amount healed. Only one target can be the Beacon of Light at a time. Lasts 5 min. |
Speed of Light | 15 Holy, Infusion of Light | Grants spell haste and reduces the cooldown of Holy Radiance. Casting Holy Radiance increases your movement speed for 4 sec. |
Sacred Cleansing | 15 Holy | Your Cleanse spell has a chance to increase the target's resistance to Disease, Magic and Poison by 30% by 10 sec. |
Conviction | 20 Holy | Gives you a bonus to damage and healing for 15 sec after causing a critical effect from a weapon swing, spell, or ability. This effect stacks up to 3 times. |
Aura Mastery | 20 Holy | Grants anyone affected by Concentration Aura immunity from Interrupt and Silence, and increases the effectiveness of all other auras by 100%. |
Paragon of Virtue | 20 Holy | Reduces the cooldown of Divine Protection, Hand of Sacrifice and Avenging Wrath. |
Tower of Radiance | 25 Holy, Beacon of Light | Healing the target of your Beacon of Light with Flash of Light, Holy Light or Divine Light has a chance to generate a charge of Holy Power. |
Blessed Life | 25 Holy | You have a chance to gain a charge of Holy Power whenever you take direct damage. This effect cannot occur more than once every 8 seconds. |
Light of Dawn | 30 Holy | Consumes all Holy Power to send a wave of healing energy before you, healing up to 5 of the most injured targets in your party or raid within a 30 yard frontal cone of Holy Power. |
Protection
Talent | Requirements | Effect |
---|---|---|
Avenger's Shield | None | Hurls a holy shield at the enemy, dealing 95 to 115 Holy damage, silencing and interrupting spellcasting for 3 sec, and then jumping to additional nearby enemies. Affects 3 total targets. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Touched by the Light | None | Increases your total Stamina by 15%, increases your spell hit by 8%, and increases your spell power by an amount equal to 60% of your Strength. |
Judgments of the Wise | None | Your Judgment grants you 30% of your base mana over 10 sec. |
Divinity | None | Increases all healing done by you and all healing effects on you by 2%. |
Eternal Glory | None | Your Word of Glory has a 15% chance not to consume Holy Power. |
Seals of the Pure | None | Increases the damage done by your Seal of Righteousness, Seal of Truth, and Seal of Justice by 6%. |
Improved Hammer of Justice | 5 Protection | Decreases the cooldown of your Hammer of Justice spell by 10 sec. |
Judgments of the Just | 5 Protection | Your Judgment reduces the melee and ranged attack speed of the target by 10% for 20 sec. In addition, increases the duration of your Seal of Justice effect by 0.5 sec. |
Toughness | 5 Protection | Increases your armor value from items by 3%. |
Hallowed Ground | 10 Protection | Increases the damage of your Consecration by 20% and decreases its mana cost by 40%. |
Hammer of the Righteous | 10 Protection | Hammer the current target for 30% weapon damage, causing a wave of light that hits all targets within 8 yards for 583 to 873 Holy damage. Grants a charge of Holy Power. |
Sanctuary | 10 Protection | Reduces the chance you'll be critically hit by melee attacks by 2% and reduces all damage taken by 3%. In addition when you block or dodge a melee attack you gain 1% of maximum mana. |
Wrath of the Lightbringer | 10 Protection | Increases the damage by 50% of your Crusader Strike and Judgment and increases the critical strike chance by 15% of your Holy Wrath and Hammer of Wrath. |
Grand Crusader | 15 Protection, Hammer of the Righteous | When your Crusader Strike or Hammer of the Righteous deal damage to your primary target, they have a 10% chance of refreshing the cooldown on your next Avenger's Shield. |
Reckoning | 15 Protection | You have a 10% chance after blocking an attack for your next 4 weapon swings within 8 sec to generate an additional attack. |
Shield of the Righteous | 15 Protection, Sanctuary | Slam the target with your shield, causing Holy damage. Consumes all charges of Holy Power to determine damage dealt. |
Divine Guardian | 20 Protection | All party or raid members, excluding the Paladin, take 20% reduced damage for 6 sec. |
Guarded by the Light | 20 Protection | Increases your Word of Glory by 5% when used to heal yourself, and allows your Word of Glory to grant Holy Shield. |
Holy Shield | 20 Protection, Shield of the Righteous | Using Shield of the Righteous or Inquisition increases the amount your shield blocks by an additional 10% for 20 sec. |
Vindication | 20 Protection | Your Crusader Strike and Hammer of the Righteous reduce physical damage done by their primary targets by 10% for 30 sec. In addition, your Hammer of Justice will interrupt creatures that are immune to stuns. |
Sacred Duty | 25 Protection, Holy Shield | Your Judgments have a 25% chance of making your next Shield of the Righteous a critical strike. Lasts 15 sec. |
Shield of the Templar | 25 Protection | Reduces the cooldown of Avenging Wrath by 20 sec and Guardian of Ancient Kings by 45 sec. In addition, your Divine Plea will generate 1 Holy Power. |
Ardent Defender | 30 Protection | Reduce damage taken by 20% for 10 sec. While Ardent Defender is active, the next attack that would otherwise kill you will instead cause you to be healed for 15% of your maximum health. |
Retribution
Talent | Requirements | Effect |
---|---|---|
Templar's Verdict | None | An instant weapon attack that causes a percentage of weapon damage. Consumes all charges of Holy Power to increase damage dealt. |
Sheath of Light | None | Increases your spell power by an amount equal to 30% of your attack power and increases your chance to hit with spells by 8%. |
Two-Handed Weapon Specialization | None | Increases the damage you deal with two-handed melee weapons by 20%. |
Judgments of the Bold | None | Your Judgment grants you 25% of your base mana over 10 sec. |
Eye for an Eye | None | All magic attacks against you have a 20% chance to cause 30% of the damage taken back to the attacker as well. |
Crusade | None | Increases the damage of your Crusader Strike, Hammer of the Righteous, and Templar's Verdict by 10%, and the damage and healing of your Holy Shock by 10%. In addition, for 15 sec after you kill an enemy that yields experience or honor, your next Holy Light heals for an additional 100%. |
Improved Judgment | None | Increases the range of your Judgment by 10 yards. |
Guardian's Favor | 5 Retribution | Reduces the cooldown of your Hand of Protection by 60 sec and increases the duration of your Hand of Freedom by 2 sec. |
Pursuit of Justice | 5 Retribution | You have a 50% chance to gain a charge of Holy Power when struck by a Stun, Fear or Immobilize effect. In addition, increases your movement and mounted movement speed by 8%. This effect does not stack with other movement speed increasing effects. |
Rule of Law | 5 Retribution | Increases the critical effect chance of your Crusader Strike, Hammer of the Righteous and Word of Glory by 5%. |
Communion | 10 Retribution | Your auras increase your party and raid's damage dealt by 3% and your damage by an additional 2%. In addition, your Judgment causes Replenishment. |
Divine Storm | 10 Retribution | An instant attack that causes 80% weapon damage to all enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totaling 25% of the damage caused. |
Long Arm of the Law | 10 Retribution, Improved Judgment | Your Judgment has a 50% chance to increase your movement speed by 45% for 4 sec when used on targets at or further than 15 yards from you. |
The Art of War | 10 Retribution | Your autoattacks have a 7% chance to make your next Exorcism instant, free and cause 100% additional damage. |
Rebuke | 15 Retribution | Interrupts spellcasting and prevents any spell in that school from being cast for 4 sec. |
Sanctified Wrath | 15 Retribution | Increases the critical strike chance of Hammer of Wrath by 20%, reduces the cooldown of Avenging Wrath by 20 secs and allows the use of Hammer of Wrath at all times during Avenging Wrath. |
Sanctity of Battle | 15 Retribution | Haste effects lower the cooldown of your Crusader Strike and Divine Storm abilities. |
Seals of Command | 15 Retribution | Your Seal of Righteousness, Seal of Truth and Seal of Justice now also deal 7% weapon damage each time you swing. In addition, your Seal of Righteousness now hits up to 2 additional targets. |
Divine Purpose | 20 Retribution | The following attacks have a 20% chance to generate Holy Power: Judgment, Exorcism, Templar's Verdict, Divine Storm, Inquisition, Holy Wrath, Hammer of Wrath |
Repentance | 20 Retribution | Puts the enemy target in a state of meditation, incapacitating them for up to 1 min. Any damage caused will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids and Undead. |
Selfless Healer | 20 Retribution | When you heal others with your Word of Glory, it increases the effectiveness of the heal by 25% and increases your damage done by 2% per charge of Holy Power for 10 sec. |
Acts of Sacrifice | 25 Retribution | Reduces the cooldown by 10% and mana cost by 10% of your Hand of Freedom, Hand of Salvation and Hand of Sacrifice. In addition, your Cleanse will remove one movement impairing effect if cast on yourself. |
Inquiry of Faith | 25 Retribution | Increases the periodic damage done by your Seal of Truth by 10%, and the duration of your Inquisition by 50%. |
Zealotry | 30 Retribution | Your Crusader Strike generates 3 charges of Holy Power per strike for the next 20 sec. Requires 3 Holy Power to use, but does not consume Holy Power. |
Hunter
New Race/Class Combos: Human, Worgen, Undead, Goblin
Level 1 Bonus Attributes:
- 3 AGI
- 1 STA
- 1 SPI
Beast Mastery
Talent | Requirements | Effect |
---|---|---|
Intimidation | None | Command your pet to intimidate the target, causing a high amount of threat and stunning the target for 3 sec. Lasts 15 sec. |
Animal Handler | None | Attack Power increased by 15%. |
Bestial Discipline | None | Increases the Focus regeneration of your pets by 10%. |
Improved Kill Command | None | Increases the critical strike chance of your Kill Command by 5%. |
One with Nature | None | Increases the attack power bonus of your Aspect of the Hawk by 10%, and increases the amount of focus restored by your Aspect of the Fox by 1. |
Frenzy | 5 Beast Mastery | Your pet gains 2% attack speed after attacking with a Basic Attack, lasting for 10 sec and stacking up to 5 times. |
Improved Mend Pet | 5 Beast Mastery | Gives the Mend Pet ability a 25% chance of cleansing 1 Curse, Disease, Magic or Poison effect from the pet each tick. |
Pathfinding | 5 Beast Mastery | Increases the speed bonus of your Aspect of the Cheetah and Aspect of the Pack by 4%, and increases your speed while mounted by 5%. The mounted movement speed increase does not stack with other effects. |
Spirit Bond | 5 Beast Mastery | While your pet is active, you and your pet will regenerate 1% of total health every 10 sec., and increases healing done to you and your pet by 5%. |
Cobra Strikes | 10 Beast Mastery | You have a 5% chance when you hit with Arcane Shot to cause your pet's next 2 Basic Attacks to critically hit. |
Fervor | 10 Beast Mastery | Instantly restores 50 Focus to you and your pet. |
Focus Fire | 10 Beast Mastery, Frenzy | Consumes your Pets Frenzy effect, restoring 4 Focus to your pet and increasing your ranged haste by 3% for each Frenzy stack consumed. Lasts for 15 sec. |
Killing Streak | 15 Beast Mastery | When you score two Kill Command critical hits in a row, your third will deal 10% more damage and have its cost reduced by 5 focus. |
Longevity | 15 Beast Mastery | Reduces the cooldown of your Bestial Wrath, Intimidation and Pet Special Abilities by 10%. |
Bestial Wrath | 20 Beast Mastery, Fervor | Send your pet into a rage causing 20% additional damage for 10 sec. The beast does not feel pity or remorse or fear and it cannot be stopped unless killed. |
Crouching Tiger, Hidden Chimera | 20 Beast Mastery | Whenever you are hit by a ranged attack or spell, the cooldown of your Deterrence is instantly reduced by 4 sec. |
Ferocious Inspiration | 20 Beast Mastery | All party and raid members have all damage increased by 3% within 100 yards of your pet. |
Invigoration | 25 Beast Mastery | When your pet scores a critical hit with a Basic Attack, you instantly regenerate 3 focus. |
Kindred Spirits | 25 Beast Mastery | Increases you and your pets maximum focus by 5. |
The Beast Within | 25 Beast Mastery, Bestial Wrath | While your pet is under the effects of Bestial Wrath, you also go into a rage causing 10% additional damage and reducing the focus cost of all shots and abilities by 50% for 10 sec. |
Beast Mastery | 30 Beast Mastery | You master the art of Beast training, teaching you the ability to tame Exotic pets and increasing your total amount of Pet Skill Points by 4. |
Marksmanship
Talent | Requirements | Effect |
---|---|---|
Aimed Shot | None | A powerful aimed shot that deals 100% ranged weapon damage. |
Artisan Quiver | None | Ranged auto-attack damage increased by 15%. |
Efficiency | None | Reduces the focus cost of your Arcane Shot by 1, and your Explosive Shot and Chimera Shot by 2. |
Go for the Throat | None | Your ranged auto-shot critical hits cause your pet to generate 5 Focus. |
Rapid Killing | None | After killing an opponent that yields experience or honor, your next Aimed Shot, Steady Shot or Cobra Shot causes 10% additional damage. Lasts 20 sec. |
Improved Steady Shot | 5 Marksmanship | When you Steady Shot twice in a row, your ranged attack speed will be increased by 5% for 8 sec. |
Sic 'Em! | 5 Marksmanship, Go for the Throat | When you critically hit with your Arcane Shot, Aimed Shot or Explosive Shot the focus cost of your Pet's next basic attack is reduced by 50% for 12 sec. |
Careful Aim | 5 Marksmanship | Increases the critical strike chance of your Steady Shot, Cobra Shot and Aimed Shot by 30% on targets who are above 80% health. |
Concussive Barrage | 10 Marksmanship | Your successful Chimera Shot and Multi-Shot attacks have a 50% chance to daze the target for 4 sec. |
Piercing Shots | 10 Marksmanship | Your critical Aimed, Steady and Chimera Shots cause the target to bleed for 10% of the damage dealt over 8 sec. |
Silencing Shot | 10 Marksmanship | A shot that silences the target and interrupts spellcasting for 3 sec. |
Resistance is Futile | 15 Marksmanship | When your marked target attempts to run, flee or move, you have a 4% chance to cause your next Kill Command on the marked target within 8 sec to refund the focus cost. |
Bombardment | 15 Marksmanship | When you critically hit with your Multi-Shot your next Multi-Shot's focus cost will be reduced by 25%. |
Trueshot Aura | 15 Marksmanship | Increases the attack power of party and raid members within 100 yards by 10%. |
Termination | 15 Marksmanship | Your Steady Shot and Cobra Shot abilities grant an additional 3 Focus when dealt on targets at or below 25% health. |
Master Marksman | 20 Marksmanship | You have a 20% chance when you Steady Shot to gain the Master Marksman effect, lasting 30 sec. After reaching 5 stacks, your next Aimed Shot's cast time and focus cost are reduced by 100% for 10 sec. |
Rapid Recuperation | 20 Marksmanship | You gain 6 focus every 3 sec while under the effect of Rapid Fire, and you gain 25 focus instantly when you gain Rapid Killing. |
Readiness | 20 Marksmanship | When activated, this ability immediately finishes the cooldown on all Hunter abilities. |
Marked for Death | 25 Marksmanship | Your Arcane Shot and Chimera Shot have a 50% chance to automatically apply the Marked for Death effect. |
Posthaste | 25 Marksmanship, Master Marksman | Reduces the cooldown of your Rapid Fire by 1 min, and your movement speed is increased by 15% for 4 sec after you use Disengage. |
Chimera Shot | 30 Marksmanship, Master Marksman | An instant shot that causes ranged weapon damage, refreshing the duration of your Serpent Sting and healing you for 5% of your total health. |
Survival
Talent | Requirements | Effect |
---|---|---|
Explosive Shot | None | You fire an explosive charge into the enemy target, dealing Fire damage. The charge will blast the target every second for an additional 2 sec. |
Into the Wilderness | None | Agility increased by 15%. |
Improved Serpent Sting | None | Your Serpent Sting also does instant damage equal to 15% of its total periodic effect. |
Hunter vs. Wild | None | Increases your total Stamina by 4%. |
Pathing | None | Increases ranged haste by 1%. |
Entrapment | 5 Survival | When your Ice Trap or Snake Trap are triggered you entrap all afflicted targets, preventing them from moving for 2 sec. |
Point of No Escape | 5 Survival | Increases the ranged critical strike chance of all of your attacks on targets affected by your Ice Trap and Freezing Trap by 3%. |
Survival Tactics | 5 Survival | Reduces the chance that your trap spells will be resisted by 2%, and reduces the cooldown of your Disengage ability by 2 sec. |
Trap Mastery | 5 Survival | Ice Trap and Freezing Trap - Increases the duration by 10%. Immolation Trap, Explosive Trap and Black Arrow - Increases the periodic damage done by 10%. Snake Trap - Increases the number of snakes summoned by 2. |
Lock and Load | 10 Survival | You have a 50% chance when you trap a target with Freezing Trap or Ice Trap to cause your next 2 Arcane Shot or Explosive Shot abilities to cost no focus and trigger no cooldown. |
Thrill of the Hunt | 10 Survival | You have a 5% chance when you use Arcane Shot, Explosive Shot or Black Arrow to instantly regain 40% of the base focus cost of the shot. |
Counterattack | 10 Survival | A strike that becomes active after parrying an opponent's attack. This attack deals damage and immobilizes the target for 5 sec. Counterattack cannot be blocked, dodged, or parried. |
Mirrored Blades | 15 Survival | When attacked by a spell while in Deterrence, you have a 50% chance to reflect it back at the attacker. |
T.N.T. | 15 Survival, Lock and Load | When you deal periodic damage with your Immolation Trap, Explosive Trap or Black Arrow you have a 6% chance to trigger Lock and Load. |
Resourcefulness | 15 Survival | Reduces the cooldown of all traps and Black Arrow by 2 sec. |
Hunting Party | 20 Survival | Increases your total Agility by an additional 2%, and increases the Ranged and Melee Attack Speed of all party and raid members by 10%. |
Noxious Stings, Wyvern Sting | 20 Survival | Increases your damage done on targets afflicted by your Serpent Sting by 5%. |
Toxicology | 20 Survival | Increases the periodic critical damage of your Serpent Sting and Black Arrow by 50%. |
Wyvern Sting | 20 Survival | A stinging shot that puts the target to sleep for 30 sec. Any damage will cancel the effect. When the target wakes up, the Sting causes 2736 Nature damage over 6 sec. Only one Sting per Hunter can be active on the target at a time. |
Serpent Spread | 25 Survival | Targets hit by your Multi-Shot are also afflicted by your Serpent Sting equal to 6 sec of its total duration. |
Sniper Training | 25 Survival | Increases the critical strike chance of your Kill Shot ability by 5%, and after remaining stationary for 6 sec, your Steady Shot and Cobra Shot deal 2% more damage for 15 sec. |
Black Arrow | 30 Survival, Wyvern Sting | Fires a Black Arrow at the target, dealing 2395 Shadow damage over 15 sec. Black Arrow shares a cooldown with other Fire Trap spells. |
Rogue
New Race/Class Combos: Worgen, Goblin
Level 1 Bonus Attributes:
- 1 STR
- 3 AGI
- 1 STA
Assassination
Talent | Requirements | Effect |
---|---|---|
Mutilate | None | Instantly attacks with both weapons for 150% weapon damage plus an additional 201 with each weapon. Damage is increased by 20% against Poisoned targets. Awards 2 combo points. |
Improved Poisons | None | Increases the chance to apply Deadly Poison to your target by 20% and the frequency of applying Instant Poison to your target by 50%. |
Assassin's Resolve | None | While wielding daggers, your maximum Energy is increased by 20 and your melee damage is increased by 15%. |
Coup de Grace | None | Increases the damage done by your Eviscerate and Envenom abilities by 7%. |
Deadly Momentum | None | After killing an opponent that yields experience or honor, you have a 50% chance to increase the critical strike chance of your next attack within 10 sec by 40%, and to refresh your Slice and Dice and Recuperate abilities to their original duration. |
Lethality | None | Increases the critical strike damage bonus of your Sinister Strike, Backstab, Mutilate and Hemorrhage abilities by 10%. |
Blackjack | 5 Assassination | Even after your Sap wears off, its effects linger on enemies, reducing their damage done by 35% for 8 sec. |
Puncturing Wounds | 5 Assassination | Increases the critical strike chance of your Backstab ability by 10%, and the critical strike chance of your Mutilate ability by 5%. |
Quickening | 5 Assassination | All healing effects on you are increased by 10% and your movement speed is increased by 8%. This does not stack with other movement speed increasing effects. |
Ruthlessness | 5 Assassination | Gives your melee finishing moves a 20% chance to add a combo point to your target. |
Cold Blood | 10 Assassination | When activated, generates 25 Energy and increases the critical strike chance of your next non-periodic offensive ability by 100%. |
Deadly Brew | 10 Assassination | When you apply Instant, Wound or Mind-Numbing Poison to a target, you have a 50% chance to apply Crippling Poison. |
Vile Poisons | 10 Assassination | Increases the damage dealt by your poisons by 7% and gives you 33% of the normal chance of applying poisons from your equipped melee weapons when you use the Fan of Knives ability. |
Deadened Nerves | 15 Assassination | Reduces all damage taken by 3%. |
Seal Fate | 15 Assassination, Cold Blood | Your critical strikes from abilities that add combo points have a 50% chance to add an additional combo point. |
Improved Expose Armor | 20 Assassination | Gives a 50% chance to refund all combo points used when performing your Expose Armor ability. |
Master Poisoner | 20 Assassination, Vile Poisons | Increases the spell damage taken by any target you have poisoned by 8%, causes your Envenom ability to no longer consume Deadly Poison, and reduces the duration of all Poison effects applied to you by 50%. |
Murderous Intent | 20 Assassination | When you Backstab an enemy that is below 35% health, you instantly recover 15 Energy. |
Overkill | 20 Assassination | While stealthed, and for 20 seconds after breaking stealth, you regenerate 30% additional energy. |
Cut to the Chase | 25 Assassination | Your Eviscerate and Envenom abilities have a 33% chance to refresh your Slice and Dice duration to its 5 combo point maximum. |
Venomous Wounds | 25 Assassination | Each time your Rupture or Garrote deals damage to an enemy that you have poisoned, you have a 30% chance to deal additional Nature damage and to regain 10 Energy. If an enemy dies while afflicted by your Rupture, you regain energy proportional to the remaining Rupture duration. |
Vendetta | 30 Assassination | Marks an enemy for death, increasing all damage you deal to the target by 20% and granting you unerring vision of your target, regardless of concealments such as stealth and invisibility. Lasts 30 sec. |
Combat
Talent | Requirements | Effect |
---|---|---|
Blade Flurry | None | While active, the rogue's attacks strike an additional nearby opponent, but energy regeneration is reduced by 20%. Lasts 15 sec. |
Vitality | None | Increases your Energy regeneration rate by 25% and your Attack Power by 20%. |
Ambidexterity | None | Increases the damage done by your off hand and thrown weapons by 75%. |
Improved Recuperate | None | Causes your Recuperate ability to restore an additional 1% of your maximum health and reduces all damage taken by 3% while your Recuperate ability is active. |
Improved Sinister Strike | None | Increases the damage dealt by your Sinister Strike ability by 10% and reduces its Energy cost by 2. |
Precision | None | Increases your chance to hit with weapon and poison attacks by 2%. |
Aggression | 5 Combat | Increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 7%. |
Improved Kick | 5 Combat | Causes your Kick ability to also silence the target for 1 sec. |
Improved Slice and Dice | 5 Combat | Increases the duration of your Slice and Dice ability by 25%. |
Improved Sprint | 5 Combat | Gives a 50% chance to remove all movement-impairing effects when you activate your Sprint ability. |
Improved Gouge | 10 Combat | Increases the effect duration of your Gouge ability by 1 sec and reduces its energy cost by 15. |
Lightning Reflexes | 10 Combat | Increases your chance to dodge enemy attacks by 3% and your attack speed by 2%. |
Reinforced Leather | 10 Combat | Increases your armor contribution from cloth and leather items by 25%. |
Revealing Strike | 10 Combat | An instant strike that causes 125% of your normal weapon damage and increases the effectiveness of your next offensive finishing move on that target by 20% for 15 sec. Awards 1 combo point. |
Blade Twisting | 15 Combat | Gives your damaging melee attacks a 20% chance to daze the target, reducing movement speed by 70% for 4 sec. |
Combat Potency | 15 Combat | Gives your successful off-hand melee attacks a 20% chance to generate 5 Energy. |
Adrenaline Rush | 20 Combat | Increases your Energy regeneration rate by 100% and your melee attack speed by 20% for 15 sec. |
Savage Combat | 20 Combat | Increases your total attack power by 2% and all physical damage caused to enemies you have poisoned is increased by 2%. |
Throwing Specialization | 20 Combat | Increases the range of Throw and Deadly Throw by 5 yards and gives your Deadly Throw a 50% chance to interrupt the target for 3 sec |
Bandit's Guile | 25 Combat | Your Sinister Strike and Revealing Strike abilities have a 33% chance to grant you an evolving insight into an opponent's defenses, increasing damage to that target by up to 30%. Opponents can adapt over time, negating this benefit, and Striking a different opponent will begin the cycle anew. |
Restless Blades | 25 Combat | Your damaging finishing moves reduce the cooldown of your Adrenaline Rush, Killing Spree, and Sprint abilities by 1 sec per combo point. |
Killing Spree | 30 Combat, Adrenaline Rush | Step through the shadows from enemy to enemy within 10 yards, attacking an enemy every .5 secs with both weapons until 5 assaults are made, and increasing all damage done by 20% for the duration. Can hit the same target multiple times. Cannot hit invisible or stealthed targets. |
Subtlety
Talent | Requirements | Effect |
---|---|---|
Shadowstep | None | Causes you to step through the shadows and appear behind an enemy target. Your next Ambush or Garrote delivered within 10 sec will deal 30% additional damage, and your movement speed is increased by 70% for 3 sec. |
Master of Subtlety | None | Attacks made while stealthed and for 6 seconds after breaking stealth cause an additional 10% damage. |
Sinister Calling | None | Increases your total Agility by 25% and increases the percentage damage bonus of Backstab and Hemorrhage by an additional 25%. |
Improved Ambush | None | Increases the critical strike chance of your Ambush ability by 20% and its damage by 5%. |
Nightstalker | None | Increases your speed while stealthed by 7% and reduces the cooldown of your Stealth ability by 3 sec. |
Relentless Strikes | None | Your finishing moves have a 7% chance per combo point to restore 25 energy. |
Elusiveness | 5 Subtlety | Reduces the cooldown of your Vanish and Blind abilities by 30 sec and your Cloak of Shadows ability by 15 sec. |
Initiative | 5 Subtlety | Gives you a 50% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability. |
Opportunity | 5 Subtlety | Increases the damage dealt with your Backstab, Mutilate, Garrote, and Ambush abilities by 10%. |
Waylay | 5 Subtlety | Your Ambush and Backstab hits have a 50% chance to unbalance a target, increasing the time between their melee and ranged attacks by 20%, and reducing movement speed by 50% for 8 sec. |
Energetic Recovery | 10 Subtlety | Empowers your Recuperate ability, causing its periodic effect to also restore 4 Energy. |
Find Weakness | 10 Subtlety | Your Ambush, Garrote, and Cheap Shot abilities reveal a flaw in your target's defenses, causing all your attacks to bypass 25% of that enemy's armor for 10 sec. |
Hemorrhage | 10 Subtlety | An instant strike that deals 110% weapon damage (159.5% if a dagger is equipped) and causes the target to take 30% additional damage from bleed effects for 1 min. Awards 1 combo point. |
Enveloping Shadows | 15 Subtlety | Reduces the damage taken by area of effect attacks by 10% and increases the duration of your Feint ability by 1 sec. |
Honor Among Thieves | 15 Subtlety | Increases the critical strike chance of all party and raid members by 5%. When any player in your party or raid critically hits with a spell or ability, you have a 33% chance to gain a combo point on your current target. This effect cannot occur more than once every 4 seconds. |
Premeditation | 15 Subtlety | When used, adds 2 combo points to your target. You must add to or use those combo points within 20 sec or the combo points are lost. |
Preparation | 20 Subtlety | When activated, this ability immediately finishes the cooldown on your Evasion, Sprint, Vanish, and Shadowstep abilities. |
Sanguinary Vein | 20 Subtlety, Hemorrhage | Increases your damage dealt to targets with a Bleed effect on them by 5%. |
Cheat Death | 20 Subtlety | You have a 33% chance that an attack which would otherwise kill you will instead reduce you to 10% of your maximum health. In addition, all damage taken will be reduced by 90% for 3 sec. This effect cannot occur more than once per minute. |
Serrated Blades | 25 Subtlety | Your Eviscerate has a 10% chance per combo point to refresh your Rupture on the target to its original duration. |
Slaughter from the Shadows | 25 Subtlety | Reduces the energy cost of your Backstab and Ambush abilities by 7, and the energy cost of your Hemorrhage and Fan of Knives abilities by 2. |
Shadow Dance | 30 Subtlety | Enter the Shadow Dance for 6 sec, allowing the use of Sap, Garrote, Ambush, Cheap Shot, Premeditation, Pickpocket and Disarm Trap regardless of being stealthed. |
Priest
New Race/Class Combos: Gnome, Worgen, Tauren, Goblin
Level 1 Bonus Attributes:
- 2 INT
- 3 SPI
Discipline
Talent | Requirements | Effect |
---|---|---|
Penance | None | Launches a volley of holy light at the target, causing Holy damage to an enemy, or healing to an ally instantly and every 1 sec for 2 sec. |
Enlightenment | None | Intellect increased by 15%. |
Meditation | None | Allows 50% of your mana regeneration from Spirit to continue while in combat. |
Improved Power Word: Shield | None | Increases the damage absorbed by your Power Word: Shield by 5%. |
Mental Agility | None | Reduces the mana cost of your instant cast spells by 4%. |
Twin Disciplines | None | Increases your Shadow and Holy spell damage and healing by 2%. |
Archangel | 5 Discipline, Evangelism | Consumes your Evangelism effects, causing an effect depending what type of Evangelism effect is consumed: |
Evangelism | 5 Discipline | You have a 100% chance when you Smite and a 100% chance when you Mind Flay to gain Evangelism. Stacks up to 5 times. Lasts for 20 sec. |
Inner Sanctum | 5 Discipline | Your Inner Fire also reduces all spell damage taken by 2% while it is active, and the movement speed bonus of your Inner Will is increased by 2%. |
Soul Warding | 5 Discipline | Reduces the cooldown of your Power Word: Shield ability by 1 sec. |
Atonement | 10 Discipline | When you deal damage with Smite, you instantly heal a nearby low health friendly party or raid target within 15 yards from the enemy target equal to 50% of the damage dealt. |
Inner Focus | 10 Discipline | Reduces the mana cost of your next Flash Heal, Binding Heal, Greater Heal or Prayer of Healing by 100% and increases its critical effect chance by 25%. |
Power Infusion | 10 Discipline | Infuses the target with power, increasing spell casting speed by 20% and reducing the mana cost of all spells by 20%. Lasts 15 sec. |
Renewed Hope | 10 Discipline | Increases the critical effect chance of your Flash Heal, Greater Heal, Heal and Penance (Heal) spells by 5% on targets afflicted by the Weakened Soul effect, or blessed with your Grace effect. |
Borrowed Time | 15 Discipline | Grants 7% spell haste for your next spell after casting Power Word: Shield. |
Rapture | 15 Discipline | When your Power Word: Shield is completely absorbed or dispelled you are instantly energized with 1.5% of your total mana. This effect can only occur once every 12 sec. |
Reflective Shield | 15 Discipline | Causes 22% of the damage you absorb with Power Word: Shield to reflect back at the attacker. This damage causes no threat. |
Divine Aegis | 20 Discipline | Critical heals and all heals from Prayer of Healing create a protective shield on the target, absorbing 10% of the amount healed. Lasts 12 sec. |
Pain Suppression | 20 Discipline | Instantly reduces a friendly target's threat by 5%, reduces all damage taken by 40% and increases resistance to Dispel mechanics by 65% for 8 sec. |
Strength of Soul | 20 Discipline | When you heal a target with your Heal spell, the duration of the weakened soul debuff on the target is reduced by 2 sec. |
Train of Thought | 20 Discipline | You have a 50% chance when you heal with Greater Heal to reduce the cooldown of your Inner Focus by 5 sec. |
Focused Will | 25 Discipline | Whenever you are victim of an attack equal to damage greater than 10% of your total health, you gain Focused Will reducing all damage taken by 4% lasting for 8 sec. Stacks up to 2 times. |
Grace | 25 Discipline | Your Flash Heal, Greater Heal, Heal and Penance spells bless the target with Grace, increasing all healing received from the Priest by 4%. This effect will stack up to 3 times. Effect lasts 15 sec. Grace can only be active on one target at a time. |
Power Word: Barrier | 30 Discipline | Summons a holy barrier on the target location that reduces all damage done to friendly targets by 30%. While within the barrier, spellcasting will not be interrupted by damage. The barrier lasts for 10 sec. |
Holy
Talent | Requirements | Effect |
---|---|---|
Holy Word: Chastise | None | Chastise the target for 14 Holy damage, and disorients them for 3 sec. |
Spiritual Healing | None | Healing increased by 15%. |
Meditation | None | Allows 50% of your mana regeneration from Spirit to continue while in combat. |
Divine Fury | None | Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by .15 sec. |
Empowered Healing | None | Increases the healing done by your Flash Heal, Heal, Binding Heal and Greater Heal by 5%. |
Improved Renew | None | Increases the amount healed by your Renew spell by 5%. |
Desperate Prayer | 5 Holy | Instantly heals the caster for 139 to 163. |
Inspiration | 5 Holy | Reduces your target's physical damage taken by 5% for 15 sec after getting a critical effect from your Flash Heal, Heal, Greater Heal, Binding Heal, Penance, Prayer of Mending, Prayer of Healing, or Circle of Healing spell. |
Surge of Light | 5 Holy | You have a 3% chance when you Smite or Heal to cause your next Flash Heal to be instant cast and cost no mana but incapable of a critical hit. |
Divine Touch | 10 Holy, Improved Renew | Your Renew will instantly heal the target for 5% of the total periodic effect. |
Holy Concentration | 10 Holy | Increases the amount of mana regeneration from Spirit while in combat by an additional 10%. |
Lightwell | 10 Holy | Creates a Holy Lightwell. Friendly players can click the Lightwell to restore health over 6 sec. Attacks done to you equal to 30% of your total health will cancel the effect. Lightwell lasts for 3 min or 10 charges. |
Tome of Light | 15 Holy | Reduces the cooldown of your Holy Word spells by 15%. |
Rapid Renewal | 15 Holy, Divine Touch | Reduces the global cooldown of your Renew by 0.5 sec. |
Serendipity | 15 Holy | When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 10% and mana cost reduced by 5%. Stacks up to 2 times. Lasts 20 sec. |
Spirit of Redemption | 15 Holy | Upon death, the priest becomes the Spirit of Redemption for 15 sec. The Spirit of Redemption cannot move, attack, be attacked or targeted by any spells or effects. While in this form the priest can cast any healing spell free of cost. When the effect ends, the priest dies. |
Blessed Resilience | 20 Holy | Whenever you are victim of an attack equal to damage greater than 10% of your total health, you gain Blessed Resilience increasing all healing received by 5% lasting for 10 sec. |
Body and Soul | 20 Holy | When you cast Power Word: Shield or Leap of Faith, you increase the target's movement speed by 30% for 4 sec, and you have a 50% chance when you cast Cure Disease on yourself to also cleanse 1 poison effect in addition to diseases. |
Chakra | 20 Holy, Holy Concentration | When activated, your next Heal, Prayer of Healing, Prayer of Mending, or Smite will put you into a Chakra state for 30 sec. |
Revelations | 20 Holy, Chakra | While within Chakra: Serenity or Chakra: Sanctuary, your Holy Word: Chastise ability will transform into a different ability depending on which state you are in. |
Circle of Healing | 25 Holy | Heals up to 5 friendly party or raid members within 15 yards of the target for 121 to 133. Prioritizes healing most injured party members. |
State of Mind | 25 Holy, Chakra | Your successful Heal, Prayer of Healing, Prayer of Mending or Smite spell casts increase the duration of your corresponding Chakra state by 2 sec. |
Test of Faith | 25 Holy | Increases healing by 4% on friendly targets at or below 50% health. |
Guardian Spirit | 30 Holy | Calls upon a guardian spirit to watch over the friendly target. The spirit increases the healing received by the target by 40%, and also prevents the target from dying by sacrificing itself. This sacrifice terminates the effect but heals the target of 50% of their maximum health. Lasts 10 sec. |
Shadow
Talent | Requirements | Effect |
---|---|---|
Mind Flay | None | Assault the target's mind with Shadow energy, causing 501 Shadow damage over 3 sec and slowing their movement speed by 50%. |
Shadow Power | None | Spell damage increased by 25%. |
Shadow Orbs | None | You have a 10% chance for your Shadow Word: Pain and Mind Flay spells to grant you a Shadow Orb each time they deal damage. Casting your Mind Blast or Mind Spike spell consumes all Shadow Orbs, increasing damage of that spell by 0% per Shadow Orb, and granting 0% increased damage on your periodic Shadow spells for 15 sec. You can have up to a maximum of 3 orbs. |
Improved Shadow Word: Pain | None | Increases the damage of your Shadow Word: Pain spell by 3%. |
Darkness | None | Spell haste increased by 1%. |
Veiled Shadows | None | Decreases the cooldown of your Fade ability by 3 sec, and reduces the cooldown of your Shadowfiend ability by 30 sec. |
Improved Devouring Plague | 5 Shadow | Your Devouring Plague instantly deals damage equal to 15% of its total periodic effect. |
Improved Mind Blast | 5 Shadow | Reduces the cooldown of your Mind Blast spell by 0.5 sec., and while in Shadowform your Mind Blast also has a 33% chance to reduce all healing done to the target by 10% for 10 sec. |
Improved Psychic Scream | 5 Shadow | Reduces the cooldown of your Psychic Scream spell by 2 sec. |
Twisted Faith | 5 Shadow | Increases your shadow spell damage by 1%, and grants you spell hit rating equal to 50% of any Spirit gained from items or effects. |
Harnessed Shadows | 10 Shadow | Increases the chance for you to gain a Shadow Orb when dealing damage with your Mind Flay and Shadow Word: Pain by 4%, and you have a 50% chance to gain a Shadow Orb when critically hit by any attack. |
Phantasm | 10Shadow | Your Fade ability now has a 50% chance to remove all movement impairing effects. |
Shadowform | 10 Shadow | Assume a Shadowform, increasing your Shadow damage by 15%, reducing all damage done to you by 15%, and increasing all party and raid members spell haste by 5%. However, you may not cast Holy spells while in this form. |
Masochism | 15 Shadow, Vampiric Embrace | When you take a damaging attack equal to or greater than 10% of your total health or damage yourself with your Shadow Word: Death, you instantly gain 5% of your total mana. |
Mind Melt | 15Shadow | Increases the damage done with your Shadow Word: Death by 15% on targets at or below 25% health, and when you deal damage with Mind Spike, the cast time of your next Mind Blast is reduced by 25% lasting 6 sec. Mind Melt can stack up to 2 times. |
Silence | 15Shadow,Improved Psychic Scream | Silences the target, preventing them from casting spells for 5 sec. Non-player victim spellcasting is also interrupted for 3 sec. |
Vampiric Embrace | 15Shadow | Fills you with the embrace of Shadow energy, causing you to be healed for 6% and other party members to be healed for 3% of any single-target Shadow spell damage you deal for 30 min. |
Pain and Suffering | 20 Shadow | Your Mind Flay has a 30% chance to refresh the duration of your Shadow Word: Pain on the target, and reduces the damage you take from your own Shadow Word: Death by 20%. |
Paralysis | 20Shadow | When you critically hit with your Mind Blast, you cause the target to be unable to move for 2 sec. |
Vampiric Touch | 20Shadow,Vampiric Embrace | Causes 540 Shadow damage over 15 sec to your target and causes up to 10 party or raid members to gain 1% of their maximum mana per 10 sec when you deal damage from Mind Blast. |
Psychic Horror | 25Shadow | You terrify the target, causing them to tremble in horror for 3 sec and drop their main hand and ranged weapons for 10 sec. |
Shadowy Apparition | 25Shadow | When you deal periodic damage with your Shadow Word: Pain, you have a 4% chance to summon a shadow version of yourself which will slowly move towards a target which is afflicted by your Shadow Word: Pain. Once reaching the target, it will instantly deal 485 shadow damage. |
Sin and Punishment | 25Shadow,Vampiric Touch | When your Vampiric Touch is dispelled, the dispeller and all nearby enemy targets within 10 yards have a 50% chance to be instantly feared in horror for 3 sec. |
Dispersion | 30Shadow | You disperse into pure Shadow energy, reducing all damage taken by 90%. You are unable to attack or cast spells, but you regenerate 6% mana every 1 sec for 6 sec. |
Death Knight
New Race/Class Combos: Worgen, Goblin
Level 55 Bonus Attributes:
- 88 STR
- 53 AGI
- 79 STA
- 9 INT
- 22 SPI
Blood
Talent | Requirements | Effect |
---|---|---|
Heart Strike | None | Instantly strike the target and up to two additional nearby enemies, causing 100% weapon damage plus 247 on the primary target, with each additional enemy struck taking 25% less damage than the previous target. Damage dealt to each target is increased by an additional 10% for each of your diseases present. |
Veteran of the Third War | None | Increases your total Stamina by 9% and your expertise by 6. |
Blood Rites | None | Whenever you hit with Death Strike or Obliterate, the Frost and Unholy Runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Blade Barrier | None | Whenever your Blood Runes are on cooldown, you gain the Blade Barrier effect, which decreases damage taken by 2% for the next 10 sec. |
Bladed Armor | None | Increases your attack power by 2 for every 180 armor value you have. |
Butchery | None | Whenever you kill an enemy that grants experience or honor, you generate up to 10 runic power. In addition, you generate 1 runic power per 5 sec while in combat. |
Hand of Doom | 5 Blood | Reduces the cooldown of your Strangulate ability by 30 sec. |
Improved Blood Tap | 5 Blood | Reduces the cooldown of your Blood Tap ability by 15 sec. |
Scarlet Fever | 5 Blood | Gives your Blood Boil a 50% chance to afflict enemies with Scarlet Fever, reducing their physical damage dealt by 10% for 30 sec. |
Scent of Blood | 5 Blood | You have a 15% chance after dodging, parrying or taking direct damage to gain the Scent of Blood effect, causing your next melee hit to generate 10 runic power. |
Abomination's Might | 10 Blood | Increases the attack power by 5% of party and raid members within 100 yards. Also increases your total Strength by 1%. |
Blood-Caked Blade | 10 Blood | Your auto attacks have a 10% chance to cause a Blood-Caked Strike, which hits for 25% weapon damage plus 12.5% for each of your diseases on the target. |
Bone Shield | 10 Blood | Surrounds you with a barrier of whirling bones. The shield begins with 3 charges, and each damaging attack consumes a charge. While at least 1 charge remains, you take 20% less damage from all sources and deal 2% more damage with all attacks, spells and abilities. Lasts 5 min. |
Toughness | 10 Blood | Increases your armor value from items by 3%. |
Blood Parasite | 15 Blood | Your melee attacks have a 5% chance to spawn a Bloodworm. The Bloodworm attacks your enemies, gorging itself with blood until it bursts to heal nearby allies. Lasts up to 20 sec. |
Improved Blood Presence | 15 Blood | Increases your rune regeneration by 10% and reduces the chance that you will be critically hit by melee attacks while in Blood Presence by 3%. In addition, while in Frost Presence or Unholy Presence, you retain 2% damage reduction from Blood Presence. |
Sanguine Fortitude | 15 Blood | While active, your Icebound Fortitude reduces damage taken by an additional 15% and costs 50% less runic power to activate. |
Rune Tap | 20 Blood | Converts 1 Blood Rune into 10% of your maximum health. |
Vampiric Blood | 20 Blood | Temporarily grants the Death Knight 15% of maximum health and increases the amount of health generated through spells and effects by 25% for 10 sec. After the effect expires, the health is lost. |
Will of the Necropolis | 20 Blood, Rune Tap | When a damaging attack brings you below 30% of your maximum health, you generate a Blood Rune and the cooldown on your Rune Tap ability is refreshed, and all damage taken is reduced by 8% for 8 sec. This effect cannot occur more than once every 45 seconds. |
Crimson Scourge | 25 Blood | Increases the damage dealt by your Blood Boil by 20%, and when you Plague Strike a target that is already infected with your Blood Plague, there is a 50% chance that your next Blood Boil will consume no runes. |
Improved Death Strike | 25 Blood | Increases the damage and healing done by your Death Strike by 15%, increases its critical strike chance by 3%. |
Dancing Rune Weapon | 30 Blood | Summons a second rune weapon that fights on its own for 12 sec, doing the same attacks as the Death Knight but for 50% reduced damage. The rune weapon also assists in defense of its master, granting an additional 20% parry chance while active. |
Frost
Talent | Requirements | Effect |
---|---|---|
Frost Strike | None | Instantly strike the enemy, causing 110% weapon damage plus 840 as Frost damage. |
Icy Talons | None | Your melee attack speed is increased by 20%. |
Blood of the North | None | Whenever you hit with Blood Strike or Pestilence, the Blood Rune will become a Death Rune when it activates. Death Runes count as a Blood, Frost or Unholy Rune. |
Icy Reach | None | Increases the range of your Icy Touch, Chains of Ice and Howling Blast by 5 yards |
Nerves of Cold Steel | None | Increases your chance to hit with one-handed melee weapons by 1% and increases the damage done by your off-hand weapon by 8%. |
Runic Power Mastery | None | Increases your maximum Runic Power by 10. |
Annihilation | 5 Frost | Increases the damage dealt by your Obliterate ability by 15%. |
Endless Winter | 5 Frost | The cost of your Mind Freeze is reduced to 10 runic power. |
Lichborne | 5 Frost | Draw upon unholy energy to become undead for 10 sec. While undead, you are immune to Charm, Fear and Sleep effects. |
On a Pale Horse | 5 Frost | You become as hard to stop as death itself. The duration of movement-slowing effects used against you is reduced by 15%, and your mounted speed is increased by 10%. This does not stack with other movement speed increasing effects. |
Chill of the Grave | 10 Frost | Your Chains of Ice, Howling Blast, Icy Touch and Obliterate generate 5 additional runic power. |
Killing Machine | 10 Frost | Your melee attacks have a chance to make your next Icy Touch, Obliterate, or Frost Strike a guaranteed critical strike. |
Merciless Combat | 10 Frost | Your Icy Touch, Howling Blast, Obliterate and Frost Strike do an additional 6% damage when striking targets with less than 35% health. |
Brittle Bones | 15 Frost | Your Strength is increased by 2% and your Frost Fever chills the bones of its victims, increasing their physical damage taken by 2%. |
Improved Icy Talons | 15 Frost | Increases the melee and ranged attack speed of all party and raid members within 100 yards by 10%, and your own attack speed by an additional 5%. |
Pillar of Frost | 15 Frost | Calls upon the power of Frost to increase the Death Knight's Strength by 20%. Icy crystals hang heavy upon the Death Knight's body, providing immunity against external movement such as knockbacks. Lasts 20 sec. |
Rime | 15 Frost | Your Obliterate has a 15% chance to cause your next Howling Blast or Icy Touch to consume no runes. |
Chilblains | 20 Frost | Victims of your Frost Fever disease are Chilled, reducing movement speed by 25% for 10 sec. |
Hungering Cold | 20 Frost | Purges the earth around the Death Knight of all heat. Enemies within 10 yards are trapped in ice, preventing them from performing any action for 10 sec and infecting them with Frost Fever. Enemies are considered Frozen, but any damage other than diseases will break the ice |
Improved Frost Presence | 20 Frost | Increases your bonus damage while in Frost Presence by an additional 2%. In addition, while in Blood Presence or Unholy Presence, you retain 2% increased runic power generation from Frost Presence. |
Might of the Frozen Wastes | 25 Frost | When wielding a two-handed weapon, your autoattacks have a 15% chance to generate 10 Runic Power. |
Threat of Thassarian | 25 Frost | When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Rune Strikes, Blood Strikes and Frost Strikes have a 30% chance to also deal damage with your offhand weapon. |
Howling Blast | 30 Frost, Hungering Cold | Blast the target with a frigid wind dealing Frost damage to all enemies within 10 yards |
Unholy
Talent | Requirements | Effect |
---|---|---|
Scourge Strike | None | An unholy strike that deals 100% of weapon damage as Physical damage plus 1880. In addition, for each of your diseases on your target, you deal an additional 12% of the Physical damage done as Shadow damage. |
Master of Ghouls | None | Reduces the cooldown on Raise Dead by 60 sec, and the Ghoul summoned by your Raise Dead spell is considered a pet under your control. Unlike normal Death Knight Ghouls, your pet does not have a limited duration. |
Reaping | None | Whenever you hit with Blood Strike, Pestilence, or Festering Strike, the Runes spent will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune. |
Unholy Might | None | Dark power courses through your limbs, increasing your Strength by 10%. |
Epidemic | None | Increases the duration of Blood Plague and Frost Fever by 4 sec. |
Unholy Command | None | Reduces the cooldown of your Death Grip ability by 5 sec, and gives you a 50% chance to refresh its cooldown when dealing a killing blow to a target that grants experience or honor. |
Virulence | None | Increases your chance to hit with your spells by 3%. Spells are all Death Knight abilities that are not direct weapon strikes. |
Desecration | 5 Unholy | Your Plague Strikes and Scourge Strikes defile the ground within 7 yards of your target. Enemies in the area are slowed by 25% while standing on the unholy ground. Lasts 20 sec. |
Morbidity | 5 Unholy | Increases the damage and healing of Death Coil by 5% and Death and Decay by 10%. |
Resilient Infection | 5Unholy | When your diseases are dispelled by an enemy, you have a 50% chance to activate a Frost rune if Frost Fever was removed, or an Unholy rune if Blood Plague was removed. |
Contagion | 10 Unholy, Epidemic | Increases the damage of your diseases spread via Pestilence by 50%. |
Runic Corruption | 10 Unholy | Reduces the cost of your Death Coil by 3, and causes your Runic Empowerment ability to no longer refresh a depleted rune, but instead to increase your rune regeneration rate by 50% for 3 sec. |
Shadow Infusion | 10 Unholy | When you cast Death Coil, you have a 33% chance to empower your active Ghoul, increasing its damage dealt by 10% for 30 sec. Stacks up to 5 times. |
Unholy Frenzy | 10 Unholy | Induces a friendly unit into a killing frenzy for 30 sec. The target is Enraged, which increases their melee and ranged haste by 20%, but causes them to lose health equal to 2% of their maximum health every 3 sec. |
Magic Suppression | 15 Unholy | Increases the spell damage absorption of your Anti-Magic Shell by an additional 8%, and causes damage absorbed by Anti-Magic Shell to energize the Death Knight with runic power. |
Rage of Rivendare | 15 Unholy | Increases the damage of your Plague Strike, Scourge Strike, and Festering Strike abilities by 15%. |
Anti-Magic Zone | 20 Unholy, Magic Suppression | Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by 75%. The Anti-Magic Zone lasts for 10 sec or until it absorbs spell damage. |
Dark Transformation | 20 Unholy, Shadow Infusion | Consume 5 charges of Shadow Infusion on your Ghoul to transform it into a powerful undead monstrosity for 30 sec. The Ghoul's abilities are empowered and take on new functions while the transformation is active. |
Improved Unholy Presence | 20 Unholy | Grants you an additional 2% haste while in Unholy Presence. In addition, while in Blood Presence or Frost Presence, you retain 8% increased movement speed from Unholy Presence. |
Unholy Blight | 20 Unholy | Causes the victims of your Death Coil to be surrounded by a vile swarm of unholy insects, taking 10% of the damage done by the Death Coil over 10 sec, and preventing any diseases on the victim from being dispelled. |
Ebon Plaguebringer | 25 Unholy | Your Plague Strike, Icy Touch, Chains of Ice, and Outbreak abilities also infect their target with Ebon Plague, which increases damage taken from your diseases by 15% and all magic damage taken by an additional 8%. |
Sudden Doom | 25 Unholy | Your auto attacks have a 5% chance to make your next Death Coil cost no runic power. |
Summon Gargoyle | 30 Unholy | A Gargoyle flies into the area and bombards the target with Nature damage modified by the Death Knight's attack power. Persists for 30 sec. |
Shaman
New Race/Class Combos: Dwarf, Goblin
Level 1 Bonus Attributes:
- 1 STR
- 1 STA
- 1 INT
- 2 SPI
Elemental
Talent | Requirements | Effect |
---|---|---|
Thunderstorm | None | You call down a bolt of lightning, energizing you and damaging nearby enemies within 10 yards. Restores 8% mana to you and deals 46 to 52 Nature damage to all nearby enemies, knocking them back 20 yards. This spell is usable while stunned. |
Elemental Fury | None | Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 100%. |
Shamanism | None | Your Lightning Bolt, Chain Lightning, and Lava Burst spells gain an additional 20% benefit from your spell power, and their casting time is reduced by 0.5 sec. |
Acuity | None | Increases your critical strike chance with all spells and attacks by 1%. |
Concussion | None | Increases the damage done by your Lightning Bolt, Chain Lightning, Thunderstorm, Lava Burst and Shock spells by 2%. |
Convection | None | Reduces the mana cost of your damaging offensive spells by 5%. |
Call of Flame | 5 Elemental | Increases the damage done by your Fire Totems and Fire Nova by 10%, and damage done by your Lava Burst spell by 5%. |
Elemental Precision | 5 Elemental | Increases your Fire, Frost and Nature damage by 1% and grants you spell hit rating equal to 33% of any Spirit gained from items or effects. |
Elemental Warding | 5 Elemental | Reduces magical damage taken by 4% |
Elemental Focus | 10 Elemental | After landing a non-periodic critical strike with a Fire, Frost, or Nature damage spell, you enter a Clearcasting state. The Clearcasting state reduces the mana cost of your next 2 damage or healing spells by 40%. |
Elemental Reach | 10 Elemental | Increases the range of your Lightning Bolt, Chain Lightning, Fire Nova, and Lava Burst spells by 5 yards, and increases the range of your Shock spells and Searing Totem by 7 yards. |
Rolling Thunder | 10 Elemental | When you deal damage with Lightning Bolt or Chain Lightning while your Lightning Shield ability is active, you have a 30% chance to recover 2% of your mana and to generate an additional Lightning Shield charge, up to a maximum of 9 charges. |
Elemental Oath | 15 Elemental, Elemental Focus | While Clearcasting from Elemental Focus is active, you deal 5% more spell damage. In addition, party and raid members within 100 yards receive a 3% bonus to their critical strike chance. |
Lava Flows | 15 Elemental | Increases the critical strike damage bonus of your Lava Burst spell by an additional 6% and the periodic damage of your Flame Shock by 20%. In addition, when your Flame Shock is dispelled you gain 10% spell haste for 6 sec. |
Earth's Grasp | 20 Elemental | Grants your Earthbind Totem a 50% chance to root nearby targets for 5 sec when cast. |
Elemental Mastery | 20 Elemental | When activated, your next Lightning Bolt, Chain Lightning or Lava Burst spell becomes an instant cast spell. In addition, your Fire, Frost, and Nature damage is increased by 15% and you gain 20% spell haste for 15 sec. |
Fulmination | 20 Elemental, Rolling Thunder | When you have more than 3 Lightning Shield charges active, your Earth Shock spell will consume any surplus charges, instantly dealing their total damage to the enemy target. |
Totemic Wrath | 20 Elemental | Causes your Fire totems to increase the spell power of party and raid members within 100 yards by 10%. |
Feedback | 25 Elemental | Your Lightning Bolt and Chain Lightning spells reduce the remaining cooldown on your Elemental Mastery talent by 1 sec. |
Lava Surge | 25 Elemental | Gives your Flame Shock periodic damage ticks a 10% chance to reset the cooldown of your Lava Burst spell. |
Earthquake | 30 Elemental | You cause the earth at the target location to tremble and break, dealing 493 Physical damage every 1 sec to enemies in 8 yard radius, with a 10% chance of knocking down affected targets. Lasts 8 sec. |
Enhancement
Talent | Requirements | Effect |
---|---|---|
Lava Lash | None | You charge your off-hand weapon with lava, instantly dealing 200% of that weapon's damage to an enemy target. Damage is increased by 40% if your off-hand weapon is enchanted with Flametongue. |
Mental Quickness | None | Increases your spell power by an amount equal to 50% of your attack power, and reduces the mana cost of your instant spells by 75%. |
Dual Wield | None | Allows one-hand and off-hand weapons to be equipped in your off-hand, allows you to parry frontal melee attacks, and increases your chance to hit by an additional 6%. |
Primal Wisdom | None | Your melee attacks have a 40% chance to immediately restore 5% of your base mana. |
Elemental Weapons | None | Increases the passive bonuses granted by your Flametongue Weapon and Earthliving Weapon abilities by 20%, the damage of your extra attacks from Windfury Weapon by 20%, and the effectiveness of the ongoing benefits of your Unleash Elements ability by 25%. |
Focused Strikes | None | Increases the damage dealt by your Primal Strike and Stormstrike abilities by 15%. |
Improved Shields | None | Increases the damage done by your Lightning Shield orbs by 5%, increases the amount of mana gained from your Water Shield orbs by 5%, and increases the amount of healing done by your Earth Shield orbs by 5%. |
Ancestral Swiftness | 5 Enhancement | Reduces the cast time of your Ghost Wolf spell by 1 sec and increases movement speed by 7%. This does not stack with other movement speed increasing effects. |
Elemental Devastation | 5 Enhancement | When you deal critical damage with a non-periodic spell, increases your chance to get a critical strike with melee attacks by 3% for 10 sec. |
Flurry | 5 Enhancement | Increases your attack speed by 10% for your next 3 swings after dealing a critical strike. |
Totemic Reach | 5 Enhancement | Increases the range of your totems' effects by 15%. |
Static Shock | 10Enhancement | When you use your Primal Strike, Stormstrike, or Lava Lash abilities while having Lightning Shield active, you have a 15% chance to deal damage equal to a Lightning Shield orb without consuming a charge. |
Stormstrike | 10Enhancement | Instantly strike an enemy with both weapons, dealing 125% weapon damage and granting you an additional 25% chance to critically strike that enemy with your Lightning Bolt, Chain Lightning, Lightning Shield, and Earth Shock spells for 15 sec. |
Toughness | 10Enhancement | Increases your Stamina by 3%, and reduces the duration of movement slowing effects on you by 10%. |
Improved Fire Nova | 15 Enhancement | Increases the damage done by your Fire Nova by 10% and reduces the cooldown by 2 sec. |
Frozen Power | 15 Enhancement | Increases the damage done by your Lightning Bolt, Chain Lightning, Lava Lash, and Shock spells by 5% on targets afflicted by your Frostbrand Attack effect, and your Frost Shock has a 50% chance to root the target in ice for 5 sec. when used on targets at or further than 15 yards from you. |
Searing Flames | 15 Enhancement | Causes the Searing Bolts from your Searing Totem to have a 33% chance to set their targets aflame, dealing damage equal to the Searing Bolt's impact damage over 15 sec. Stacks up to 5 times. |
Earthen Power | 20 Enhancement | Your Earthbind Totem's pulses have a 50% chance to also remove all snare effects from you and nearby friendly targets. |
Shamanistic Rage | 20 Enhancement | Reduces all damage taken by 30% and causes your skills, totems, and offensive spells to consume no mana for 15 sec. This spell is usable while stunned. |
Unleashed Rage | 20 Enhancement | Increases your expertise by 4, and increases all party and raid members' attack power by 5% while within 100 yards of the Shaman. |
Maelstrom Weapon | 25 Enhancement | When you deal damage with a melee weapon, you have a chance to reduce the cast time and mana cost of your next Lightning Bolt, Chain Lightning, Hex, or any healing spell by 20%. Stacks up to 5 times. Lasts 30 sec. |
Improved Lava Lash | 25 Enhancement, Searing Flames | Increases the damage of your Lava Lash ability by 15%, and by an additional 10% for each of your applications of Searing Flames on the target, consuming those applications in the process. |
Feral Spirit | 30 Enhancement | Summons two Spirit Wolves under the command of the Shaman, lasting 30 sec. |
Restoration
Talent | Requirements | Effect |
---|---|---|
Earth Shield | None | Protects the target with an earthen shield, reducing casting or channeling time lost when damaged by 30% and causing attacks to heal the shielded target. This effect can only occur once every few seconds. 9 charges. Lasts 10 min. Earth Shield can only be placed on one target at a time and only one Elemental Shield can be active on a target at a time. |
Purification | None | Increases the effectiveness of your healing spells by 10%, and reduces the casting time of your Healing Wave and Greater Healing Wave spells by 0.5 sec. |
Meditation | None | Allows 50% of your mana regeneration from Spirit to continue while in combat. |
Ancestral Resolve | None | Reduces damage taken while casting spells by 5%. |
Spark of Life | None | Increases your healing done by 2% and your healing received by 5%. |
Tidal Focus | None | Reduces the mana cost of your healing spells by 2%. |
Focused Insight | 5 Restoration | After casting any Shock spell, your next heals mana cost is reduced by 25% of the cost of the Shock spell, and its healing effectiveness is increased by 10%. |
Improved Water Shield | 5 Restoration | You have a 50% chance to instantly gain mana as if you consumed a Water Shield Orb when you gain a critical effect from your Healing Wave, Greater Healing Wave, or Riptide spells, a 30% chance when you gain a critical effect from your Healing Surge spell, and a 15% chance when you gain a critical effect from your Chain Heal spell. |
Nature's Guardian | 5 Restoration | Whenever a damaging attack brings you below 30% health, your maximum health is increased by 5% for 10 sec and your threat level towards the attacker is reduced. 30 second cooldown. |
Totemic Focus | 5 Restoration | Reduces the mana cost of your totems by 15% and increases their duration by 20%. |
Ancestral Healing | 10 Restoration | Reduces your target's physical damage taken by 5% for 15 sec after receiving a critical effect from one of your healing spells. |
Nature's Blessing | 10 Restoration | Increases the effectiveness of your direct heals on Earth Shielded targets by 5%. |
Nature's Swiftness | 10 Restoration | When activated, your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell. |
Cleansing Waters | 15 Restoration | Reduces the cost of Cleanse Spirit by 20%, and when your Cleanse Spirit successfully removes a harmful effect, you also heal the target for 1317 to 1485. |
Improved Cleanse Spirit | 15 Restoration | Empowers your Cleanse Spirit spell to also remove a magic effect from a friendly target. |
Soothing Rains | 15 Restoration | Increases the amount healed by your Healing Stream Totem by 25%, and your Healing Rain spell by 15%. |
Ancestral Awakening | 20 Restoration, Ancestral Healing | When you critically heal with a single-target direct heal, you summon an Ancestral spirit to aid you, instantly healing the lowest percentage health friendly party or raid target within 40 yards for 10% of the amount healed. |
Mana Tide Totem | 20 Restoration | Summons a Mana Tide Totem with 10% of the caster's health at the feet of the caster for 12 sec. Party members within 40 yards of the totem have their Spirit increased by 350%. |
Telluric Currents | 20 Restoration | Your attunement to natural energies causes your Lightning Bolt spell to restore mana equal to 20% of damage dealt. |
Blessing of the Eternals | 25 Restoration | Grants an additional 40% chance to trigger your Earthliving heal over time effect when you heal an ally who is below 35% of total health. |
Tidal Waves | 25 Restoration | When you cast Chain Heal or Riptide, you gain the Tidal Waves effect, which reduces the cast time of your Healing Wave and Greater Healing Wave spells by 10% and increases the critical effect chance of your Healing Surge spell by 10%. 2 charges. |
Riptide | 30 Restoration | Heals a friendly target for 151 and another 240 over 15 sec. Your next Chain Heal cast on that primary target within 15 sec will consume the healing over time effect and increase the amount of the Chain Heal by 25%. |
Mage
New Race/Class Combos: Dwarf, Night Elf, Worgen, Orc, Goblin
Level 1 Bonus Attributes:
- 3 INT
- 2 SPI
Arcane
Talent | Requirements | Effect |
---|---|---|
Arcane Barrage | None | Launches bolts of arcane energy at the enemy target, causing 36 to 42 Arcane damage. |
Arcane Specialization | None | Increases the damage of your Arcane spells by 25%. |
Arcane Concentration | None | Gives you a 3% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%. |
Improved Counterspell | None | Your Counterspell also silences the target for 2 sec. |
Netherwind Presence | None | Increases your spell haste by 1%. |
Improved Arcane Missiles | 5 Arcane | Increases the number of missiles fired by your Arcane Missiles spell by 1. |
Improved Blink | 5 Arcane | Increases your speed by 35% for 3 sec after casting the Blink spell. |
Invocation | 5 Arcane | You gain a 5% damage bonus for 8 sec after successfully interrupting a spell. |
Torment the Weak | 5Arcane | Your Arcane damage spells deal 2% more damage to snared or slowed targets. |
Arcane Flows | 10 Arcane | Reduces the cooldown of your Presence of Mind, Arcane Power and Invisibility spells by 12% and the cooldown of your Evocation spell by 1 min. |
Missile Barrage | 10 Arcane, Improved Arcane Missiles | Your Arcane Missiles spell will fire its missiles every 0.6 sec. |
Presence of Mind | 10 Arcane | When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell. |
Prismatic Cloak | 10 Arcane | Reduces all damage taken by 2% and reduces the fade time of your Invisibility spell by 1 sec. |
Arcane Tactics | 15 Arcane, Presence of Mind | Increases the damage of all party and raid members within 100 yards by 3%. |
Improved Arcane Explosion | 15 Arcane | Reduces the global cooldown of your Arcane Explosion spell by 0.25 sec and reduces the threat generated by 40%. |
Improved Polymorph | 15 Arcane | When a target you've polymorphed is damaged, that target is stunned for 1.5 sec. This effect cannot occur more often than once every 10 sec. |
Incanter's Absorption | 15 Arcane | When your Mana Shield or Mage Ward absorbs damage your spell damage is increased by 10% of the amount absorbed for 10 sec. In addition, when your Mana Shield is destroyed, all enemies within 6 yards are knocked back 12 yards. |
Arcane Potency | 20 Arcane | Increases the critical strike chance of your next two damaging spells by 7% after gaining Clearcasting or Presence of Mind. |
Nether Vortex | 20 Arcane, Slow | Gives your Arcane Blast spell a 50% chance to apply the Slow spell to any target it damages if no target is currently affected by Slow. |
Slow | 20 Arcane | Reduces target's movement speed by 60%, increases the time between ranged attacks by 60% and increases casting time by 30%. Lasts 15 sec. Slow can only affect one target at a time. |
Focus Magic | 25 Arcane | Increases the target's chance to critically hit with spells by 3% for 30 min. When the target critically hits your chance to critically hit with spells is increased by 3% for 10 sec. Cannot be cast on self. Limit 1 target. |
Improved Mana Gem | 25 Arcane | Mana gained from your Mana Gem also increases your spell power by 1% of your maximum mana for 10 seconds. |
Arcane Power | 30 Arcane, Slow | When activated, you deal 20% more spell damage but spells cost 10% more mana to cast. This effect lasts 15 sec. |
Fire
Talent | Requirements | Effect |
---|---|---|
Pyroblast | None | Hurls an immense fiery boulder that causes 26 to 32 Fire damage and an additional 16 Fire damage over 12 sec. |
Fire Specialization | None | Increases the damage of your Fire spells by 25%. |
Burning Soul | None | Reduces the casting time lost from taking damaging attacks by 23%. |
Improved Fire Blast | None | Increases the critical strike chance of your Fire Blast spell by 4% and increases its range by 5 yards. |
Master of Elements | None | Your spell criticals will refund 15% of their base mana cost. |
Blazing Speed | 5 Fire | Gives you a 5% chance when hit by a melee or ranged attack to increase your movement speed by 50% and dispel all effects that prevent movement. This effect lasts 8 sec. |
Fire Power | 5 Fire | Increases the damage of your Fire spells by 1% and gives your Flame Orb a 33% chance to explode for 1134 to 1336 damage at the end of its duration. |
Ignite | 5 Fire | Your critical strikes from Fire damage spells cause the target to burn for an additional 13% of your spell's damage over 4 sec. |
Impact | 5 Fire | Gives your damaging spells a 5% chance to reset the cooldown on Fire Blast and to cause the next Fire Blast you cast to stun the target for 2 sec and spread any Fire damage over time effects to nearby enemy targets within 12 yards. |
Blast Wave | 10 Fire | A wave of flame radiates outward from the target location, damaging all enemies caught within the blast for 41 to 47 Fire damage and are slowed by 70% for 3 sec. |
Cauterize | 10 Fire | You have a 50% chance that an attack which would otherwise kill you will instead bring you to 40% of your maximum health. However, you will burn for 12% of your maximum health every 1.5 sec for the next 6 sec. This effect cannot occur more than once per minute. |
Hot Streak | 10 Fire | Your spells no longer trigger Arcane Missiles. Instead, your critical strikes with Fireball, Frostfire Bolt, Scorch, Pyroblast, or Fire Blast have a chance to cause your next Pyroblast spell cast within 15 sec to be instant cast and cost no mana. |
Improved Scorch | 10 Fire | Reduces the mana cost of your Scorch spell by 50%. |
Combustion | 15 Fire | Combines your damaging periodic Fire effects on an enemy target but does not consume them, instantly dealing 57 to 67 Fire damage and creating a new periodic effect that lasts 10 sec and deals damage per time equal to the sum of the combined effects. |
Firestarter | 15 Fire | Your Molten Armor allows you to cast the Scorch spell while moving instead of reducing the chance you are critically hit. |
Improved Hot Streak | 15 Fire, Hot Streak | Any time you score 2 non-periodic critical strikes in a row with your Fireball, Frostfire Bolt, Scorch, Pyroblast, or Fire Blast spells, you have a 50% chance to trigger your Hot Streak effect. |
Molten Shields | 15 Fire | Reduces the global cooldown of your Mage Ward spell by 1 sec and your Blazing Speed also removes any movement slowing effects when triggered and is also trigged any time Mage Ward dissipates from absorbing damage. |
Dragon's Breath | 20 Fire | Targets in a cone in front of the caster take 87 to 99 Fire damage and are Disoriented for 5 sec. Any direct damaging attack will revive targets. |
Improved Flamestrike | 20 Fire | Reduces the casting time of your Flamestrike spell by 50% and gives you a 50% chance that your Blast Wave spell will also automatically Flamestrike the same location if two or more targets are affected by the Blast Wave. |
Molten Fury | 20 Fire | Increases damage of all spells against targets with less than 35% health by 4%. |
Critical Mass | 25 Fire | Your Living Bomb and Flame Orb spells deal 5% more damage, and your Pyroblast and Scorch spells have a 33% chance to cause your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 5% and lasts 30 sec. |
Pyromaniac | 25 Fire | Increases spell haste by 5% if 3 or more targets are taking Fire damage over time from your spells. |
Living Bomb | 30 Fire, Dragon's Breath | The target becomes a Living Bomb, taking 188 Fire damage over 12 sec. After 12 sec, the target explodes dealing 47 Fire damage to up to 3 enemies within 10 yards. Limit 3 targets. |
Frost
Talent | Requirements | Effect |
---|---|---|
Summon Water Elemental | None | Summon a Water Elemental to fight for the caster. |
Frost Specialization | None | Increases the damage of your Frost spells by 25%. |
Early Frost | None | Reduces the cast time of your Frostbolt spell by 0.30 secs. This effect becomes inactive for 15 sec after use. |
Piercing Ice | None | Increases the critical strike chance of your spells by 1%. |
Shatter | None | Multiplies the critical strike chance of all your spells against frozen targets by 2, and increases the damage done by Frostbolt against frozen targets by 10%. |
Ice Floes | 5Frost | Reduces the cooldown of your Frost Nova, Cone of Cold, Ice Block, Cold Snap, Ice Barrier, and Icy Veins spells by 7%. |
Improved Cone of Cold | 5Frost | Your Cone of Cold also freezes targets for 2 sec. |
Permafrost | 5Frost | Your Chill effects reduce the target's speed by an additional 4%, and the target's healing received by 3%. In addition, whenever you deal spell damage, your Water Elemental is healed for 5% of the amount dealt. |
Piercing Chill | 5Frost | Your Frostbolt criticals apply the chill effect to 1 additional nearby targets. |
Fingers of Frost | 10 Frost | Gives your Chill effects a 7% chance to grant you the Fingers of Frost effect, which causes your next Ice Lance or Deep Freeze spell to act as if your target were frozen. Fingers of Frost can accumulate up to 2 charges and lasts 15 sec. |
Ice Shards | 10 Frost | Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 25%. Lasts 2 sec. In addition, increases the range of your Ice Lance spell by 2 yards. |
Icy Veins | 10 Frost | Hastens your spellcasting, increasing spell casting speed by 20% and reduces the pushback suffered from damaging attacks while casting by 100%. Lasts 20 sec. |
Improved Freeze | 10 Frost, Fingers of Frost | Gives your Water Elemental's Freeze spell a 33% chance to grant 2 charges of Fingers of Frost. |
Brain Freeze | 15 Frost | Your spells no longer trigger Arcane Missiles. Instead, your Frost damage spells with chilling effects have a 5% chance to cause your next Fireball or Frostfire Bolt spell to be instant cast and cost no mana. When Frostfire Bolt is instant, it can benefit from Fingers of Frost. Brain Freeze cannot be triggered by Frostfire Bolt. |
Cold Snap | 15 Frost | When activated, this spell finishes the cooldown on all Frost spells you recently cast. |
Enduring Winter | 15 Frost | Reduces the mana cost of all spells by 3%. In addition, your Frostbolt spell has a 33% chance to grant up to 10 party or raid members mana regeneration equal to 1% of their maximum mana over 10 sec. |
Ice Barrier | 20 Frost | Instantly shields you, absorbing damage. Lasts 1 min. While the shield holds, spellcasting will not be delayed by damage. |
Reactive Barrier | 20 Frost, Ice Barrier | Gives the caster a 50% chance for the Ice Barrier spell to automatically cast with no mana cost upon taking damage that lowers the caster's life below 50%. This effect obeys Ice Barrier's cooldown, and will trigger the cooldown when activated. |
Shattered Barrier | 20 Frost, Ice Barrier | Gives your Ice Barrier spell a 100% chance to freeze all enemies within 10 yards for 2 sec when it is destroyed. |
Frostfire Orb | 25 Frost | Converts your Flame Orb into a Frostfire Orb, causing your Frostfire Orb to benefit from your Frost Specialization. In addition, reduces the speed of targets slowed by your Frostfire Bolt's chill effect by an additional 10%. |
Deep Freeze | 30 Frost, Ice Barrier | Stuns the target for 5 sec. Only usable on Frozen targets. Deals damage to targets that are permanently immune to stuns. |
Warlock
New Race/Class Combos: Dwarf, Worgen, Troll, Goblin
Level 1 Bonus Attributes:
- 1 STA
- 2 INT
- 2 SPI
Affliction
Talent | Requirements | Effect |
---|---|---|
Unstable Affliction | None | Shadow energy slowly destroys the target, causing 35 damage over 15 sec. In addition, if the Unstable Affliction is dispelled it will cause 7 damage to the dispeller and silence them for 5 sec. Only one Unstable Affliction or Immolate per Warlock can be active on any one target. |
Shadow Mastery | None | Increases Shadow spell damage by 25%. |
Doom and Gloom | None | Increases the critical strike chance of your Bane of Agony and Bane of Doom by 4%. |
Improved Corruption | None | Increases the damage done by your Corruption by 4%. |
Improved Life Tap | None | Increases the amount of Mana awarded by your Life Tap spell by 10%. |
Jinx | 5 Affliction | Your Curse of the Elements also effects up to 15 nearby enemy targets within 20 yards of the cursed target. |
Siphon Life | 5 Affliction, Soul Siphon | When you deal damage with your Corruption spell, you have a 25% chance to be healed for 2% of your total health. |
Soul Siphon | 5 Affliction | Increases the amount drained by your Drain Life and Drain Soul spells by an additional 3% for each of your Affliction effects on the target, up to a maximum of 9% additional effect. |
Curse of Exhaustion | 10 Affliction | Reduces the target's movement speed by 50% for 30 sec. Only one Curse per Warlock can be active on any one target. |
Eradication | 10 Affliction | When you deal damage with Corruption, you have 6% chance to increase your spell casting speed by 6% for 10 sec. |
Improved Fear | 10 Affliction | Causes your Fear spell to inflict a Nightmare on the target when the fear effect ends. The Nightmare effect reduces the target's movement speed by 15% for 5 sec. |
Improved Howl of Terror | 15 Affliction | Reduces the casting time of your Howl of Terror spell by 0.8 sec. |
Shadow Embrace | 15 Affliction | Your Shadow Bolt and Haunt spells apply the Shadow Embrace effect, increasing all shadow periodic damage dealt to the target by you by 3%. Lasts for 12 sec. Stacks up to 3 times. |
Soul Swap | 15 Affliction, Soul Siphon | You instantly deal 1 damage, and remove your shadow damage-over-time effects from the target. For 20 sec afterwards, the next target you cast Soul Swap: Exhale on will be afflicted by the shadow damage-over-time effects and suffer 1 damage. |
Death's Embrace | 20 Affliction | While at or below 25% health, your Drain Life heals an additional 1% of your total health. |
Nightfall | 20 Affliction | Gives your Corruption and Drain Life spells a 2% chance to cause you to enter a Shadow Trance state after damaging the opponent. The Shadow Trance state reduces the casting time of your next Shadow Bolt spell by 100%. |
Soulburn: Seed of Corruption | 20 Affliction | Grants the Soulburn empowerment to your Seed of Corruption spell. |
Everlasting Affliction | 25 Affliction | Increases the critical effect chance of your Corruption, Seed of Corruption and Unstable Affliction by 5%. |
Pandemic | 25 Affliction | Reduces the global cooldown of your Bane and Curse spells by .25 sec. Your Drain Soul has a 50% chance to refresh the duration of your Unstable Affliction spell when dealing damage on targets below 25% health. |
Haunt | 30 Affliction | You send a ghostly soul into the target, dealing Shadow damage and increasing all damage done by your Shadow damage-over-time effects on the target by 20% for 12 sec. When the Haunt spell ends or is dispelled, the soul returns to you, healing you for 100% of the damage it did to the target |
Demonology
Talent | Requirements | Effect |
---|---|---|
Summon Felguard | None | Summons a Felguard under the command of the Warlock. |
Demonic Knowledge | None | Increases your Fire and Shadow spell damage by 15%. |
Dark Arts | None | Reduces the cast time of your Imp's Firebolt spell by 0.25 sec, increases the damage done by your Felguard's Legion Strike by 5%, and increases the damage done by your Felhunter's Shadow Bite by 5%. |
Demonic Embrace | None | Increases your total Stamina by 4%. |
Fel Synergy | None | You have a 50% chance to heal your pet for 15% of the amount of spell damage done by you. |
Demonic Aegis | 5 Demonology | Increases the amount of health generated through spells and effects granted by your Demon Armor by an additional 5%, and increases the amount of health regenerated by your Fel Armor by 50%. |
Demonic Rebirth | 5 Demonology | If your summoned demon dies, you gain the Demonic Rebirth effect reducing the cast time of your next summon demon spell by 50%. Lasts for 10 sec. This effect has a 2 min cooldown. |
Mana Feed | 5 Demonology | When your summoned demon critically hits with its Basic Attack, you instantly gain 2% total mana. When you gain mana from Drain Mana or Life Tap spells, your summoned demon gains 30% of the mana you gain. |
Master Summoner | 5 Demonology | Reduces the casting time of your Imp, Voidwalker, Succubus, Felhunter and Felguard Summoning spells by 0.5 sec and the Mana cost by 50%. |
Demonic Empowerment | 10 Demonology | Grants the Warlock's summoned demon Empowerment. Imp - Instantly heals the Imp for 30% of its total health. Voidwalker - Increases the Voidwalker's health by 20%, and its threat generated from spells and attacks by 20% for 20 sec. Succubus - Instantly vanishes, causing the Succubus to go into an improved Invisibility state. The vanish effect removes all stuns, snares and movement impairing effects from the Succubus. Felhunter - Dispels all magical effects from the Felhunter. Felguard - Instantly removes all stun, snare and movement impairing effects from your Felguard and makes your Felguard immune to them for 15 sec. |
Impending Doom | 10 Demonology | Increases the chance for your Bane of Doom to summon a demon by 10% when it deals damage. Also grants your Shadow Bolt, Hand of Gul'dan, and Incinerate spells a 5% chance to reduce the cooldown of your Demon Form by 15 sec. |
Improved Health Funnel | 10 Demonology | Increases the amount of Health transferred by your Health Funnel spell by 10% and reduces the health cost by 10%. In addition, your summoned Demon takes 15% less damage while under the effect of your Health Funnel. |
Aura of Foreboding | 15 Demonology, Hand of Gul'dan | When your Hand of Gul'dan lands, all enemies within 4 yards will be rooted for 2 sec and stunned for the same duration if they are still within the Curse of Gul'dan aura 6 sec afterward. |
Hand of Gul'dan | 15 Demonology | Summons a falling meteor down upon the enemy target, dealing 83 to 97 Shadow damage and erupts an aura of magic within 4 yards, causing all targets within it to have a 10% increased chance to be critically hit by any Warlock demons. The aura lasts for 15 sec. |
Molten Core | 15 Demonology | You have a 2% chance to gain the Molten Core effect when your Immolate deals damage. The Molten Core effect empowers your next 3 Incinerate spells cast within 15 sec, increasing damage done by 6% and reduces cast time by 10%. |
Ancient Grimoire | 20 Demonology | Increases the duration of your Infernal and Doomguard summons by 10 sec. |
Decimation | 20 Demonology | When you Shadowbolt, Incinerate or Soul Fire a target that is at or below 25% health, the cast time of your Soul Fire spell is reduced by 20% for 10 sec. |
Inferno | 20 Demonology, Hand of Gul'dan | Increases the radius of your Hellfire by 10 yards, and you can now channel Hellfire while moving. |
Cremation | 25 Demonology, Inferno | Increases the damage done by your Hellfire by 15%, and your Hand of Gul'dan has a 50% chance to refresh the duration of your Immolate on the target. |
Demonic Pact | 25 Demonology | Increases your spell damage by 2%, and your summoned demon grants the Demonic Pact effect to all nearby friendly party and raid members. |
Metamorphosis | 30 Demonology | You transform into a Demon for 30 sec. This form increases your armor by 600%, damage by 20%, reduces the chance you'll be critically hit by melee attacks by 6% and reduces the duration of stun and snare effects by 50%. You gain some unique demon abilities in addition to your normal abilities. 3 minute cooldown. |
Destruction
Talent | Requirements | Effect |
---|---|---|
Conflagrate | None | Instantly deals fire damage equal to 60% of your Immolate's periodic damage on the target. |
Cataclysm | None | Increases Fire spell damage by 25% |
Bane | None | Reduces the casting time of your Shadow Bolt, Chaos Bolt and Immolate spells by 0.1 sec. |
Improved Immolate | None | Increases the damage done by your Immolate spell by 10%. |
Shadow and Flame | None | Increases the damage done by your Shadow Bolt and Incinerate spells by 4%, and your Shadow Bolt has a 33% chance to cause the Improved Shadow Bolt effect to the target. |
Emberstorm | 5 Destruction | Reduces the cast time of your Soul Fire by 0.5 sec and your Incinerate by 0.13 sec. |
Improved Searing Pain | 5 Destruction | Increases the critical strike chance of your Searing Pain spell by 20% on targets at or below 25% health. |
Improved Soul Fire | 5 Destruction | You increase your spell haste by 7% for 15 sec after you deal damage with Soul Fire. This effect has a 15 sec cooldown. |
Aftermath | 10 Destruction | Your Rain of Fire has a 6% chance to Stun targets for 2 sec., and your Conflagrate has a 50% chance to daze the target for 5 sec. |
Backdraft | 10 Destruction | When you cast Conflagrate, the cast time of your next three Shadow Bolt, Incinerate and Chaos Bolt spells is reduced by 10%. Lasts 15 sec. |
Shadowburn | 10 Destruction | Instantly blasts the target for 32 to 34 Shadow damage. If the target dies within 5 sec of Shadowburn, and yields experience or honor, the caster gains 3 Soul Shards. Only usable on enemies that have less than 20% health. |
Backlash | 15 Destruction | Gives you a 8% chance when hit by a physical attack to reduce the cast time of your next Shadow Bolt or Incinerate spell by 100%. This effect lasts 8 sec and will not occur more than once every 8 seconds. |
Burning Embers | 15 Destruction | Your Soulfire and your Imp's Firebolt cause a Burning Ember damage-over-time effect on the target equal to 15% of the damage done lasting 7 sec. |
Nether Ward | 15 Destruction | Transforms your Shadow Ward into Nether Ward. You must be within Demon Armor or Fel Armor in order for the transformation effect to occur. |
Soul Leech | 15 Destruction | Your Shadowburn, Soul Fire and Chaos Bolt instantly restore 2% of your total health and mana when they deal damage and also grant Replenishment. |
Fire and Brimstone | 20 Destruction | Increases the damage done by your Incinerate and Chaos Bolt spells to targets afflicted by your Immolate by 2%, and the critical strike chance of your Conflagrate spell is increased by 5%. |
Nether Protection | 20 Destruction, Nether Ward | When you absorb damage through Shadow Ward, Nether Ward or other effects, you gain Nether Protection, reducing all damage by that spell school by 15% for 12 sec. |
Shadowfury | 20 Destruction | Shadowfury is unleashed, causing 48 to 56 Shadow damage and stunning all enemies within 8 yards for 3 sec. |
Bane of Havoc | 25 Destruction | Banes the target for 5 min, causing 15% of all damage done by the Warlock to other targets to also be dealt to the baned target. |
Empowered Imp | 25 Destruction, Burning Embers | Your Imp's Firebolt has a 2% chance to cause your next Soulfire spell to be instant cast within 8 sec. |
Chaos Bolt | 30 Destruction, Fire and Brimstone | Sends a bolt of chaotic fire at the enemy, dealing 135 to 171 Fire damage. Chaos Bolt cannot be resisted, and pierces through all absorption effects. |
Druid
New Race/Class Combos: Worgen, Troll
Level 1 Bonus Attributes:
- 1 STR
- 2 INT
- 2 SPI
Balance
Talent | Requirements | Effect |
---|---|---|
Starsurge | None | You fuse the power of the moon and sun, launching a devastating blast of energy at the target. Causes 34 to 46 Spellstorm damage to the target and generates 15 Lunar or Solar energy, whichever is more beneficial to you. |
Moonfury | None | Arcane and Nature spell damage increased by 15%. Increases the critical strike damage bonus of your Wrath, Moonfire, Starfire, Starsurge, Insect Swarm and Starfall spells by 100%. |
Nature's Grace | None | You gain 5% spell haste after you cast Moonfire, Regrowth, or Insect Swarm, lasting 15 sec. This effect has a 1 minute cooldown. When you gain Lunar or Solar Eclipse, the cooldown of Nature's Grace is instantly reset. |
Starlight Wrath | None | Reduces the cast time of your Wrath and Starfire spells by .15 sec. |
Nature's Majesty | None | Increases the critical strike chance with spells by 2%. |
Balance of Power | 5 Balance | Increases your Nature and Arcane spell damage by 1% and increases your spell hit rating by an additional amount equal to 50% of your Spirit. |
Genesis | 5 Balance | Increases the healing done by your periodic spells and by Swiftmend by 2%, and increases the duration of your Moonfire and Insect Swarm by 2 sec. |
Moonglow | 5 Balance | Reduces the Mana cost of your damage and healing spells by 3%. |
Euphoria | 10 Balance | While not in an Eclipse state, you have a 12% chance to double the Solar or Lunar energy generated by your Wrath or Starfire when they deal damage. |
Moonkin Form | 10 Balance | Shapeshift into Moonkin Form. While in this form your Arcane and Nature spell damage is increased by 10%, the armor contribution from items is increased by 120%, and grants 5% spell haste to all nearby friendly and raid targets within 100 yards. The Moonkin can not cast healing or resurrection spells while shapeshifted. |
Shooting Stars | 10 Balance | You have a 2% chance when you deal damage with your Moonfire or Insect Swarm to instantly reset the cooldown of your Starsurge and reduce its cast time by 100%. Lasts 8 sec. |
Typhoon | 10 Balance | You summon a violent Typhoon that does 1298 Nature damage to targets within 30 yards when in contact with hostile targets, knocking them back and dazing them for 6 sec. |
Gale Winds | 15 Balance, Typhoon | Increases damage done by your Hurricane and Typhoon spells by 15%, and increases the range of your Cyclone spell by 2 yards. |
Owlkin Frenzy | 15 Balance,Moonkin Form | Attacks done to you while in Moonkin form have a 5% chance to cause you to go into a Frenzy, increasing your damage by 10% and causing you to be immune to pushback while casting Balance spells. Lasts 10 sec. |
Solar Beam | 15 Balance | You summon a beam of solar light over the enemy target's location, interrupting the enemy target and silencing all enemy targets under the beam within 5 yards while it is active. Solar Beam lasts for 10 sec. |
Dreamstate | 20 Balance, Euphoria | When you cast your Innervate on yourself, you regain an additional 15% of your total mana over its duration. |
Earth and Moon | 20 Balance | Your Wrath and Starfire spells apply the Earth and Moon effect, which increases spell damage taken by 8% for 12 sec. Also increases your spell damage by 2%. |
Force of Nature | 20 Balance | Summons 3 treants to attack enemy targets for 30 sec. |
Sunfire | 20 Balance | While in Solar Eclipse, your Moonfire spell will morph into Sunfire. |
Fungal Growth | 25 Balance, Force of Nature | When your Treants die or your Wild Mushrooms are triggered, you spawn a Fungal Growth at its wake covering the area within 8 yards, slowing all enemy targets by 25%. Lasts 10 sec. |
Lunar Shower | 25 Balance, Sunfire | When you cast Moonfire, you gain Lunar Shower. Lunar Shower increases the direct damage done by your Moonfire by 15%, and reduces the mana cost by 10%. This effect is refreshed and amplified when you move, stacking up to 3 times. Effect lasts for 3 sec. |
Starfall | 30 Balance | You summon a flurry of stars from the sky on all targets within 40 yards of the caster, each dealing 369 to 427 Arcane damage. Maximum 20 stars. Lasts 10 sec. |
Feral Combat
Talent | Requirements | Effect |
---|---|---|
Mangle | None | Mangle the target, inflicting damage and causing the target to take additional damage from bleed effects for 1 min. This ability can be used in Cat Form or Bear Form. |
Aggression | None | Increases your attack power by 25%. |
Vengeance | None | Each time you take damage while in Bear Form, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. Entering Cat Form will cancel this effect. |
Feral Instinct | None | Reduces the chance enemies have to detect you while Prowling. |
Feral Swiftness | None | Increases your movement speed by 15% in Cat Form and increases your chance to dodge while in Cat Form or Bear Form by 2%. |
Furor | None | Grants you a 33% chance to gain 10 Rage when you shapeshift into Bear Form, allows you to keep up to 33 of your Energy when you shapeshift into Cat Form, and increases your maximum mana by 5%. |
Predatory Strikes | None | Increases the critical strike chance of your Ravage by 25% on targets at or above 80% health. |
Feral Aggression | 5 Feral Combat | Increases the damage caused by your Ferocious Bite by 5% and causes Faerie Fire (Feral) to apply 2 stacks of the Faerie Fire effect when cast. |
Fury Swipes | 5 Feral Combat | When you auto-attack while in Cat form or Bear form, you have a 5% chance to cause a Fury Swipe dealing 310% weapon damage. This effect cannot occur more than once every 3 sec. |
Infected Wounds | 5 Feral Combat | Your Shred, Maul, Ravage and Mangle attacks cause an Infected Wound in the target. The Infected Wound reduces the movement speed of the target by 25% and the attack speed by 10%. Lasts 12 sec. |
Primal Fury | 5 Feral Combat | Gives you a 50% chance to gain an additional 5 Rage anytime you get a critical strike while in Bear Form and your critical strikes from Cat Form abilities that add combo points have a 50% chance to add an additional combo point. |
Stampede | 10 Feral Combat, Feral Charge | Increases your melee haste by 15% after you use Feral Charge (Bear) for 8 sec, and your next Ravage will temporarily not require stealth for 10 sec after you use Feral Charge (Cat), and cost 50% less energy. |
Feral Charge | 10 Feral Combat | Feral Charge (Bear) - Causes you to charge an enemy, immobilizing them for 4 sec. 15 second cooldown. Feral Charge (Cat) - Causes you to leap behind an enemy, dazing them for 3 sec. 30 second cooldown. |
Thick Hide | 10 Feral Combat | Increases your Armor contribution from cloth and leather items by 4%, increases armor while in Bear Form by an additional 11%, and reduces the chance you'll be critically hit by melee attacks by 2%. |
King of the Jungle | 10 Feral Combat | While using your Enrage ability in Bear Form, your damage is increased by 5%, and your Tiger's Fury ability also instantly restores 20 energy. |
Nurturing Instinct | 15 Feral Combat | Increases your healing spells by up to 50% of your Agility, and increases healing done to you by 10% while in Cat form. |
Leader of the Pack | 15 Feral Combat | While in Cat Form or Bear Form, the Leader of the Pack increases critical strike chance of all party and raid members within 100 yards by 5%. In addition, your melee critical strikes in Cat Form and Bear Form cause you to heal for 4% of your total health and gain 4% of your maximum mana. This effect cannot occur more than once every 6 sec. |
Brutal Impact | 15 Feral Combat | Increases the stun duration of your Bash and Pounce abilities by 0.5 sec, decreases the cooldown of Bash by 5 sec, decreases the cooldown of Skull Bash by 25 sec, and causes victims of your Skull Bash ability to have 5% increased mana cost for their spells for 10 sec. |
Endless Carnage | 20 Feral Combat | Increases the duration of your Rake by 3 sec and your Savage Roar and Pulverize by 4 sec. |
Natural Reaction | 20 Feral Combat | Reduces damage taken while in Bear Form by 6%, increases your dodge while in Bear Form by 3%, and you generate 1 rage every time you dodge while in Bear Form. |
Primal Madness | 20 Feral Combat, King of the Jungle | Tiger's Fury and Berserk also increase your current and maximum energy by 10 during their durations, and your Enrage and Berserk abilities instantly generate 6 Rage. |
Survival Instincts | 20 Feral Combat | Reduces all damage taken by 50% for 12 sec. Only useable while in Bear Form or Cat Form. |
Blood in the Water | 25 Feral Combat | When you Ferocious Bite a target at or below 25% health, you have a 50% chance to instantly refresh the duration of your Rip on the target. |
Pulverize | 25 Feral Combat, Rend and Tear | Deals 120% weapon damage plus additional damage for each of your Lacerate applications on the target, and increases your melee critical strike chance by 3% for each Lacerate application consumed for 10 sec. |
Rend and Tear | 25 Feral Combat | Increases damage done by your Maul and Shred attacks on bleeding targets by 7%, and increases the critical strike chance of your Ferocious Bite ability on bleeding targets by 8%. |
Berserk | 30 Feral Combat | Your Lacerate periodic damage has a 30% chance to refresh the cooldown of your Mangle (Bear) ability and make it cost no rage. In addition, when activated this ability causes your Mangle (Bear) ability to hit up to 3 targets and have no cooldown, and reduces the energy cost of all your Cat Form abilities by 50%. Lasts 15 sec. You cannot use Tiger's Fury while Berserk is active. |
Restoration
Talent | Requirements | Effect |
---|---|---|
Swiftmend | None | Consumes a Rejuvenation or Regrowth effect on a friendly target to instantly heal the target for 137. |
Meditation | None | Allows 50% of your mana regeneration from Spirit to continue while in combat. |
Gift of Nature | None | Healing increased by 25%. |
Blessing of the Grove | None | Increases the healing done by your Rejuvenation by 2% and the direct damage of your Moonfire by 3%. |
Heart of the Wild | None | Increases your Intellect by 2%. In addition, while in Bear Form your Stamina is increased by 2% and while in Cat Form your attack power is increased by 3%. |
Natural Shapeshifter | None | Reduces the mana cost of all shapeshifting by 10% and increases the duration of Tree of Life Form by 5 sec. |
Naturalist | None | Reduces the cast time of your Healing Touch and Nourish spells by 0.25 sec. |
Improved Rejuvenation | 5 Restoration | Increases the effect of your Rejuvenation and Swiftmend spells by 5%. |
Perseverance | 5 Restoration | Reduces all spell damage taken by 2%. |
Master Shapeshifter | 5 Restoration, Natural Shapeshifter | Grants an effect which lasts while the Druid is within the respective shapeshift form. Bear Form - Increases physical damage by 4%. Cat Form - Increases critical strike chance by 4%. Moonkin Form - Increases spell damage by 4%. Tree of Life/Caster Form - Increases healing by 4%. |
Fury of Stormrage | 10 Restoration | Reduces the mana cost of your Wrath spell by 50%, and when you deal damage with your Wrath spell you have a 6% chance to cause your next Starfire to be instant cast within 8 sec. |
Living Seed | 10 Restoration | When you critically heal a target with Swiftmend, Regrowth, Nourish or Healing Touch spell you plant a Living Seed on the target for 10% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts 15 sec. |
Nature's Swiftness | 10 Restoration | When activated, your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell. |
Revitalize | 10 Restoration | When you periodically heal with your Rejuvenation or Lifebloom spells, you have a 20% chance to instantly regenerate 1% of your total mana. This effect cannot occur more than once every 12 sec. |
Empowered Touch | 15 Restoration | Increases the healing done by your Healing Touch and Nourish spells by 5%, and grants those spells a 50% chance to refresh the duration of your Lifebloom on targets. |
Malfurion's Gift | 15 Restoration | Whenever you heal with your Lifebloom spell, you have a 2% chance to cause Omen of Clarity. |
Nature's Bounty | 15 Restoration | Increases the critical effect chance of your Regrowth spell by 20%, and you have a 33% chance when you critically heal with Healing Touch and Nourish to reduce the remaining cooldown of your Swiftmend spell by 0.5 sec. |
Efflorescence | 20 Restoration, Living Seed | When you heal with your Swiftmend spell you also sprout a bed of healing flora underneath the target, healing all nearby friendly targets within 0 yards for 10% of the amount healed by your Swiftmend over 7 sec. Healing effectiveness diminishes for each player beyond 6 within the area. |
Nature's Cure | 20 Restoration | Empowers your Remove Corruption spell to also remove a magic effect from a friendly target. |
Nature's Ward | 20 Restoration | Whenever you take an attack while at or below 50% health, you have a 50% chance to automatically cast Rejuvenation on yourself with no mana cost. |
Wild Growth | 20 Restoration | Heals up to 5 friendly party or raid members within 15 yards of the target for 2863 over 7 sec. Prioritizes healing most injured party members. The amount healed is applied quickly at first, and slows down as the Wild Growth reaches its full duration. |
Gift of the Earthmother | 25 Restoration | Increases the healing done when your Lifebloom expires by 5%, and causes your Rejuvenation spell to also instantly heal for 5% of the total periodic effect. |
Swift Rejuvenation | 25 Restoration | Reduces the global cooldown of your Rejuvenation by 0.5 sec. |
Tree of Life | 30 Restoration, Wild Growth | Shapeshift into the tree of life, increasing healing done by 15% and increasing your armor by 120%. In addition, some of your spells are temporarily enhanced while shapeshifted. Lasts 30 sec. |
Worgen
Classes: Warrior, Hunter, Rogue, Priest, Death Knight, Mage, Warlock, Druid
Level 1 Attributes:
- 23 STR
- 22 AGI
- 20 STA
- 16 INT
- 19 SPI
Worgen's starting area is Gilneas, an instanced area that players will be restricted from returning to for quite some time. Most of the starting areas and quests are against feral Worgens and Forsaken, and showcase how the player character becomes a Worgen themselves. After leaving their starting area at around level 14, they will join the Night Elves and citizens of Darnassus. Their story will continue from there and many of the quests will align with those of the Night Elves.
The Worgen racial ability is Darkflight, which increases movement speed by 40% for 10 seconds and has a 3 minute cooldown. They all gain a number of passives to help them in battle. Viciousness gives a +1% to critical strike chance. Aberration gives resistance to Nature and Shadow damage.
Their Flayer passive increases Skinning by 15 and allows skinning about half a second faster. Worgen can also change back to human form via Tow Forms. However, they will revert back to Worgens when entering combat or using other related racial skills.
Last, Worgens gain no racial mount, but instead gain Running Wild. When using this ability, a Worgen will drop on all fours and gain the same movement speed as a mount. Just like a mount, a Worgen will return to normal once entering a building.
Goblin
Classes: Warrior, Hunter, Rogue, Priest, Death Knight, Shaman, Mage, Warlock
Level 1 Attributes:
- 17 STR
- 22 AGI
- 20 STA
- 23 INT
- 18 SPI
The Goblin starting area is Kezan, a tropical island and the site of a slave mining camp. The starting story and quests will showcase the Goblin's shady past and escape from potential slavery. Goblins will eventually meet with the Horde and will take refuge in Orgrimmar. They can continue along following the Orc storyline.
Goblins have two racial abilities that share the same timer. Rocket Jump will allow you to jump forward a short distance. The Rocket Barrage shoots the rockets forward and deals around 24-30 damage at level one. This damage increases as you level, up to a possible 2000 or more damage. The cooldown for bother racial abilities is 2 minutes.
Among the Goblin passives are Time is Money, which gives a 1% boost to attack and casting speed. Beast Deals Anywhere allows Goblins to gain discounts regardless of their faction standings. Finally, Better Living Through Chemistry gives 15 Alchemy Skill.
Another ability for Goblins is Pack Hobgoblin, which will call in a Hobgoblin and grant bank access for 1 minute. This ability has a 30 minute cooldown. The Goblin mount is the Trike, which can be bought inside Orgrimmar.
Deadmines
Deadmines is one of the dungeons that has undergone updates after the Shattering. Among some of the chances include the removal of undead enemies such as Ghouls and Skeletons, and the new inclusion of Hobolins, Kobolds and Ogres. There are also five new quests for both Alliance and Horde parties that traverse this dungeon for the first time.
The bosses themselves have also been changed, with only one previous remaining. The first, Glubtok is an Ogre Mage that casts both fire and ice type spells and can drop a decent dagger once killed. Second boss on the list is Helix Gearbreaker, a Goblin that rides on top of a large Lumbering Oaf. After the Oaf is killed, Helix will randomly jump on top of party members and throw bombs around the room. It is the job of the "ridden" player to move themselves and Helix out of the way of these area effect explosions so that the damage dealers can finish the enemy.
The third boss of Deadmines is Foe Reaper 5000, a giant Harvest Golem with some nasty area attacks. To make maters worse, this boss will sometimes ignore aggro and attack non-tanks for 10 or more seconds. It is possible to attack the smaller Harvest Golems and mount them once they take enough damage. This will allow anyone to take control of them for a short time and use them to fight directly with the Reaper. He may drop a one handed sword, staff and/or hammer when defeated. The fourth boss is Admiral Ripsnarl, a Worgen in Ironclad Cove. He mostly fights with single target damage but can add in knockdown attacks. The final boss for the normal version of the dungeon is Cookie, a murloc from the earlier version of the Deadmines. He is immobile during the fight, making it easy to target this boss. He will throw food at the party, some that will buff attack and movement, while others will debuff. It's easier to just ignore these items and just attack Cookie directly.
For those on Heroic, there is one last enemy to fight: Vanessa VanCleef. However, you won't be fighting right off the bat. You'll have to move through a room of fire and take down Glubtok a second time. Next, Helix will attack again but will be supported by a huge number of spiders, but it's once again to take down the Goblin and ignore his helpers. A second round with the Reaper will take place, however, you must avoid or destroy several spark walls along the way. Next, you'll need to save several NPCs from Worgen attacks. They can be directly healed, so it's not really a hassle to worry about the damage they are taking.
Upon reaching the top of the boat again, you'll finally fight Vanessa. She isn't tough on her own, opting to enhance her parry and dodge skills rather than try to damage you. However, she will call in many helpers to keep you busy. After taking enough damage, Vanessa will set charges and you need to grab on various ropes to swing to safety. If a party members fails to escape in time, the explosive charge will be enough to one shot them. If you're a healing class that can rez, be sure to survive the blast so that you can help anyone that missed the escape. Vanessa will set these charges several more times as her health gets lower, so be on the lookout for the ropes each time.
Shadowfang Keep
Shadowfang Keep is the second dungeon that has undergone changes after the Shattering. The normal hums and voidwalkers have been removed in favor of more Undead and Worgen type enemies. Just as with Deadmines, Shadowfang Keep has new quests for both sides of the conflict.
While previous bosses were mostly Worgens, the new bosses are all Forsaken or Ghosts. The first boss is Baron Ashbury, who tends to use damage over time and healing to himself and his helpers. It's best to damage him after his DoTs have worn and some time has passed to heal up. The second boss, is a return to Silverlaine. Most of his attacks aren't very powerful, but he can summon extra Worgen helpers as his hit points fall. The third boss is once again Springvale, none using a mix of Death Knight skills. It's important to deal with any adds that may still support him and only really hammer this boss once the other foes are dealt with.
The fourth boss of Shadowfang Keep is Lord Walden, an Undead mage who also sports some deadly damage over time and instant damage attacks. He doesn't have any real support so there is no need to worry about any adds. The fifth and final boss is Lord Godfrey, a deadly hunter. He summons a number of ghouls quite often, but these adds aren't very threatening and have low health. Godfrey can do some serious damage with his pistol barrage, but this move can be dodged with some good timing. Otherwise, most of this boss' abilities are pretty straight forward tanking.
Archeology
Archeology is the new secondary profession that can be learned at level 20 or above. Some trainers include Harrison Jones in Stormwind and Belloc Brightblade in Orgrimmar. The main ability of use is Survey, which will deploy a device that will measure the distance to an Archaeology Fragment. When the Survey flashes green, it means a Fragment is in 50 yards. If you Survey within 5 yards of a digsite, you will automatically receive the hidden Fragment. If you fail at finding a Fragment three times in a row, the digsite will despwn.
There are several types of Fragments hidden around the different continents. Dwarf and Fossil Archeology can only be found on Kalimodr and the Eastern Kingdoms. Draenei and Orc fragments are exclusive to Ountlands. The Vrykul and Nerubian Fragments are only in Northrend. Troll and Night Elf Archeology are the most common and can be found in all four of the previous locations. Finally, Tol'vir Fragments are only in Uldum. After gaining enough Fragments you may choose to Solve and turn all of the gained Archeology Fragments into an Artifact. These Artifacts tend to be rather good or otherwise rare gear that can be used in your favor.
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