午夜:乌拉泰克的诅咒 PTR 开发说明
原题:官方蓝贴主题:Midnight: Curse of Ula'tek PTR Development Notes
**午夜:乌拉的诅咒 12.1 PTR 开发说明**
**全新战役章节**
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随着迷雾从祖阿曼东海岸岛屿散去,继续祖尔詹的故事。我们将与祖尔贾尔一同……
蓝贴影响分析
影响职业、版本,以及插件 / WA 作者需要关注的更新点。
这条内容主要影响 正式服 / 怀旧服需结合原文判断。重点关注 战士、圣骑士、猎人、潜行者、牧师、死亡骑士、萨满祭司、法师、术士、武僧、德鲁伊、恶魔猎手、唤魔师。 插件与 WA 作者建议关注技能、光环、战斗机制和数据字段变化。
影响职业
战士、圣骑士、猎人、潜行者、牧师、死亡骑士、萨满祭司、法师
影响版本
正式服 / 怀旧服需结合原文判断
插件需要关注
Boss 提醒类插件(DBM / BigWigs)可能需要关注更新
职业技能、光环和冷却类 WA 可能需要调整触发条件
界面、姓名板、头像框插件可能需要适配
装备查询、掉落表和拍卖相关插件建议同步数据
WA 需要关注
受影响职业的技能监控、爆发提醒、减益追踪 WA
副本机制提醒、点名提醒、团队分组 WA
符文、天赋和新技能触发类 WA
# 午夜:乌拉泰克诅咒 12.1 PTR 开发说明
## 全新战役章节
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当祖尔阿曼东海岸岛屿上的迷雾散去时,继续祖尔詹的故事。我们将与祖尔贾拉一起追踪他,将她的兄弟和其他人带回祖尔阿曼。我们将深入探索盘曲群岛尘封已久的历史,了解更多关于被封锁之物以及被遗弃之人的秘密。
## 盘曲群岛
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在盘曲群岛的山脉中,你将探索这片充满毒水和毒敌的腐化生态系统,参与各种全新活动。
潜入阿塔卢泰克宝库,迎接具有挑战性的团队内容和轮换公共事件。参与这些公共事件最终将触发首领战斗。
在该区域中,玩家将获得一个自定义天赋树,提供不同的玩家能力增益和生活便利增益。例如:降低区域中毒素的效力。
在区域中冒险时,你会遇到诅咒潮涌,它们会定期在群岛的五个轮换位置生成稀有精英。击杀稀有精英将解锁该位置的诅咒钓鱼。
你还会遇到一位名叫托卡的托托兰船长,了解其地方故事,提升与他船员的好感度,并学习在群岛周围更被诅咒的水域中钓鱼。
## 引入巢穴
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巢穴是世界首领的进化版,位于副本式遭遇战中,难度可扩展至灵活的史诗模式(15-25人)。这些巢穴将出现在类似地下堡的特定位置,巢穴外设有召唤石。
目标是让玩家更容易集结并挑战这些首领——你可以在特定位置遇到它们,选择难度,并使用召唤石将其他人召集到你身边。
巢穴将在后续的 PTR 版本中开放测试。
## 新团队副本:剧毒深渊
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伴随午夜第二赛季开启,玩家将在剧毒深渊直面乌拉泰克本人。作为充满憎恨、腐化和剧毒的古老强大生物,乌拉泰克已被祖尔詹的行为释放。这个新团队副本将包含八个首领遭遇战,最终你将与尾王乌拉泰克对决。
团本测试日程请见:毒渊团本测试日程
**新地下城:毒牙祭坛**
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这座拥有三个首领的新地下城在内容更新上线时最高将开放英雄难度,并在内容更新上线一周后开始的《午夜》第二赛季中加入史诗钥石轮换。
毒牙祭坛地下城将在后续PTR版本中开放测试。
**地下堡**
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挑战三个全新地下堡,其中一个是全新的宿敌地下堡。你将踏入荣耀之环、格纳尔多岛和毒瀑深渊宿敌地下堡,赢取全新奖励(以及一点荣耀)。随着《午夜》第二赛季的开始,丰裕地下堡将开放,玩家可以冲击更高层级,挑战7层以上的难度,并面对新的宿敌首领。
你还会在现有的午夜地下堡中遇到新的蛇类和毒液变种。
**第二赛季**
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内容更新上线一周后,新赛季将开启,带来新的史诗钥石地下城轮换、新团本、新PvP赛季、更多狩猎内容,以及丰裕地下堡和钥匙。
史诗钥石地下城轮换:
* 新地下城:毒牙祭坛
* 谋杀巷
* 纳洛拉克之穴
* 眩盲谷
* 虚空烙印竞技场
回归地下城:
* 诸王之眠
* 红玉生命水池
* 瑟莱德丝神庙
第二赛季地下城将在后续PTR版本中开放测试。
**狩猎**
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第二赛季将在缠绕之岛的狩猎中带来新词缀、新目标以及一些新的狩猎。
阿斯托拉尔还会为你带来几句新的语音台词,并且有新的阿坎蒂娜任务等待着你。
新的狩猎赛季将在后续PTR版本中开放测试。
**住房**
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社区和玩家房屋将在下周的版本中开放。
**蓝图**
蓝图让玩家保存自己打造的房子,以便切换或与其他玩家分享!
蓝图代码可以跨区域(不包括中国)与其他玩家分享,供他们导入。
蓝图可以作用于整个房屋(室内和室外)、仅室内、仅室外或单个房间。
导入时,将显示所有需要的房间和装饰的列表,包括所需的预算、缺少的物品等,以便玩家了解即将发生的情况或他们需要什么。
《魔兽世界》中文资讯编辑翻译如下:
**导入功能**也会对染色物品做出“正确”处理(使用正确染色的物品,可能给物品染色,但不会替换已染色的物品等)。
玩家最多可拥有50个“保存位”用于不同的布局方案,另有10个额外的“自动保存”位。
导入蓝图时会自动创建自动保存,便于玩家轻松回退。
玩家现在拥有一个名为“导出”的房屋权限,默认设置为无人拥有。其他玩家在访问已获得该权限的房屋时,可以选择将房屋导入到自己的保存位中。
蓝图代码可以在聊天中分享,并可直接在聊天中进行查看。
蓝图可以被举报。
此外还新增了一个“重置”按钮,玩家如果希望从头开始,可以重置整个房屋,或仅重置室内或室外部分。
**宠物**
宠物床允许玩家在房屋内外展示自己的宠物。
玩家可以在室内放置最多10张床,室外最多5张床。放置床后,玩家可以选择一只宠物在此安家。
室内宠物可以设置为“静止”或“游荡”,而室外的宠物目前仅能设置为“静止”。
少数宠物因各种原因无法放置。
**活动**
新增4个活动:
- **阿曼尼仿货**(此为《乌拉泰克之咒》上线时的特色活动)
格里夫塔和他的旅行商队希望来到社区,交易他们的“传统阿曼尼商品”。很明显这些并非真正的阿曼尼物品,但社区的居民仍然很感兴趣。
- **巴卡尔之日**
社区的居民非常喜爱他们的宠物,但需要一些训练帮助。欧恩哈拉平原的半人马与他们的巴卡尔有着深厚的羁绊,或许他们愿意分享一些训练技巧。
- **蜡烛文化**
社区里开始出现奇怪的蜡沉积物。谁能比响彻深渊的狗头人更适合为这些蜡找到用途呢?向他们请教照明之道吧。
- **度假季节**
托尔托兰族是见多识广的种族。实际上,他们如此博闻广识,以至于根本不需要介绍你们的社区——早在你扎根之前,他们就已经在这里度假了!分享他们的娱乐智慧吧。
玩家可能会根据已完成的活动(包括新旧活动),在自己的社区中发现新的内容。
染料更新
染料制造流程已得到简化,大幅节省了染料占用的背包空间。
新增了多种染料颜色,包括可以重现12.0.5版本之前较暗外观的染料。
更多信息请查看“我猜你肯定想听这个”帖子。
房屋
房屋现在可以升至12级,解锁更高的上限、大型外观以及更多内容。
玩家现在可以将入口房间移动到房屋的任何位置,包括其他楼层!终于可以实现地下室梦想了!
界面
新增了两个装饰分类:
藤蔓与悬挂植物
宠物床
删除了删除无装饰房间时多余的弹出提示。
Discord
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很快,你就可以通过关联战网与Discord账号与公会成员在游戏内外畅聊,无论他们身在何处。无论是协调下一次团队副本,寻找更多玩家加入PvP,还是只是在社区里闲逛,你都能在两者之间快速便捷地发送消息。
这项新功能将于下周在PTR上线供测试。功能正式上线并准备测试时我们会通知大家!
更多详情请参阅我们的文章。
与阿拉托尔一同继续追猎萨拉塔斯
我们还将看到阿拉托尔的后续进展,他正在处理虚空尖塔事件的影响,同时我们也将与他一起调查暮光之刃的再度崛起,继续追捕萨拉塔斯。
PTR上的木桩穹顶
第二赛季PTR包含木桩穹顶!这是一个全新的测试区域,充满了战斗木桩和50,000磅的泥巴、泥巴、泥巴。你可以通过在主城与奈克森斯领主顿琼·拉德九世对话进入。在这个高能训练竞技场中,你可以同时与1、2、3或5个木桩战斗,这些木桩拥有与第二赛季团队副本首领相同的护甲,并且在5分钟的战斗中生命值持续下降,以实现最大执行精度。肾上腺素爱好者还可以生成一个危险木桩,它会造成逐渐增加的稳定伤害,如果你不进行治疗,它真的会杀死你和你的朋友。所以,启动引擎,制造一些混乱吧!
职业
满级玩家生命值与生物伤害提高了25%。生命值消耗品数值已调整以匹配新的生命值。
开发者注记:在“乌拉泰克的诅咒”中,我们决定将满级玩家的生命值与敌人的伤害均提高25%。我们在“午夜”版本开始时以及“巨龙时代”早期也做过类似的调整。我们的目标是让伤害不再那么瞬发性,并使治疗玩法更有满足感。当治疗过于爆发时,敌人必须被调校成造成瞬发性伤害,这需要快速反应才能生存,我们认为这会导致不满足且压力更大的游戏体验。虽然本次改动提高了整体生物伤害,但我们同时也会手动调整遭遇战技能造成的伤害,以配合这些改动达成目标。此外,我们还对多个DPS和坦克专精的治疗与吸收法术进行了调整,以保持它们的相对影响力。
在“乌拉泰克的诅咒”中,我们将降低多个专精的主要DPS大招的爆发输出,并提高它们的平稳期伤害。当大招期间的伤害远高于非大招期间时,非大招期间的战斗节奏可能会显得乏力。我们的优先事项是确保大招依然是高冲击力且有趣的时刻,非大招期间的伤害同样有效,同时保持各专精之间的差异感。我们将观察这些改动在PTR上的表现,并可能需要进行进一步调整或撤回部分改动。
所有职业的打断技能(例如脚踢、拳击、法术反制等)现在在目标未施法时使用,会在目标头顶显示一个“未命中”视觉效果,同时播放单独的“打断未命中”音效。这旨在帮助玩家识别敌人或友方何时使用了打断能力,即使没有打断任何法术。
死亡骑士
鲜血
* 永冻:现在产生相当于造成伤害50%的护盾(原为40%)。
* 暴食:现在提供15%的吸血(原为12%)。
* 血之喜乐:治疗效果提高25%。
* 快速分解:使血之疫病的治疗效果提高85%(原为50%)。
* 血之爆发:为你恢复造成伤害18%的生命值(原为15%)。
* 永恒脐带:吸收相当于血之疫病造成的伤害6倍的伤害(原为5倍)。
冰霜
* 永冻:现在产生相当于造成伤害35%的护盾(原为30%)。
邪恶
开发者笔记:在《乌拉泰克之咒》中,我们旨在缩小冷却期与非冷却期输出能力的差距。此外,我们正在审视邪恶死亡骑士当前的召唤物密度。在《午夜》版本的重做中,邪恶死亡骑士被重新构想为天灾军团的召唤者,我们对最终效果非常满意。然而,结合“天启骑士”英雄天赋树之前的召唤能力,召唤物数量已超出我们的舒适区间。我们必须为玩家提供清晰的游戏空间,而若忽视这一核心原则,我们已无设计空间来赋予更多召唤能力。
“复生”重命名为“亡者领主”,其副效果已重新设计——当你控制3个死亡魔导师时,牺牲它们以召唤它们的亡者领主,持续15秒,施放能在2个目标之间连锁的寒冰箭。剩余持续时间更长的死亡魔导师将提供更高的威力。
顶级天赋:禁忌知识(第3级)已更新——死亡魔导师不再为凋零缠绕和墓地提供叠加伤害。由恐怖瘟疫激活的腐烂效果提升至100%(原为60%)。
灵魂收割已更新——不再消耗腐烂的充能来施放。现在消耗最多3层小型食尸鬼层数,立即召唤它们。
邪恶光环已更新——死亡魔导师现在在生成时提供急速增益效果,持续15秒。
亡者大军已更新——召唤或强化小型食尸鬼以组成一支8名成员的邪恶大军,持续30秒。激活时,你通过天灾打击指挥你的大军,根据附近敌人执行命令,而非召唤小型食尸鬼。
死亡命令——小型食尸鬼与你一同攻击,对你的目标造成暗影伤害。
瘟疫命令——小型食尸鬼爆发内脏,对附近敌人造成暗影伤害。对超过5个目标时伤害降低。
威胁魔导师现在新增效果——你的亡者领主的寒冰箭现在连锁至额外3个敌人。
小型食尸鬼伤害提高10%。
亡者大军的小型食尸鬼伤害降低20%。
凋零缠绕伤害提高20%。
墓地伤害提高20%。
死亡指挥官现在使黑暗转变提高你召唤生物的伤害10%/20%,持续30秒(原为15%/30%)。
破裂的脏器现在对超过5个目标造成伤害降低。
除死亡骑士外的玩家现在每次最多只能看到3个次级食尸鬼。
永冻现在提供相当于造成伤害35%的护盾(原为30%)。
恶魔猎手
恶魔猎手现在可以装备匕首。
开发者注释:这将允许饕餮恶魔猎手获取并使用带有智力的匕首。
饕餮
开发者注释:我们正在降低饕餮的精通:内在魔怪的加成,以帮助其他属性获得竞争力,并通过整体技能伤害加成进行补偿。结合这一调整和另外几项针对性改动,我们预计虚空形态期间的伤害将略有降低,而形态外的伤害将显著提高。
精通:内在魔怪已更新——虚空形态期间的额外伤害降低66%。
所有技能伤害提高20%。
虚空形态现在使虚空射线伤害提高40%(原为67%)。
迫近末日现在使每个坍缩之星对下一个星体造成的伤害提高20%(原为30%)。
吞噬伤害提高60%(不影响吞食)。
浩劫
恶魔之刃、刃舞和混沌打击现在需要装备战刃、斧、剑和拳套武器。
新天赋:永不放弃——生命值高于50%时伤害提高3%,生命值低于50%时吸血提高5%。
混沌冲刺已被移除。
复仇
裂魂和灵魂劈裂现在需要装备战刃、斧、剑和拳套武器。
焦油战刃使你造成的火焰伤害的5%为你提供治疗(原为4%)。
灵魂劈裂的治疗效果提高25%。
邪能毁灭的治疗效果提高25。
脆弱使你从对被影响目标造成的伤害中获得10%的治疗(原为8%)。
灵魂盛宴的治疗效果提高25%。
痛中取乐使你造成的火焰伤害的6%为你提供护盾(原为5%)。
德鲁伊
毛皮吸收量提高25%。
野性之心强化的野性成长治疗效果提高25%。
平衡
类型:内容
**开发者注释:** 我们在《乌拉泰克诅咒》中对平衡德鲁伊的目标是强化其建造、消耗和储存星界能量的核心玩法。在《午夜》中,平衡德鲁伊拥有高额的星界能量获取和大量免费消耗触发,导致在施放消耗技能后几乎没剩多少公共冷却时间。在《乌拉泰克诅咒》中,我们降低了星界能量的获取速度和免费消耗技能的数量,但提升了每个消耗技能造成的伤害。这样设计的目的是为了给玩家更多时间来响应星界能量的获取,并使在日月蚀之外储存星界能量、在日月蚀内消耗星界能量的操作更具影响力。我们还调整了部分天赋的强度,以增加构建多样性。
**新被动技能(42级学习):星光防护** – 如果月火术和阳火术被驱散,目标将被施加星辰耀斑。产生12点星界能量。
**暗影强度** 已更新 – 现在始终使愤怒和星火术的伤害提高10%。
**巅峰天赋:至高日月蚀(第2级)** – 星界灼烧的伤害降低至爆击伤害的10%/20%(原为12%/24%),持续时间延长至8秒(原为6秒)。
所有造成的伤害提高4%。
星辰耀斑的伤害提高10%。
坠星的伤害提高10%。
回春术的治疗效果提高25%。
野性成长的治疗效果提高25%。
愈合的治疗效果提高25%。
天体之火使月火术、阳火术和流星术的伤害提高10%(原为8%)。
轨道破裂的效果降低至50%(原为60%)。
触摸星界从愤怒触发的几率降低至12%(原为15%),从星火术触发的几率降低至15%(原为20%)。
全蚀的触发几率提高至15%/30%(原为10%/20%)。
雕琢星辰与星界沟通在天赋树中的位置互换。
雕琢星辰使日月蚀的冷却时间缩短3秒(原为2秒)。
已为轨道破裂添加计数器光环,显示你向施放满月技能的进度。该光环可在冷却管理器中进行追踪,并可手动取消以重置轨道破裂的进度。
**英雄天赋**
**艾露恩之选**
月之召唤使星火术对主目标的伤害提高100%(原为120%)。
**丛林守护者**
丰饶绽放现在使自然之力树人的持续时间延长4秒,而非增加一个树人。
塞纳留斯之力的急速增益降低至6%(原为8%)。
内容:9
强力附魔的急速加成降低至6%(原为10%)。
野性
开发者注释:在“乌拉泰克诅咒”中,野性专精的更新旨在提升天赋多样性。我们希望“撕咬”对喜欢它的玩家来说更强大,同时调整其他天赋以拉近它们之间的强度,开辟更多构筑选择。
“利爪削凿”的伤害加成提高至每点60%(原为50%)。
“专注狂乱”的伤害加成降低至15%(原为20%)。
“撕碎与撕裂”的伤害加成提高至20%(原为15%)。
“撕咬”的伤害提高30%。
“顶级捕食者的渴望”基础触发几率降低至4%(原为5%)。
恢复
开发者注释:在此次更新中,我们对恢复德鲁伊进行了多项品质优化调整,旨在解决“宁静”、“自然迅捷”和“化身:生命之树”的可用性问题。同时,我们对“迅捷治愈”做了一些调整,使其作为强力单体治疗技能的部分威力回归。最后,我们希望通过重新设计“丰饶”,明确使用“愈合”的阈值,来解决该天赋的问题。
新天赋:茂盛生长——自然迅捷使你的下一次愈合为目标施加“生命绽放”、“回春术”和“野性成长”的持续治疗效果。
新天赋:澄澈闪光——清晰预兆使“愈合”的治疗效果提高40%。现在位于天赋树中“栽培”之前的位置。
“栽培”现在位于天赋树中“澄澈闪光”之下。
“激活”已重新设计——现在在8秒内回复目标最大法力值的25%,而非使法术在8秒内不消耗法力。
“丰饶”已重新设计——当你有至少5个“回春术”激活时,“愈合”的爆击几率提高50%,且法力值消耗降低50%。
“宁静”已更新——现在在你脚下生长出保护性根须,吸收相当于你生命值60%的伤害,并防止击退。
“化身:生命之树”已更新——当你初次变形时,会对最多3名附近受伤盟友施放“愈合”。
“迅捷治愈”已更新——治疗量提高,数值为被消耗的持续治疗效果总量的40%。
“永茂”(第3级)已更新——其治疗效果现在在你施放“迅捷治愈”时触发(原为“森林之魂”)。
翠绿灌注已更新——不再延长持续治疗效果。
萌芽已更新——不再使回春术的持续时间延长2秒。
伊瑟拉之赐已更新——若其治疗量会使德鲁伊过量治疗,则过量部分将转移给附近的一名友方目标。
所有法术和技能的治疗效果提高6%。
野性成长的治疗效果提高20%。
野性成长的法力消耗提高15%。
翠绿的治疗效果提高40%。
回春术的法力消耗降低10%。
愈合的法力消耗降低10%。
生命绽放的法力消耗降低20%。
季节更替使自然迅捷的冷却时间缩短15秒(原为12秒)。
共生关系现在会在未激活时于动作条上高亮显示。
萌芽与翠绿在天赋树中的位置互换。
自然之华已被移除。
**守护**
开发者注释:此次守护德鲁伊更新的主要目标是解决该专精的伤害构成与技能占比问题。特别是,我们重做了月相以消除其带来的不良循环压力,同时对血腥毛皮和野性守护者的调整旨在促进怒气消耗技能之间的平衡,并将顶级天赋的影响分配到更长的持续时间和更广泛的能力体系中。
血腥毛皮已重新设计——铁鬃有几率使你的下一次重殴、粉碎或撕扯免费施放。重殴、粉碎或撕扯有几率使你的下一次铁鬃免费施放。
顶级天赋:野性守护者已重新设计(尚未实装)——
等级1:消耗怒气有几率唤醒一名守护之灵,持续8秒,该灵魂攻击附近的一名敌人,并在你施放痛击或裂伤时产生3点怒气。
等级2:裂伤和重殴在12秒内额外造成20%/40%的自然伤害。你的精通提高3%/6%。
等级3:当守护之灵被唤醒时,痛击和裂伤的冷却时间重置。施放狂暴或化身:乌索克守护者后,获得2层野性守护者。
野性守护者:你的下一次重殴必定唤醒一名守护之灵。
荆棘吸收量提高25%。
野火余烬的治疗效果提高25%。
乌索克之怒为痛击和重殴伤害提供35%的吸收护盾(原为30%)。
艾露恩的青睐为你恢复所造成奥术伤害的18%生命值(原为15%)。
月光射线的治疗效果提高25%。
月相使月光光束的冷却时间缩短20秒(原为每次奥术技能缩短3秒)。
英雄天赋
艾露恩钦选
无垠月光 – 月光光束现在使你从对受影响敌人造成的伤害中获得12%的治疗效果(原为10%)。
唤魔师
增强
开发者备注:由重复施放产生的额外破坏力对地下城战斗的压制效果超出了预期,且由于其不可控的时机,在某些情况下可能令人沮丧。
顶点天赋:复制 – 你的复制体施放的 upheaval 不再将敌人击飞到空中。
生命烈焰的治疗效果提高25%。
翠绿拥抱的治疗效果提高25%。
翡翠之花治疗效果提高25%。
英雄天赋
时光守卫
双重时间已更新 – 当黑檀之力暴击时,额外获得的属性现在持续15秒(受精通:时光行者修正)。双重时间与预知的互动机制不变。
开发者备注:黑檀之力暴击的属性加成持续整个黑檀之力持续时间的效果,导致对黑檀之力暴击状态的追踪过于重要,并造成了一个不直观的决策空间,即重新施放黑檀之力是否正确。
毁灭
开发者备注:毁灭的顶点天赋虽然强大,但其对游戏体验的影响并未达到我们的预期。我们重新设计了第三等级效果,使其能在巨龙之怒结束后,用有限次数的全新强力法术"解放之火"覆盖巨龙之怒。此外,将"愤怒升腾"与"升腾之怒"整合为一个增益效果。请在PTR上尝试解放之火,并告诉我们这个新法术的感觉!
愤怒升腾(第三等级)已重新设计 – 当巨龙之怒结束时,愤怒升腾每层效果持续4秒,并且巨龙之怒变为解放之火。解放之火在巨龙之怒冷却结束前可施放4次。
解放之火 – 喷出毁灭性的火焰,对你的目标及其附近敌人造成暴击的火焰伤害。对超过5个目标时伤害降低。产生1层精华迸发。瞬发,射程25码。
暴政已更新 – 现在与解放之火互动,无论目标生命值如何,解放之火始终获得精通:巨人杀手的最佳效果。
生命烈焰的治疗效果提高25%。
翠绿拥抱的治疗效果提高25%。
翡翠之花治疗效果提高25%。
### 内容类型:content ?12?
**复生之怒**已被移除。
**守护**
开发者注释:此改动的目标是让梦境之息成为一个灵活的治疗技能,既可以作为强大的持续治疗效果,也可以在蓄力后作为爆发治疗。这进一步将其与如翠绿拥抱和梅瑞瑟拉的祝福等技能区分开来,后者此前在按需爆发治疗方面角色相似。
梅瑞瑟拉的祝福已更新——现在使梦境之息的所有治疗效果提高60%(原为250%,且此前仅作用于其瞬间治疗)。
魔法的源泉已更新——现在也使梦境之息和火焰吐息的蓄力时间缩短20%。
梦境之息的瞬间治疗效果降低50%。
梦境之息的周期性治疗效果提高118%。
时空屏障的吸收量提高30%。
**猎人**
远程自动射击伤害提高600%。
猎人印记现在可以施加给至多5个目标(原为1个)。
开发者注释:此改动应能让猎人在副本或团队首领战斗中更可靠地对多个首领施加猎人印记的减益效果,而无需携带多个猎人。
**英雄天赋**
黑暗游侠
凄凉箭矢伤害提高300%。
凋零射击的黑蚀箭伤害降低40%。
**野兽控制**
开发者注释:野兽控制猎人在野兽之怒伤害窗口之外略显疲软,因此我们通过提高杀戮命令、眼镜蛇射击和倒刺射击来增强其稳态伤害。我们将野兽顺劈的持续时间延长至10秒,这样只要你在可用时使用野性鞭笞,就能在范围伤害情况下保持100%覆盖率。
兽群之心更名为锐利尖牙并重新设计——使你的宠物的撕咬、爪击和拍击伤害提高100%。
穿刺獠牙已重新设计——杀戮命令的暴击伤害提高15%。
血腥狂乱已更新——现在使倒刺射击的周期性速率提高33%(原为50%)。
杀戮顺劈已更新——现在在野兽顺劈期间,杀戮命令仅顺劈其伤害的20%(原为40%)。
倒刺射击伤害提高25%。
杀戮命令伤害提高20%。
眼镜蛇射击伤害提高20%。
野兽顺劈持续时间延长至10秒(原为8秒)。
凶暴野兽召唤物现在可以在冷却管理器中被追踪。
野性本能已被移除。
**英雄天赋**
黑暗游侠
黑暗猎犬的召唤物现在可以在冷却管理器上被追踪。
射击
开发者注释:射击猎人在上一轮改动中重新引入了爆炸射击作为玩家可选技能,但该技能与专精玩法并不协调。在午夜赛季第二赛季中,我们将调整爆炸射击的设计及其部分辅助天赋。爆头天赋一直饱受诟病,因此我们将移除该天赋并调整死亡标记的运作机制,使玩家能更明确地把握在施放瞄准射击后何时接续杀戮射击或黑蚀箭。最后,我们将调整射击专精的顶点天赋节点,不再让瞄准射击必定暴击,以降低对瞄准射击强化效果的过度依赖。
新天赋:不稳定的触发——爆炸射击在使用后3秒内可再次施放。爆炸射击会整合目标身上此前所有爆炸射击的剩余伤害。
爆炸射击已重新设计——向目标发射一枚爆炸弹药。在3秒内每1秒触发一次爆炸,对8码范围内所有敌人造成火焰伤害,超过5个目标时伤害递减。再次施放爆炸射击会整合目标身上此前所有爆炸射击的剩余伤害。
开发者注释:我们正在大幅调整爆炸射击的设计方向,试图赋予其更鲜明的特色。对核心爆炸射击及其相关天赋的改动,应使其与其他主要技能相比具有独特的操作感。
爆炸射击的视觉效果已更新。
爆炸射击的技能说明已更新,当选择"不稳定的触发"天赋时会显示相关的上下文提示。
精准引爆已重新设计——爆炸射击的持续时间延长1秒。
破片射击更名为燃烧弹药并重新设计——爆炸射击的冷却时间减少10秒。
燃烧弹药与不稳定的触发现在成为二选一节点。
顶点天赋:瞄准(第2层)已重新设计——你的暴击伤害提高5%/10%。你的远程技能伤害提高3%/6%。
顶点天赋:瞄准(第3层)已更新——瞄准标记现在会使你对目标的下一次瞄准射击和急速射击的伤害提高(原为仅限瞄准射击)。
**开发者注:** 此前的射击专精巅峰天赋过于强调瞄准射击及其暴击伤害加成。新版本应能更好地与专精的更多技能联动。
弹幕风暴已重新设计——急速射击现在会使下一次瞄准射击的伤害提高20%。
燃烧弹药更名为量变精度,并已重新设计——弹幕风暴现在会影响你的下2次瞄准射击。
致命射击已更新——瞄准射击现在有一定几率使下一次瞄准射击获得致命射击效果。
**开发者注:** 我们对射击猎人致命射击的更新目标是,让你能清晰地判断何时应接上杀戮射击或黑箭,而不是纠结该按哪个键。急速射击必定触发致命射击效果保持不变,你应始终能在急速射击后接上杀戮射击或黑箭。
九头蛇之相已更新——奥术射击不再具有顺劈效果。
瞄准射击的伤害提高20%。
急速射击的伤害提高20%。
奥术射击的伤害提高20%。
多重射击的伤害提高20%。
杀戮射击的伤害提高20%。
鹰眼精准现在为1点天赋,使瞄准射击的伤害提高5%(原为10%),急速射击的伤害提高10%(原为20%)。
专注瞄准现在使瞄准射击的冷却时间减少1秒(原为2秒)。
修复了施放瞄准射击时致命射击触发几率不符预期的问题。
瞄准射击获得新图标。
部分天赋在天赋树第二道门中的位置已调整,使爆炸射击更易获取。
坚韧/狡诈天赋节点已移动,不再作为通往百发百中的必经路径。
小型猎物猎人现为2点天赋,数值不变。
以下天赋已被移除:
· 双重射击
· 爆头
**英雄天赋**
**黑暗游侠**
穿透之眼已重新设计——使杀戮射击和黑箭的伤害提高10%。
黑箭不再在可对目标使用时高亮自身。
黑箭的直接伤害降低40%。
黑檀弓弦现在使黑箭有一定几率使下一次瞄准射击获得致命射击效果。
黑暗仆从的召唤物现在可在冷却管理器中追踪。
**哨兵**
月之祝福现在仅使瞄准射击的冷却时间缩短1秒(原为2秒)。
生存
新天赋:锐利之刃——猛禽一击、猛禽横扫和杀戮命令获得10%额外爆击几率和10%额外爆击伤害。
原始之怒已移至天赋树中更易触及的位置。
开发者注释:我们希望让该天赋更易获得,从而开启更多天赋构筑的多样性。
血之雨已被移除。
英雄天赋
哨兵
致命倒刺已更新——自动攻击现在有极高几率产生3点集中值,而非每次自动攻击获得1点集中值。
开发者注释:先前版本的致命倒刺天赋偏向于双持攻击速度最快的武器。我们将其改为极高几率产生3点集中值,这应能平衡集中值获取,并允许你使用偏好的武器类型。
斥候警戒不再增加伪装状态下的潜行侦测范围。
法师
开发者注释:我们对法师的防御能力进行了一些调整,旨在整体提高法师的生存能力,并略微降低冰川壁垒的强度。
新天赋:强化防护——受到的范围内攻击伤害降低4%。
强化棱彩屏障已更新——现在额外提供一层棱彩屏障充能,同时保留先前加成效果。
时间重整已更新——现在立即恢复20%生命值,并在6秒内额外恢复30%生命值。
英雄天赋
咒术师
咒霜教义的说明文字已调整以更清晰,功能不变。
日怒
开发者注释:我们正在重做轮转秘术,使其专注于强化你的3个宝珠而非给予5个宝珠,以更贴近日怒的灵感来源,并减少角色身上的视觉效果杂乱。同时,我们解除了法力喷泉的叠加上限,以匹配其他“效果可叠加”的机制。
轮转秘术已重做——你产生烈焰宝珠的几率提高6%/12%。烈焰宝珠额外提供1%法术伤害。
灵感余烬已重做——每次你的凤凰施放法术时,获得1层法力喷泉。卓越法术额外提供1层。
内容更新:
奥的回忆已更新——燃烧和奥术涌动不再导致法师获得双倍的奥术瀑流层数。
法术烈焰宝珠的生成几率降低:奥术法师为6%,火焰法师为12%(原为12%和25%)。
奥术瀑流不再有层数上限。
奥术瀑流现在也会在法师施放奥术脉冲或棱彩弹幕时获得。
修复了奥术专精下部分非预期法术会获得奥术瀑流的问题。
奥术
开发者注释:我们正在重新设计奥术法师的顶点天赋,以提供更激动人心的视觉效果,并对天赋构建和输出循环产生更大影响。奥术脉冲也经过重做,以突出其作为重要范围伤害事件和快速回复充能手段的定位。
新顶点天赋:棱彩弹幕
第1级:奥术弹幕每消耗一层奥术齐射层数,就有1%的几率触发棱彩弹幕。棱彩弹幕以压倒性能量摧毁目标,对目标造成奥术伤害,并对附近敌人造成较低的奥术伤害。超过5个目标后伤害降低。产生4层奥术充能。不受奥术冲击天赋或效果影响,且伤害与法力消耗不随奥术充能层数变化。
第2级:棱彩弹幕有50%/100%的几率获得节能施法。奥术飞弹伤害提高15%/30%。
第3级:奥术齐射额外提供1%的棱彩弹幕触发几率。奥术弹幕伤害提高15%。
奥术脉冲已重做——施法时间缩短至2秒(原为2.25秒)。半径扩大至8码(原为2码)。现在有15秒冷却时间,每击中一个敌人产生1层奥术充能,消耗基础法力值的10%。不再受奥术充能影响施法时间、半径、法力消耗或施法速度。
拓展思维已更新——施放棱彩弹幕现在获得4层奥术齐射。
动力不再影响奥术脉冲。
博学者不再影响奥术脉冲。
大法师之触已移除。
火焰
开发者注释:我们希望通过这些调整来改变火焰专精的稳态伤害与燃烧爆发窗口之间的相对价值。确保燃烧之外的时间对你的整体表现仍然有意义且重要。
炎爆术伤害提高15%。
烈焰风暴伤害提高15%。
内容类型:17
顶点天赋:燃火(等级1)现在使火焰伤害提高2%,持续8秒(原为4%,持续12秒)。
顶点天赋:燃火(等级2)现在使火焰伤害提高5%/10%(原为3%/6%)。
顶点天赋:燃火(等级3)在燃烧期间触发的几率略微降低。
冰霜
冰川壁垒已更新——不再额外提供一层寒冰屏障。
所有造成的伤害提高4%。
顶点天赋:冰霜之手(等级2)现在使法术伤害提高0.5%/1%(原为1%/2%)。
开发者备注:冰霜之手与冰霜英雄天赋相结合时提供的爆发伤害超出了我们的预期。
武僧
真气转移现在使触之即死为你恢复其造成伤害60%的生命值(原为50%)。
强力排斥使移花接木的治疗效果提高6%(原为5%)。
酒仙
醉拳步法提供的醉拳伤害减免提高25%。
神牛之魂产生治疗宝珠的几率提高20%。
天神酒与天神灌注的吸收量提高25%。
觉醒之魂的最大吸收值提高25%。
活力烈焰现在治疗相当于造成火焰或自然伤害50%的生命值(原为40%)。
以下增益效果现在会在冷却管理器中被追踪:火上浇油、烫手山芋、灼烧、裂玉闪电、八月祝福。
织雾
开发者备注:我们对织雾武僧进行了一些调整,旨在鼓励将精通作为更可行的次要属性,并将部分治疗能力从神鹤引项踢转移到古训。
新天赋:活力消耗——复苏之雾的治疗效果提高300%,但其法力消耗提高200%。与舞雾为伴为选择节点。
所有治疗效果降低3%。
精通:迷雾之风治疗效果提高50%。
神鹤引项踢伤害降低15%。
鹤道现在转移280%的伤害(原为340%)。
朱雀之训现在使古训的转移量提高320%(原为270%)。
踏风
开发者备注:我们对踏风的伤害结构进行了一些调整,以减少其稳态伤害与高爆发能力之间的差距。
近战自动攻击伤害提高30%。
天界之踏伤害降低30%。
猛虎掌伤害提高200%。
双倍威胁伤害提高30%。
风之武器现在使玄天期间伤害提高5%(原为10%)。
**内容 ?18?**
**武僧**
* 虎眼酿现在使爆击伤害提高5%/10%(原为10%/20%)。
* 活血术的治疗效果提高25%。
**英雄天赋**
**天神通途**
* 天神通途的伤害降低25%。
* 寺庙训练现在使怒雷破和神鹤引项踢的伤害提高30%(原为10%)。
**圣骑士**
* 黄金之路的治疗效果提高25%。
* 光铸祝福的治疗效果提高25%。
* 揭露之光的治疗效果提高25%。
**英雄天赋**
**光铸者**
* 誓约之仪的治疗效果提高25%。
**防护**
* 开发者注释:通过这些改动,我们旨在降低选择哨卫的职业机会成本,并扩大防御天赋选项的范围。同时,我们将部分强度从强力的冷却技能窗口转移至基础输出能力,以降低相关的威胁痛点,并改善非冷却期的战斗体验。
* 新天赋:祝福圣言——荣耀圣言无法造成爆击,但其治疗量提高相当于你爆击几率的值,并且其过量治疗量的80%会以圣光笼罩你,提供吸收护盾。
* 强化炽热防御者重新设计——现在激活时使最大生命值提高20%,且承受致命伤害后不再取消剩余持续时间。
* 报复圣印重新设计——祝福之锤使敌人对你造成的伤害降低10%,持续8秒。
* 杰作已更新——施放神圣武器后,你的下3次正义之锤/祝福之锤/十字军打击会对附近一名盟友施加同类型的次级武器。
* 审判的伤害提高100%。
* 奉献的伤害提高100%。
* 正义盾击的伤害提高150%。
* 正义之锤的主目标伤害提高50%。
* 复仇之怒使造成的伤害和治疗效果提高10%,爆击几率提高10%。
* 复仇者之盾的伤害提高30%。
* 次级武器的伤害提高50%。
* 光之锤的伤害降低33%。
* 圣锤的伤害降低33%。
* 神圣征伐的神圣鸣钟效果降低至80%(原为150%)。
* 哨卫的持续时间延长至20秒。
* 不灭余烬现在使精炼之火造成的伤害为你回复125%的治疗量(原为100%)。
* 秩序壁垒的护盾吸收量提高至复仇者之盾伤害的75%(原为60%)。
* 慰藉现在使奉献为你回复其造成伤害375%的治疗量(原为300%)。
神圣武器和神圣壁垒在被同一施法者重新施加时,持续时间会延长。
先锋之誓现在根据复仇者之盾的初始伤害百分比造成伤害。
哨兵已被移动,现在继承复仇之怒的爆击加成。
神圣复仇已被移除。
惩戒
开发人员注释:除了解决冷却窗口期内的伤害峰值问题外,我们还希望通过乌拉泰克诅咒来平滑输出循环,减少消耗战争艺术/正义之力的压力。伴随这些改动,我们还移除了与狂风buff的一些互动,这些互动深深影响了输出循环和圣能经济。我们相信这对于惩戒圣骑士而言是一个更健康的方向,能够提供更多选择和玩家自主性。
顶点天赋:内在之光(1级)现在多了一个效果——战争艺术和正义之力现在可以各额外累积一次。
战争艺术已更新——现在使公正之剑的伤害提高80%(原为150%)。
公正之剑的伤害提高40%。
最终审判的伤害提高15%。
神圣风暴的伤害提高15%。
复仇之怒现在使造成的伤害和爆击几率提高15%(原为20%)。
圣殿骑士打击的伤害提高50%。
圣殿骑士斩击的伤害提高50%。
审判的伤害提高50%。
愤怒之锤的伤害提高50%。
神圣鸣钟的审判现在造成50%的额外伤害(原为100%)。
顶点天赋:内在之光(3级)的伤害降低25%。
圣光闪现的治疗效果提高25%。
荣耀圣言的治疗效果提高25%。
永恒之火的治疗效果提高25%。
战争艺术不再从额外的狂风攻击中触发。
选择十字军打击时,额外的狂风攻击不再产生圣能。
十字军打击现在使自动攻击速度提高15%(原为降低20%)。
圣洁处决的范围半径增加至10码,并且现在包含目标的判定半径(原为8码)。
英雄天赋
圣殿骑士
圣光之锤的伤害降低30%。不影响PvP战斗。
圣光之锤现在消耗3点圣能(原为5点)。
牧师
戒律
**开发者注释:** 在《乌拉泰克的诅咒》中,针对戒律专精的调整旨在降低该专精对触发效果以有效治疗的依赖,提升持续治疗能力的来源,并优化英雄天赋的平衡。我们认为该专精过于依赖暗影愈合和虚空盾触发来保证有效治疗,因此将暗影愈合改为快速治疗的被动升级,并新增了获取虚空盾的确定性方式。此外,惩击虽频繁施放但伤害贡献较低,我们提高了其伤害并调整了天赋树以便更易获得强化惩击。
**新天赋:** **严酷解放** – 暗影愈合的治疗效果提高30%,并额外增加4秒救赎持续时间,但施法时间增加0.5秒。
暗影愈合的触发不再基于暗言术:痛的伤害,现在被重新设计为被动升级 – 快速治疗升级为暗影愈合,治疗效果更强但法力消耗更高。
**顶点天赋:** **掌控黑暗(第3级)** 已更新 – 心灵震爆现在会将你的下一个真言术:盾升级为虚空盾。虚空盾由苦修触发的几率降低至25%(原为33%)。
**顶点天赋:** **掌控黑暗(第3级)** 已更新 – 虚空盾现在反射15%的受伤害量(原为25%)。
**顶点天赋:** **掌控黑暗** 现在可累积最多2层充能。
快速治疗的治疗效果提高25%。
惩击的伤害提高40%。
**无尽折磨** 的伤害降低30%。
苦修在对友方目标施放时不再附加救赎。
**开发者注释:** 我们曾更新苦修使其在《午夜》版本中附加救赎,但感觉这一改动效果不佳,因为它在需要对受伤盟友施放苦修、需要附加救赎的盟友以及希望攻击的敌人之间造成了太多矛盾。
**强化惩击** 现在为1点天赋。
**英雄天赋**
**先知**
**渐现愿景** 已重新设计 – 真言术:盾或虚空盾在吸收效果耗尽后,会跳至附近的一名受伤盟友身上。每个护盾仅能触发一次。
**虚空编织者**
虚空爆裂的伤害提高25%。
虚空之灵的伤害提高30%。
虚空灌注现在在熵能裂隙激活期间,使虚空爆裂和苦修的救赎治疗效果提高75%(原为50%)。
**神圣**
**英雄天赋**
**执政官**
共鸣能量已进行轻微重做——制造一个圣洁光环会使你在10秒内的治疗效果提高2%,最多可叠加4层。
神圣赞美诗已更新——现在引导时额外提供守护之魂效果。
开发者注释:我们为引导神圣赞美诗增加了一个增益效果,使其更易于使用。如果你已对自己激活了守护之魂,神圣赞美诗会将其持续时间延长5秒。如果提前结束神圣赞美诗的引导,则会移除其额外增加的剩余持续时间。
暗影
开发者注释:对于暗影专精在“乌拉泰克诅咒”中的表现,我们旨在优化虚空形态的玩法,并增加额外的多目标伤害来源,以减少该专精在AOE场合中对心灵链接的依赖。针对虚空形态,我们更新了虚空齐射,使其成为在虚空形态期间可使用固定次数的有限技能,从而在循环中留出更多空间,同时让你能在最合适的时机使用它。我们还更新了虚空形态的支持天赋,使其效果更加显著,以符合我们的目标。
新天赋:暗影爆裂——飘向主目标的暗影幻灵会爆炸,对8码内的所有敌人造成暗影伤害。超过5个目标时伤害降低。
强化虚空形态已重做——虚空形态使你的法术伤害额外提高5%,并额外提供2次虚空齐射的使用次数。
远古疯狂已重做——暗言术:狂乱在虚空形态期间使你的急速提高2%,持续时间延长1.5秒,最多可叠加5层。当虚空形态结束时,急速效果会残留并逐渐衰减,持续10秒。
虚空形态现在提供3次虚空齐射的使用次数,而非在虚空形态期间使虚空齐射有冷却时间。
真言术:盾的吸收量提高25%。
移除幻影威胁天赋。
英雄天赋
执政官
专注爆发已重做——虚空齐射的伤害提高15%,且在虚空形态期间施放的暗言术:狂乱会向你的目标释放一次虚空齐射。
共鸣能量已进行轻微重做——制造一个圣洁光环会使你在10秒内的法术伤害提高2%,最多可叠加4层。
盗贼
职业
菊花茶现在是一个选择天赋——玩家可以在现有版本(在能量较低时自动施放,同时也可主动使用)和新版本(必须主动施放)之间做出选择。
**内容类型:22**
萎缩毒药现在使造成的伤害降低4%(原为3%)。
萎缩毒药的持续时间延长至60秒(原为10秒)。在PvP战斗中持续时间不变。
**英雄天赋**
**命运羁绊**
命运抉择现在有60%的几率在触发封印命运时获得一个额外连击点数(原为100%)。
**刺杀**
**开发者注释:** 我们正在对刺杀专精在“乌拉泰克诅咒”中的能量经济进行一些调整。我们对第一级顶峰天赋“不屈”的表现并不满意——为了最优玩法而刻意让毒伤效果消失并不直观。我们正在重新设计其机制,让延迟刷新毒伤成为始终最优的玩法,并赋予其稳定的能量回复价值。我们还进行了一些旨在增加天赋构建选择的改动。
**新天赋:不稳定毒素** – 毒伤伤害提高18%,但持续时间缩短2秒。
**顶峰天赋:不屈(第一级)** 已更新 – 毒伤伤害提高10%。毒伤现在每消耗一个连击点数回复2点能量。
**内出血** 已更新 – 现在通过施放肾击和割裂触发,而非在通过猩红风暴复制割裂时也触发。伤害提高10%。
**铁线** 已更新 – 从潜行或强化绞喉期间施加的绞喉现在会使目标沉默5秒。减伤效果不变。
**胆大包天** 已更新 – 毒伤的效果现在也使你的武器毒药暴击几率提高10%(原为5%)。你的能量回复速度每有一层作用于武器的致命毒药,便提高4%。
所有造成的伤害提高3%。
**死亡标记** 使你的割裂、绞喉和致命毒药的伤害提高75%(原为100%)。
**王祸** 伤害降低15%。
**暗影笼罩** 使绞喉伤害提高30%(原为20%)。
**撕裂伤口** 使割裂伤害提高25%(原为20%)。
**杀意已决** 能量提高至30%(原为20%)。
**快速注射** 伤害加成提高至20%/40%(原为15%/30%)。
**剧毒创伤** 在多个目标受到你的流血效果影响时,现在会生成更多能量。
**暗影突袭** 的触发几率降低至10%(原为15%),目标生命值较低时为20%(原为30%)。
**毒药炸弹** 的视觉效果已调整,使其上方的重要视觉效果更易辨识。
多个天赋在天赋树中的位置已调整。
**致命势头** 已被移除。
**狂徒**
**开发者注释:** 对狂徒专精在“尤拉泰克的诅咒”中的改动旨在提高天赋构筑的多样性和灵活性。我们加强了一些表现较弱的天赋,同时削弱了那些可能被视为“必选”的天赋。杀戮盛宴的伤害大幅提升,因为此前其造成的伤害并不比引导期间使用其他技能高出多少。现在该天赋提供的整体伤害提升应与其他类似天赋相当。
**强化正中眉心**已更新:正中眉心的暴击现在造成2.5倍正常伤害(原为3倍)。
**快速行动**已更新:现在使正中眉心的冷却时间缩短8秒(原为5秒),并且每层正中眉心效果的伤害加成提高1%。
**杀戮盛宴**的伤害提高60%。
**重击**现在使产生连击点的攻击伤害提高15%/30%(原为10%/20%)。
**集中火力**每层效果降低至2%(原为3%)。
**开发者注释:** 我们不希望玩家觉得必须使用副手匕首才能最大化该天赋的收益。集中火力现在如果由1.8速度的武器触发,将有30%的几率不触发,从而使其在使用匕首与其他单手武器时拥有相同的触发率。
**暗影时机**的伏击触发“机会”的几率现在与邪恶攻击触发“机会”的几率相同,即100%(原为80%)。
在**无情**和**寻找破绽**之间,以及在**闪烁钢铁**选择节点和**大混战**之间新增了连接线。
**敏锐**
**无情打击**现在每个终结技消耗的连击点回复4点能量(原为5点)。
**暗影技艺**不再储存额外1个连击点。自动攻击的触发频率加成提高至75%(原为40%)。
**开发者注释:** 在技能冷却窗口期间,能量和连击点的产生经常溢出。这些削减旨在减少资源溢出的情况,同时保持这些窗口期内相对可观的资源产生。
**暗影滞留**现在也作用于**飞镖风暴**。
**暗影之舞**的说明文字已更新,包含其降低威胁的效果。
**顶峰天赋:上古艺术**现在在创造暗影分身时考虑**暗影技巧**的总伤害,而不仅仅是其初始伤害。
内容类型:?24?
修复了导致次要攻击的“秘密技法”伤害被归因于召唤宠物而非攻击潜行者的问题。
萨满祭司
三种专精的“升腾”现在有了新图标。
英雄天赋
先知
开发者注释:在之前对元素萨满的热修中,先知之灵进行了小幅调整,使其与“元素之怒”天赋产生联动。现在我们正在修改其他几处未与萨满技能同步成长的地方。
“闪电链”现在最多命中5个目标(原为3个)。
“熔岩爆裂”现在还会根据你的暴击几率等值提升伤害。
元素
开发者注释:元素萨满在“午夜”版本中升腾期间的爆发伤害超出了我们的预期。我们不希望升腾失去作为显著伤害增幅器的地位,但“升腾”与“巅峰”天赋共同作用于“元素过载”伤害的效果产生了叠加放大。因此,我们正将更多伤害分散到常规技能中,使输出更为稳定,同时在升腾期间仍能获得可观爆发。
“漩涡之力”已重新设计——“闪电箭”和“闪电链”有15%几率使你的下一次“熔岩爆裂”伤害提高20%,最多可叠加2层。“熔岩爆裂”每次消耗1层效果。
开发者注释:“超级充能”和“漩涡之力”此前都会提供额外的随机“元素过载”。我们认为其他改动将使你的伤害更稳健,同时保留天赋树中其他部分对“元素过载”法术数量或强度的提升能力。
“风暴守护者”已重新设计——你的下2发“闪电箭”变为瞬发且伤害提高150%,或你的下2发“闪电链”变为瞬发并令所有命中的目标触发一次“元素过载”。
“熔岩爆裂”伤害提高30%。此改动不适用于PvP战斗。
“闪电箭”伤害提高30%。此改动不适用于PvP战斗。
“闪电链”伤害提高60%。
“烈焰震击”伤害提高60%。
“风暴”直接伤害降低20%。
“治疗之涌”的治疗效果提高25%。
“大地之盾”的治疗效果提高25%。
“治疗之泉图腾”的治疗效果提高25%。
“升腾”现在使“元素过载”的伤害提高30%(原为75%)。
激活升腾时获得的额外熔岩爆裂现在为其正常值的50%(原为100%)。
熔岩之怒现在使熔岩爆裂的伤害提高10%(原为15%)。
顶点天赋:反馈回路(等级1)现在使元素过载的伤害提高10%(原为35%),并同时使元素伤害提高10%。
顶点天赋:反馈回路(等级2)现在提供15%/30%的暴击伤害加成(原为25%/50%)。
由元素融合施放的元素冲击现在仅提供元素冲击属性增益正常持续时间的40%(原为100%)。
修复了导致伏特烈焰无法正确受到元素之怒暴击伤害加成影响的问题。
修复了导致元素共振无法影响周期性元素伤害的问题。
修复了顶点天赋:反馈回路(等级2)未能正确提高多个元素萨满法术暴击伤害的问题。
英雄天赋
风暴使者
超载已重新设计——闪电箭、闪电链和风暴过载造成额外10%的伤害。
增强
治疗波的治疗效果提高25%。
大地之盾的治疗效果提高25%。
治疗之泉图腾的治疗效果提高25%。
恢复
治疗之雨现在有12秒冷却时间和18秒持续时间。在已有治疗之雨激活时重新施放会移除之前的治疗之雨。此冷却时间变动不影响图腾英雄天赋中涌动图腾的治疗之雨。
开发者备注:此改动应能让玩家在需要时将治疗之雨移动得更灵活。
术士
召唤恶魔传送门现在默认为冷却管理器中的实用法术。
英雄天赋
地狱召唤者
开发者备注:我们正在更新黑化之魂,使其为地狱召唤者提供更好的集中伤害于优先目标的能力,从而提高该英雄天赋树的整体灵活性,而非仅能在多目标场景中表现出色。不过,我们保留了恶意的功能不变,使其仍是地狱召唤者技能组中一个酷炫且有影响力的工具。
黑化之魂已重新设计——如果目标受到你的枯萎影响,你的混乱之箭和暗影灼烧会使其层数增加1。枯萎每次获得一层时,都有几率坍缩,每秒消耗一层层数,对宿主造成暗影烈焰伤害,直至剩余1层。
佩罗萨恩印记已重新设计——由枯萎造成的伤害性爆击造成215%的伤害,而非通常的200%。由黑魂造成的伤害性爆击造成225%的伤害,而非通常的200%。
毁灭
混沌燃烧已重新设计——燃烧和暗影灼烧有100%的几率造成爆击,且其伤害提高相当于你的爆击几率。
混沌燃烧已从冷却管理器移除。
顶峰天赋:尼拉玛余烬(1级)的工具提示已更新,显示献祭触发萨格拉斯回响的百分比几率。
战士
开发者注释:撕裂是一个标志性的核心战士技能,与各个专精有着不同的关系。我们在午夜中对撕裂的处理方式并未达到预期,因此我们在乌拉泰克诅咒中对每个专精如何施加和与撕裂互动进行了调整。
撕裂技能现在仅对武器专精可用,已恢复为单体技能,其怒气消耗降低至10点。如果战士学习了撕裂,顺劈斩将对所有目标施加撕裂。
新天赋(狂怒):血之风暴——旋风斩对所有目标施加撕裂。轰鸣雷霆使血之风暴也作用于雷霆一击(适用于山丘领主)。
新天赋(防护):血与雷霆——雷霆一击对所有目标施加撕裂。
雷霆一击不再因学习了撕裂而自动施加撕裂。
投枪者有了新的图标。
武器
屠杀者已更新:
开发者注释:屠杀者是一个独特的技能,我们希望屠杀者本身及其定位变得重要,但当前设计更强调其作为范围伤害增幅的价值,而非屠杀者本身。我们正在略微重新设计屠杀者以解决此问题,同时提高屠杀者在所有战斗情况中的价值。
屠杀者伤害提高50%。
屠杀者不再在激活时提高顺劈斩和旋风斩的伤害。屠杀者现在使其伤害到的所有敌人从你的流血效果中承受的伤害提高25%,持续12秒。
屠杀者的持续时间不再受急速缩短。
放血已更新——你的技能对受撕裂影响的目标爆击几率提高5%。如果你学习了撕裂,致死打击对生命值低于35%的目标施加撕裂。重伤持续时间延长33%。
宽广打击已更新——巨人打击现在每次使用提供6层横扫攻击。
以下是中文翻译:
**内容更新:27版本**
· 由横扫攻击和阔步技能产生的横扫攻击层数将正常叠加,无论使用顺序如何。
· 横扫攻击现在会显示激活的横扫攻击层数。
· 移除了强化横扫攻击。
· 群体斩杀和压制终章现在位于同一抉择节点。
· 战争领主和战术大师在天赋树中的位置互换。
**英雄天赋**
**巨像**
开发者注释:毁灭打击的可变冷却时间已证明带来的挫败感多于趣味性,因此我们将其调整为更接近巨人打击的冷却时间,使武器巨像战士能够协调使用以实现最大破坏力。
· 战争潮汐现在提高压制和斩杀的伤害(原仅为压制)。
· 毁灭打击的冷却时间降低至30秒(原为45秒)。
· 巨像的支配不再减少毁灭打击的冷却时间。
**狂怒**
· 旋风斩已更新:
开发者注释:旋风斩历来是狂怒玩法核心部分,即使在对单目标场景中也是如此。我们希望重新让旋风斩在对单目标时成为有用的技能。
· 旋风斩现在基础产生3点怒气。
· 强化旋风斩已更新——不再使旋风斩基础产生3点怒气,但仍使旋风斩每击中一个目标额外产生1点怒气,最多共产生8点怒气。
· 新天赋:雕刻利刃——当旋风斩仅命中一个目标时,造成50%额外伤害。该天赋与肉钩位于同一抉择节点。
· 狂暴毁灭已重新设计——在强化旋风斩激活期间,暴怒的最后一击猛击地面,对目标周围8码范围内的所有敌人造成物理伤害。伤害在超过5个目标后降低。
开发者注释:狂暴毁灭旨在帮助缓解狂怒循环中范围技能的目标上限问题。之前的设计导致玩家很难判断何时使用狂暴毁灭最佳,新设计应使这一选择更加直观。
· 劈砍已更新——暴怒现在有75%几率返还一层怒击充能,并使下一次怒击的伤害提高20%。
**狂怒**
**开发者笔记:** 我们认为当你在当前按键之后,对接下来使用哪个技能存在一定的不确定性时,狂怒专精的体验最佳。此前的“劈砍”会极其稳定且频繁地重置“狂暴打击”,导致狂暴打击几乎总是可用。我们相信这一改动将有助于保持狂怒的输出循环变化性,并让那些强调狂暴打击与不强调狂暴打击的流派之间,在循环手感上产生更多差异。
---
**英雄天赋**
**山丘领主**
**开发者笔记:** 在“午夜”版本中,“雷霆一击”的基础伤害显著提升,导致山丘领主的雷霆一击总伤害大幅上升,从而降低了“雷霆轰击”的价值。我们将“崩天雷击”的伤害加成转移到雷霆轰击自身,以保持雷霆轰击的独特性和强大感。
- 雷霆轰击伤害提高40%。
- 崩天雷击使雷霆一击的伤害提高10%(原为30%)。
---
**防护**
- **毁灭专注**已更新:现在使你对目标造成的“复仇”和“斩杀”伤害提高(原仅提高复仇)。
- **血源**已更新:现在使所有流血伤害提高(原仅提高撕裂和重伤)。
- **暴力激发**:现在为你恢复造成流血伤害的125%生命值(原为110%)。
- **无视苦痛**的吸收量提高25%。
- **残酷活力**:将造成伤害的10%转化为无视苦痛(原为8%)。
- **毁灭者**已更新:
**开发者笔记:** 毁灭者是一项独特的技能,我们希望毁灭者本身及其定位变得重要;但当前设计更侧重于其作为群体伤害增幅的价值,而非毁灭者本身。我们正在对毁灭者进行微调以解决此问题,同时提升毁灭者在所有战斗场景中的价值。
- 毁灭者伤害提高50%。
- 毁灭者不再使激活期间“复仇”和“雷霆一击”的伤害提高。现在毁灭者会使所有被其伤害的敌人,在12秒内受到来自你的流血伤害提高25%。若学习了“旋风之刃”,持续时间缩短至4秒。
- 毁灭者的持续时间不再受急速缩短。
---
**英雄天赋**
**巨人**
**开发者笔记:** “毁灭”的可变冷却时间难以顺畅融入防护专精的输出循环,因此我们将其冷却时间改为固定值,使毁灭能更可靠地在爆发伤害或额外减伤时可用。
- 毁灭的冷却时间缩短至30秒(原为45秒)。
### 内容类型:%?29?%
**巨人威仪**不再降低**粉碎**的冷却时间。
**战争潮汐**使**复仇**和**斩杀**的伤害提高(原为仅提高**复仇**)。
**山丘领主**
**开发者注:** 在“午夜”版本中,**雷霆一击**的基础伤害大幅提升,导致山丘领主的整体雷霆一击伤害显著增加,从而削弱了**雷鸣**的地位。我们将**雷霆粉碎**的伤害加成转移到**雷鸣**本身,以保持**雷鸣**的特殊性和强大感。
- **雷鸣**伤害提高40%。
- **雷霆粉碎**使**雷霆一击**的伤害提高10%(原为30%)。
### 职业套装
请在以下帖子中反馈关于职业套装的意见:反馈:午夜第二赛季职业套装。
### 死亡骑士
**鲜血**
- **2件套效果:** 你的攻击速度提高15%,**血之疫病**触发几率额外提高5%。
- **4件套效果:** **血之疫病**使你的下一次**死亡凋零**伤害提高100%,且消耗后获得5%暴击几率,持续8秒。
**冰霜**
- **2件套效果:** 每次**冷酷严冬**至少对1名敌人造成伤害时,获得**冰霜风暴**,使你的攻击速度提高2%,**冰霜死亡洪流**伤害提高4%,持续5秒,可叠加。
- **4件套效果:** **冷酷严冬**的伤害频率提高25%,且**冰霜风暴**的持续时间延长5秒。
**邪恶**
- **2件套效果:** 你的**死亡灵法师**和**亡者领主**会施放更强大的**死亡凋零**(原为**寒冰箭**),以及**枯萎之握**(原为**暗影箭**)。
- **4件套效果:** 对生命值低于35%的敌人,**死亡凋零**的伤害提高130%,**枯萎之握**的伤害提高130%。
### 恶魔猎手
**吞噬者**
- **2件套效果:** **收割**收集4个或更多灵魂碎片时,有20%几率使你的下一次**吞噬**变为瞬发,并引发**灵魂爆发**,对附近敌人造成宇宙伤害。
- **4件套效果:** **灵魂爆发**生成8个灵魂碎片,并使你获得**渴望时刻**。**收割**的伤害提高20%。
**浩劫**
- **2件套效果:** **刃舞**、**混乱打击**和**精华破碎**的伤害提高12%。
- **4件套效果:** **精华破碎**现在会施加并受益于**仇恨循环**的效果,初始打击伤害提高25%,持续时间延长2秒。
**复仇**
- **2件套效果:** **火焰印记**的持续伤害提高50%。**灵魂裂劈**使你对主要目标施加的**火焰印记**持续时间延长2秒。
内容?30?
**恶魔猎手**
浩劫
2件套效果:你的献祭光环和恶意印记对受到你的火焰印记影响的敌人造成的伤害提高100%。
**德鲁伊**
平衡
2件套效果:星涌术伤害提高20%。星落施放时还会立即对所有有效范围内的敌人造成星界伤害。
4件套效果:在任意日月蚀状态下,你的伤害提高10%。此加成在日月蚀中点衰减至2%,并在结束时重新升至10%。
野性
2件套效果:当狂暴或化身结束时,你在狂暴或化身期间每消耗一个连击点数,伤害便提高10%,持续1秒。
4件套效果:狂暴和化身的持续时间延长10秒。
守护
2件套效果:横扫有20%几率使你的下一次割裂造成100%的额外伤害。
4件套效果:横扫召唤3根荆棘,每根对一名目标造成自然伤害,并对最多5个附近敌人造成额外自然伤害,同时将狂暴的持续时间延长0.5秒,最多延长5秒。
恢复
2件套效果:回春术有15%几率,自然迅捷有100%几率触发创生,使你的所有持续治疗效果在8秒内提高25%。多次触发效果可叠加。
4件套效果:创生的持续时间延长4秒,获得创生时还会获得清晰预兆。
**唤魔师**
增辉
2件套效果:地壳激变的冷却时间缩短10秒。
4件套效果:地壳激变在8秒内增强你的命运织线效果,使被复制的伤害提高至45%。
湮灭
2件套效果:碎裂星辰的伤害提高150%,且总是以最大蓄力等级施放。
4件套效果:因果律每次触发时,额外缩短你的蓄力法术剩余冷却时间0.1秒。永恒之涌的伤害提高10%。
恩护
2件套效果:消耗精华迸发时,会以150%的效果向你的目标发射一道活体烈焰,如果主目标生命值已满,则射向附近一名受伤目标。
4件套效果:绿色法术的治疗效果提高5%,翠绿拥抱有100%几率触发精华迸发。
**猎人**
野兽控制
2件套效果:倒刺射击使你的宠物额外践踏一次,效果为50%。
**猎人**
**野兽控制**
2件套:眼镜蛇射击的伤害提高15%,并使其有25%几率重置杀戮命令的冷却时间。
4件套:践踏会使你的下一次眼镜蛇射击从野兽顺劈中获得20%的效果,或对主目标造成额外30%的伤害,可叠加4层。
**射击**
2件套:爆炸射击的持续时间延长1秒,伤害提高20%。
4件套:瞄准射击与急速射击的伤害提高5%。每次爆炸射击造成一次爆炸伤害时,瞄准射击与急速射击的冷却时间减少0.5秒。
**生存**
2件套:猛禽一击的伤害提高15%。
4件套:雄鹰之怒还会使野火炸弹的伤害提高10%。
**法师**
**奥术**
2件套:奥术飞弹额外发射1枚飞弹,伤害提高20%。
4件套:每波奥术飞弹会使你的下一次奥术冲击、奥术脉冲或棱光飞弹的伤害提高5%,最多40%。
**火焰**
2件套:热力迸发会使烈焰风暴和炎爆术必定暴击。
4件套:热力迸发使烈焰风暴和炎爆术的施法时间缩短20%,其伤害加成提高20%。
**冰霜**
2件套:每层冰冻碎裂有5%几率生成一根冰刺。冰川尖刺的伤害提高25%。
4件套:消耗冰川尖刺有较小几率获得冰川尖刺。碎冰的伤害提高15%。
**武僧**
**酒仙**
2件套:火焰吐息点燃你的下一次投掷酒桶,使其接触时爆炸,对主目标造成额外的烈焰风暴伤害,对其他目标造成较低伤害。
4件套:点燃的酒桶投掷会使受击目标受到你的物理技能伤害提高8%,并在地面留下一片火焰,每秒造成火焰伤害,持续5秒。
**织雾**
2件套:旭日东升踢的伤害提高30%,疾风踢的治疗效果提高100%。
4件套:旭日东升踢和疾风踢有几率使它们的下一次施法无视冷却时间,且法力消耗降低100%。
**踏风**
2件套:怒雷破在引导开始时额外攻击一次,造成50%的效果。
4件套:怒雷破每次攻击会使你的下一次旭日东升踢伤害提高10%,或神鹤引项踢伤害提高20%,可叠加6层。
**圣骑士**
**神圣**
**圣骑士**
**神圣**
2件套效果:光之灌注使圣光闪现的额外治疗效果提高75%,并使大审判的额外吸收量提高75%。
4件套效果:审判现在有20%的几率触发光之灌注。圣光术现在有50%的几率触发光之灌注。
**防护**
2件套效果:奉献的范围扩大30%,且处于奉献范围内的敌人被圣光灼照,使你的技能对其造成爆击的几率提高5%。
4件套效果:被审判或十字军打击命中的敌人额外承受20%的神圣伤害。若该次攻击为爆击,则额外伤害提高200%。
**惩戒**
2件套效果:神圣意志的触发几率额外提高10%,且消耗神圣意志时获得神圣能量,使神圣伤害提高10%,持续12秒。
4件套效果:通过神圣风暴消耗神圣意志后,你的下一次最终审判将免费施放,并在目标位置召唤神圣仲裁者,对8码范围内的敌人造成神圣伤害。
**牧师**
**戒律**
2件套效果:苦修的伤害和治疗效果提高20%。施放苦修后,心灵震爆的冷却时间缩短2秒。
4件套效果:施放心灵震爆后,你的下一个真言术:盾或虚空护盾的吸收量提高25%。
**神圣**
2件套效果:每个受到你恢复影响的目标使你的急速提高2%,最多提高6%。
4件套效果:恢复的治疗效果提高10%。圣光回响现在有100%的几率在愈合祷言治疗的首个目标身上留下一个恢复效果。
**暗影**
开发者注释:暗影牧师的套装效果将在PTR第二周开放测试。
2件套效果:触须猛击的冷却时间缩短3秒,且其伤害提高100%。
4件套效果:施放触须猛击后,你的下一个吸血鬼之触变为瞬发,额外产生4点疯狂值,并召唤暗影幻灵,其造成的伤害提高200%。
**潜行者**
**刺杀**
2件套效果:毒伤的伤害提高10%,并使你造成的伤害提高3%。
4件套效果:致命毒药使你对目标造成的流血伤害提高10%。对带有增效毒药的目标进行自动攻击时,每层效果使伤害提高2%。致伤毒药会额外造成一次伤害。
**狂徒**
2件套效果:斩击的伤害提高15%。
4件套效果:邪恶攻击和伏击有12%的几率使你的下一个斩击免费施放,且造成的伤害如同消耗了最大连击点数。
**潜行者**
**敏锐**
2件套效果:背刺消耗的能量降低10点,伤害提高100%。手里剑风暴消耗的能量降低5点,伤害提高60%。
4件套效果:暗影留痕现在也以100%的效果作用于刺骨和黑火药。
**萨满祭司**
**元素**
2件套效果:大地震击、元素冲击和地震术的伤害提高25%。
4件套效果:当风暴守护者或升腾消失时,你的接下来2次闪电箭、闪电链或熔岩爆裂伤害提高25%,并且使你的下一次地震术、大地震击或元素冲击的漩涡值消耗降低100%。
**增强**
2件套效果:闪电之焰使你的主要目标每2秒爆发一次火焰新星,持续6秒。如果火焰新星仅击中一个目标,其伤害提高200%。
4件套效果:火焰新星使闪电轰击的冷却时间缩短2秒,并使你的下一次闪电轰击伤害提高8%,最多叠加5层。
**恢复**
2件套效果:治疗波和治疗链有几率在目标位置生成一道治疗之雨,持续10秒。
4件套效果:每1秒,治疗之雨中的1名盟友获得一道水之护盾,吸收X点伤害,持续10秒。
**术士**
**痛苦**
2件套效果:消耗灵魂碎片后,有20%几率返还一个灵魂碎片。
4件套效果:每个激活的痛苦无常使你的法术和技能造成的伤害提高2%,最多6%。腐蚀之种以50%的效果为目标施加痛苦无常。
**恶魔学识**
2件套效果:野生小鬼的伤害提高10%。内爆的伤害提高20%。
4件套效果:当野生小鬼的能量耗尽时,有20%几率扑向目标并引发内爆,对主要目标造成150%的效果,对其他目标造成125%的效果。
**毁灭**
2件套效果:烧尽的伤害提高25%,并且烧尽触发萨格拉斯的回响的几率提高10%。
4件套效果:被萨格拉斯的回响击中的目标在6秒内受到萨格拉斯的回响的伤害提高6%。
**战士**
**武器**
2件套效果:致死打击的伤害提高10%,并且当你使用猛击攻击一个目标时,猛击也会对目标8码范围内的敌人造成伤害。对超过5个目标时伤害递减。
4件套效果:压制的伤害提高15%。致死打击和压制使你的下一次猛击伤害提高10%,最多叠加3层。
**狂暴**
**内容类型:content ?34?**
**狂怒**
2件套:怒击伤害提高15%,且在鲁莽激活期间,怒击会延长鲁莽的持续时间2秒,最多延长6秒。
4件套:嗜血伤害提高10%,且在鲁莽激活期间,嗜血会使鲁莽的暴击加成提高5%,最多提高10%。
**防护**
2件套:免费的复仇造成15%额外伤害,并使你的下一次盾牌猛击造成20%额外伤害。
4件套:屠戮者和你免费的复仇会使所有目标在12秒内承受X点流血伤害。屠戮者的冷却时间缩短30秒。
**物品**
开发者注释:随着“乌拉泰克的诅咒”内容更新即将到来,我们希望分享一些关于终局游戏奖励的思考,以及对一些即将到来的改动的额外背景说明。更多信息请查看我们的论坛帖子:《乌拉泰克的诅咒终局奖励改动》
**团本奖励**
随机团队、普通和英雄难度团本的宏伟宝库奖励现在以更高难度下一阶段升级轨道的第一步发放;例如,所有英雄难度团本的宝库奖励将为神话1/6。
神话难度团本的宏伟宝库奖励现在以神话6/6发放,但非常稀有物品以及倒数第二和最终首领的战利品除外。
神话难度团本的非常稀有物品以及倒数第二和最终首领的战利品将以相当于神话9的等级获得,无论其来自首领掉落还是宏伟宝库。
**虚无虚空之心**
在第一赛季获得的虚无虚空之心将在第一赛季结束时转换为金币,且无法再用于第一赛季内容。
虚无虚空之心将从第二赛季开始作为宏伟宝库奖励出现。
奥琳·星辉已开始学习用虚空能量编织虚无虚空之心的基础技巧,并已迁至银月城的幻化师附近。从第二赛季的第八周开始,他每周将额外提供一枚虚无虚空之心。
用其兑换团本物品的消耗从两枚虚无虚空之心降低为一枚。
与第一赛季相同,使用虚无虚空之心获得的物品在物品等级上将继续等同于宏伟宝库奖励。
**幻化师**
职业套装护甲现在会继承被幻化师转化的物品的第二属性和第三属性,以及某些特殊戏法效果。
**午夜第一赛季史诗钥石地下城1%暗影冠军成就坐骑:暗影之烬**
**暗影之烬**
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**玩家对战**
竞技场训练场
训练场现已扩展,增加与电脑控制的玩家角色在竞技场中进行战斗的内容。通过队伍查找器的“玩家对玩家”选项卡中的“训练场”板块,你可以与最多2名其他玩家排队进入“随机竞技场”进行该活动。
开发者注释:在《乌拉泰克诅咒》中,我们决定降低大量移动速度减速效果在PvP中的效力。过去我们发现,当玩家拥有高覆盖率的强力减速时,敌人使用走位和逃脱战术的机会就会减少。我们的主要目标是那些在常规战斗循环中自动施加的强力减速,而部分主动施放的减速则保留了其原有强度。总体而言,我们将移动速度减速效果降低了一个“等级”:70%降为50%,50%降为30%,以此类推。
死亡骑士
寒冷之刃的移动速度减速在PvP中降低至50%(原为70%)。
衰弱之刃的移动速度减速在PvP中降低至20%(原为30%)。
死握的移动速度减速在PvP中降低至60%(原为90%)。
英雄天赋
天启骑士
寒冷之刃的移动速度减速在PvP中降低至20%(原为40%)。
托尔贝恩的冰霜之怒的移动速度减速在PvP中降低至20%(原为40%)。
冰霜
冰封之雾的移动速度减速在PvP中降低至50%(原为60%)。
冰封之雾的次级减速在PvP中降低至30%(原为50%)。
邪恶
亡灵法师的寒冰箭的移动速度减速在PvP中降低至30%(原为60%)。
恶魔猎手
英雄天赋
邪痕
虚弱波动的移动速度减速在PvP中降低至40%(原为60%)。
浩劫
战刃大师的移动速度减速在PvP中降低至30%(原为50%)。
恶魔变形的眩晕减速在PvP中降低至50%(原为70%)。
复仇回避的移动速度减速在PvP中降低至50%(原为70%)。
复仇
锁链符印的移动速度减速在PvP中降低至50%(原为70%)。
德鲁伊
台风移动速度减速在PvP中降低至30%(原为50%)。
乌索尔旋风移动速度减速在PvP中降低至30%(原为50%)。
野性冲锋眩晕减速在PvP中降低至30%(原为50%)。
荆棘移动速度减速在PvP中降低至30%(原为50%)。
平衡
开发者注释:我们为平衡德鲁伊新增了一个驱散保护被动技能,使他们无需再通过PvP天赋来保护月火术和阳炎术。这与元素萨满等其他专精的改动类似,将提升他们在竞技场和战场中的实用性。
新增基础被动技能,42级习得:星辰防护 - 若月火术和阳炎术被驱散,将对目标施加星辰耀斑。灼烧目标造成36%法术强度的星界伤害,并在24秒内额外造成210%法术强度的伤害。若被驱散,将对驱散者造成212%法术强度的伤害并将其击飞。产生12点星界能量。
真菌生长的移动速度降低效果在PvP战斗中调整为30%(原为50%)。
精灵虫群的移动速度降低效果在PvP战斗中调整为20%(原为30%)。
以下PvP天赋已被移除:
- 月火灼烧
- 陨星
- 守护者
感染伤口的移动速度降低效果在PvP战斗中调整为30%(原为50%)。
恢复
古代知识(传说级PvP天赋)回归 - 变形为古代知识者形态,免疫所有控制效果,所受伤害降低20%,并获得绽放爆发和群体开花技能。移动速度降低。
绽放爆发:治疗一名盟友(910%法术强度),并施加一个缺失的持续治疗效果。若所有持续治疗效果均已存在,则绽放爆发造成爆击治疗。
群体开花:治疗5名盟友(585%法术强度),并施加一个缺失的持续治疗效果。
唤魔师
开发者注释:无拘振翅对其他玩家而言难以应对,尤其在夺旗战场中。通过这一新设计,对激活悬空的唤魔师施加减速效果仍将抵消其速度加成。目标是平衡唤魔师的机动能力,同时保持其灵活性和难以捉摸的特点。
无拘振翅现在使悬空防止移动速度降低至100%以下,而非免疫移动限制效果。
刺骨之寒的移动速度降低效果在PvP战斗中调整为30%(原为50%)。
增辉
险恶命运的移动速度降低效果在PvP战斗中调整为50%(原为70%)。
梦境拥簇的移动速度降低效果在PvP战斗中调整为30%(原为50%)。
猎人
焦油陷阱的移动速度降低效果在PvP战斗中调整为30%(原为50%)。
冷脚的移动速度降低效果在PvP战斗中调整为50%(原为70%)。
震荡射击的移动减速效果在PvP战斗中降低至30%(原为50%)。
蝎毒的移动减速效果在PvP战斗中降低至70%(原为90%)。
英雄天赋
黑暗游侠
黑暗锁链的移动减速效果在PvP战斗中降低至30%(原为40%)。
暗影匕首的移动减速效果在PvP战斗中降低至20%(原为30%)。
宠物技能
肌腱撕裂的移动减速效果在PvP战斗中降低至30%(原为50%)。
利爪撕裂的移动减速效果在PvP战斗中降低至30%(原为50%)。
血箭的移动减速效果在PvP战斗中降低至30%(原为50%)。
潜行的移动减速效果在PvP战斗中降低至30%(原为50%)。
冰霜吐息的移动减速效果在PvP战斗中降低至30%(原为50%)。
钉刺的移动减速效果在PvP战斗中降低至30%(原为50%)。
裂踝的移动减速效果在PvP战斗中降低至30%(原为50%)。
锁喉的移动减速效果在PvP战斗中降低至30%(原为50%)。
践踏的移动减速效果在PvP战斗中降低至30%(原为50%)。
蛛网的移动减速效果在PvP战斗中降低至30%(原为50%)。
灵魂行走的移动减速效果在PvP战斗中降低至30%(原为50%)。
尘雾的移动减速效果在PvP战斗中降低至30%(原为50%)。
时空扭曲的移动减速效果在PvP战斗中降低至30%(原为50%)。
狂暴撕咬的移动减速效果在PvP战斗中降低至30%(原为50%)。
酸性喷溅的移动减速效果在PvP战斗中降低至30%(原为50%)。
法师
强力屏障的移动减速效果在PvP战斗中降低至50%(原为70%)。
冲击波的移动减速效果在PvP战斗中降低至50%(原为70%)。
极寒之冷的移动减速效果在PvP战斗中降低至70%(原为80%)。
霜环的移动减速效果在PvP战斗中降低至50%(原为65%)。
冰霜
雪崩的移动减速效果在PvP战斗中降低至50%(原为70%)。
武僧
疾风破的移动减速效果在PvP战斗中降低至30%(原为40%)。
灵魂精华的移动减速效果在PvP战斗中降低至50%(原为70%)。
酒仙
特快专递的移动减速效果在PvP战斗中降低至30%(原为50%)。
踏风
翔龙在天(飞蛇踢)的移动减速效果在PvP战斗中降低至50%(原为70%)。
雷拳之怒的移动减速效果在PvP战斗中降低至30%(原为50%)。
圣骑士
英雄天赋
铸光者
晨曦之光的移动减速效果在PvP战斗中降低至30%(原为50%)。
惩戒
神圣之锤的移动减速效果在PvP战斗中降低至20%(原为30%)。
正义审判的移动减速效果在PvP战斗中降低至20%(原为30%)。
真理觉醒的移动减速效果在PvP战斗中降低至30%(原为50%)。
牧师
暗影
**内容类型:content ?38?**
**牧师**
心灵鞭笞:在PvP战斗中,移动减速效果降低至50%(原为70%)。
克苏恩雕像:心灵鞭笞在PvP战斗中的移动减速效果降低至20%(原为30%)。
灵能魔:灵魔鞭笞在PvP战斗中的移动减速效果降低至30%(原为50%)。
**潜行者**
致残毒药:在PvP战斗中,移动减速效果降低至30%(原为50%)。
致残毒药(毒刃):在PvP战斗中,移动减速效果降低至50%(原为70%)。
刺杀
系统震荡:在PvP战斗中,移动减速效果降低至70%(原为90%)。
狂徒
手枪射击:在PvP战斗中,移动减速效果降低至20%(原为30%)。
敏锐
扰乱幻象:在PvP战斗中,移动减速效果降低至50%(原为60%)。
**萨满祭司**
北极暴雪:在PvP战斗中,移动减速效果降低至20%(原为30%)。
衰弱:在PvP战斗中,移动减速效果降低至50%(原为70%)。
地缚图腾:在PvP战斗中,移动减速效果降低至30%(原为50%)。
雷暴:在PvP战斗中,移动减速效果降低至30%(原为40%)。
**术士**
减缓:现在会使黑暗契约减少牺牲的生命值。
疲劳诅咒:在PvP战斗中,移动减速效果降低至30%(原为50%)。
鞭打:在PvP战斗中,移动减速效果降低至30%(原为50%)。
毁灭
恶魔裂隙:在PvP战斗中,移动减速效果降低至30%(原为50%)。
**战士**
刺耳怒吼:在PvP战斗中,移动减速效果降低至50%(原为70%)。
**英雄天赋**
巨像
震骨者:在PvP战斗中,移动减速效果降低至30%(原为40%)。
武器
毁灭风暴:在PvP战斗中,移动减速效果降低至50%(原为60%)。
**任务**
新的阿尔坎蒂娜任务。
开发者说明:新任务将在后续PTR版本中开放测试。
**用户界面与辅助功能**
**冷却管理器**
现在追踪饰品和药水。
现在可以独立设置团队和队伍框架上显示的增益与减益图标的尺寸和边框比例。
治疗者现在可以通过群体增益过滤器界面为特定的团队增益法术分配视觉警报。
为冷却管理器新增了“短促”音效类别。
冷却管理器的音效现在可用于战斗音频辅助辅助功能。
**标记系统**
现在可以对动作条和冷却管理器上的法术进行标记。
现在可以标记某些物品。
现在可以标记玩家自身资源(如生命条),以聊天泡泡的形式传达该信息。
当某个单位被标记时,标记图标现在会显示在特定单位框架上(目标、焦点和团队框架)。
信号系统现在新增选项,可仅针对环境、仅针对单位或同时针对两者发出信号。
更新了信号宏,支持对法术或物品发出信号。新增以下斜杠命令:/pingspell:1234(或法术名称)和 /pingitem:1234(或物品名称)。
增加了在信号宏中使用 [@cursor] 目标定位的能力。使用此功能后,信号将忽略所有界面和单位,直接尝试在光标当前位置的环境上发出信号。
**姓名板**
在友方姓名板设置中新增选项,可仅显示名称、使用职业颜色显示名称以及隐藏服务器名称。
对于"敌方玩家增益/减益"姓名板选项,"大减益"现在默认启用。
**编辑模式**
团队警告现在可以移动位置。
团队和队伍框架现在支持此前已适用于其他单位框架的"框架大小"设置。这些框架现在最多可放大100%。
拍卖行筛选条件现在会在跨会话间保持。
在队伍查找器中,刷新按钮不再与筛选重置按钮重叠。
**插件**
新增API,允许插件以自定义方式显示经过筛选的光环集合,同时不会暴露可用于自动化的底层光环信息。更多信息请阅读"乌莱特克的诅咒"插件与光环相关帖文。
新的界面纹理文件名将不再发布到ManifestInterfaceData数据库。现有文件名仍可继续使用,此更改不会影响玩家。插件仍可使用这些纹理,我们正在告知插件开发者以便共同适应这些变更。
**世界**
永歌森林与祖阿曼之间的阿曼尼小径不再会使经过的玩家下马。
修复了全游戏中多个可能导致玩家卡在战斗状态中的生物刷新点。
**已知问题**
乌莱特克的诅咒中的稀有怪物尚未拥有其战利品。
Midnight: Curse of Ula’tek 12.1 PTR Development Notes
NEW CAMPAIGN CHAPTERS
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Continue the story of Zul’jan as the fog lifts from the island off the east coast of Zul’Aman. We’ll join Zul’jarra as she pursues him to bring her brother and others home to Zul’Aman. We’ll delve into a long-buried history of the Coiled Isle, learn more about what is locked away, and who was left behind.
THE COILED ISLE
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Within the mountain on the Coiled Isle, you’ll undertake a variety of new activities as you explore this corrupted eco-system filled with poisonous waters and venomous foes.
Plunge into the Vaults of Atal’Utek primed for challenging group content and rotating public events. Taking part in these public events will ultimately build up to a boss fight.
While in the zone players will have access to a custom talent tree that will provide different perks of player power along with quality-of-life perks. Ex: Reduce the potency of the venom in the zone.
As you adventure through the zone, you’ll come across Curse Surges which will regularly spawn rare elites at five rotating locations throughout the isle. Killing a rare elite unlocks Cursed Fishing in that location.
You’ll also discover a Local story with a tortollan sea captain named Tokka, gain reputation with his crew, and learn to fish in more cursed waters around the isle.
INTRODUCING LAIRS
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Lairs are an evolution on world bosses located in instanced encounters with scaling difficulty up to flexible Mythic with 15-25 players. These will be found in specific locations similar to Delves and will come complete with a summoning stone outside the lair.
The goal is to make it easier for players to gather and take on these bosses by encountering them at specific locations where you can choose your difficulty and use the summoning stone to bring others to you.
The Lair will be available for testing in a later PTR build.
NEW RAID: THE VENOMOUS ABYSS
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Arriving with the start of Midnight Season 2, players will face Ula’tek herself in the Venomous Abyss. An ancient powerful creature of hatred, corruption, and venom, Ula’tek has been unleashed by Zul’jan’s actions. This new raid dungeon will feature eight new boss encounters and you’ll ultimately face off against Ula’tek as the final boss.
Raid testing schedule can be found here: The Venomous Abyss Raid Testing Schedule
NEW DUNGEON: ALTAR OF FANGS
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This new three boss dungeon will be available up to Heroic difficulty at the launch of the content update and will join the Mythic+ rotation once Midnight Season 2 begins a week after the launch.
The Altar of Fangs dungeon will be available for testing in a later PTR build.
DELVES
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Take on three new Delves with one of these Delves as a new Nemesis Delve. You’ll step into The Ring of Glory, Gnarldor Isle, and the Venomfall Deeps Nemesis Delve for new rewards (and a little glory). With the start of Midnight Season 2, Bountiful Delves will become available and players will be able to push into the upper tiers to challenge themselves beyond Tier 7 and face the new Nemesis boss.
You’ll also begin encountering new snake and venom variants in existing Midnight Delves.
SEASON 2
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One week after the content update goes live the new season will begin, bringing with it a new dungeon rotation for Mythic+, a new raid, new PvP Season, more Prey, and Bountiful Delves and keys become available.
Mythic+ Dungeon Rotation
New Dungeon: Altar of Fangs
Murder Row
Den of Nalorakk
The Blinding Vale
Voidscar Arena
Returning Dungeons
King’s Rest
Ruby Life Pools
Temple of Sethraliss
The Season 2 dungeons will be available for testing in a later PTR build.
PREY
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Season 2 brings about new Affixes, new targets, and some new hunts on the Coiled Isle in Prey.
Astalor also has a few new voice lines to deliver to you and new Arcantina Quests are ahead.
The new Prey season will be available for testing in a later PTR build.
HOUSING
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Neighborhoods and player houses will become available in next week’s build.
BLUEPRINTS
Blueprints let players save their housing creations to swap between or share them with other players!
Blueprint codes can be shared cross-region (excluding China) with other players for them to import as well.
Blueprints operate on the entire house (both inside and out), the interior only, the exterior only, or a single room.
When importing, a list of all required rooms and decor will be shown, including the budget needed, what’s missing, and so on so players know what’s about to happen or what they need.
Importing will also try to do the “right” thing for dyed items (using correctly dyed items, potentially dyeing items, but NOT replacing already dyed items, etc).
Players can have up to 50 “save slots” for their different layouts, as well as 10 additional ones for “auto-saves”.
Auto-saves are automatically created when importing a Blueprint so players can easily revert.
Players now have an additional house permission called “Export” that defaults to no one. Other players visiting a house where they pass this permission can choose to import into their own save slots.
Blueprint codes can be linked in chat and inspected there as well.
Blueprints can be reported.
A Reset button has also been added that will reset the whole house or just the interior or exterior if someone wants to start over from scratch.
PETS
Pet Beds allow players to show off their pets both in and outside their house.
Players can place up to 10 beds inside and up to 5 beds outside. Once a bed is placed, players can select a pet to make its home there.
Indoor pets can be set to either Stationary or Roaming while pets placed outdoors are only Stationary for the time being.
A small number of pets are unavailable to be placed for a variety of reasons.
ENDEAVORS
There are 4 new Endeavors:
Knock-off Amani (this is the featured Endeavor with the release of Curse of Ula’tek)
Griftah and his travelling troupe of traders would like to visit the neighborhood to trade their “traditional Amani goods”. It’s fairly obvious that these are not original Amani items, however the neighborhood residents are interested nonetheless.
Every Bakar Has Its Day
Residents of the neighborhood love their pets, but they could use some help training them. The centaurs of the Ohn’ahran Plains have very strong bonds with their bakar and they may be willing to pass on some training tips.
Candle Culture
Strange wax deposits have started to appear in the neighborhood. Who better to find a use than the Kobolds of the Ringing Deeps? Seek their counsel on illumination.
Vacation Season
The Tortollans are a worldly folk. So worldly, in fact, that they need no introduction to your neighborhood–they’ve been vacationing here long before you put down your roots! Share in their recreational wisdom.
Players may notice new things in their Neighborhood based on the Endeavors that have been completed, both old and new.
DYE UPDATES
Dye crafting has been streamlined, considerably freeing up bag space taken up by dyes.
New dye colors have been added, including those that replicate the darker appearances from before 12.0.5.
More information can be found in the I Bet You’re Dyeing to Hear About This thread.
HOUSES
Houses can now reach level 12, unlocking increased limits, large exteriors, and more.
Players can now move the entry room anywhere in the house, including other floors! Finally, basement dreams can be realized!
UI
Two new categories have been added for decor:
Vines and Hanging Plants
Pet Beds
Removed an extra pop-up when deleting a room with no Decor in it.
DISCORD
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It won’t be long before you’ll be able to speak with your guildmates both in and out of the game by connecting your Battle.net and Discord accounts to chat with your guild no matter where they are. Whether you’re coordinating your next raid run, looking for more to join you in game for PvP, or just hanging out in your neighborhoods together, you’ll be able to send messages between the two quickly and easily.
This new feature will be available to test on the PTR next week. We’ll let you know when the feature is live and ready for testing!
More details can be found in our article.
CONTINUE THE HUNT FOR XAL’ATATH WITH ARATOR
We’ll also get an update on Arator as he deals with the fallout from the Voidspire and we’ll also investigate the resurgence of the Twilight’s Blade with him as we continue the hunt for Xal’atath.
DUMMY DOME ON THE PTR
Season 2’s PTR includes the DUMMY DOME!, a new test zone full of combat dummies and 50,000 pounds of MUD MUD MUD that you can reach by speaking to Nexus-Lord Donjon Rade IX in major cities. In this high-octane training arena, you can initiate fights against 1, 2, 3, or 5 dummies that have the same armor as Season 2 raid bosses and whose health decreases steadily over 5-minute encounters for maximum Execution Accuracy. Adrenaline junkies can also spawn a Hazardous Dummy that deals ramping steady damage that will literally kill you and your friends if you don’t heal through it. So rev your engines and cause some CARNAGE!
CLASSES
Player health and creature damage has been increased by 25% at max level. Health consumable values have been adjusted to match new health values.
Developers’ notes: In Curse of Ula’tek, we’ve decided to increase player health and enemy damage by 25% for max level players. We’ve made similar adjustments at the start of Midnight and also in early Dragonflight. Our intent is for damage to be less spiky and for healing gameplay to be more satisfying. When healing is too bursty, enemies have to be tuned to deal spiky damage which requires quick reactions to survive, and we feel that leads to unsatisfying and more stressful gameplay. While we are increasing overall creature damage with this change, we are hand tuning encounter abilities to deal appropriate damage alongside these changes to meet our goals. We’re also making adjustments to several healing and absorb spells for DPS and Tank specializations so that they retain their relative impact.
In Curse of Ula’tek, we’re going to be lowering throughput for major DPS cooldown’s for several specializations and increasing their steady state damage. When damage done during cooldowns is significantly higher than damage outside of cooldowns, the pacing of combat outside of cooldowns can feel sluggish. Our priority is ensuring that cooldowns continue to be high-impact and fun moments, that damage dealt without cooldowns is effective, and that we maintain texture between specs. We’re going to be observing how this plays out on PTR and it’s possible we will need to make further adjustments or pull back on some of our changes.
All class interrupts (such as Kick, Pummel, Counterspell, etc) will now display a “missed” visual over the target’s head if used while the target was not casting a spell. It will also play a separate sound to represent a missed interrupt. This is intended to help players recognize when enemies or allies have used their interrupt ability even if a spell was not interrupted.
DEATH KNIGHT
Blood
Permafrost grants a shield equal to 50% of damage dealt (was 40%).
Voracious grants 15% Leech (was 12%).
Relish in Blood healing increased by 25%.
Rapid Decomposition increases Blood Plague healing by 85% (was 50%).
Sanguinary Burst heals you for 18% of damage dealt (was 15%).
Umbilicus Eternus absorbs damage equal to 6 times damage dealt by Blood Plague (was 5).
Frost
Permafrost grants a shield equal to 35% of damage dealt (was 30%).
Unholy
Developers’ notes: With Curse of Ula’tek, we’re aiming to smooth the gap between cooldown and non-cooldown throughput. Additionally, we’re taking a look at the current summon density of Unholy Death Knight. For its rework in Midnight, Unholy Death Knight was reimagined as a summoner of the Scourge and we’re very happy with how it landed. However, combined with the previous summoning powers from the Rider of the Apocalypse Hero Talent tree, the amount of summons are exceeding the numbers we’re comfortable with. It is paramount for us to provide a clear game space for our players, and we felt there was no design space left for us to give more summoning powers without ignoring this core principle.
Reanimation renamed to Lord of the Dead and its secondary effect has been redesigned – When you control 3 Magus of the Dead, sacrifice them to summon their Lord of the Dead for 15 seconds, casting Frostbolts that chain between 2 enemies. Magus with higher remaining duration grant increased power.
Apex Talent: Forbidden Knowledge (Rank 3) has been updated – Magus of the Dead no longer grants stacking damage to Necrotic Coil and Graveyard. The effectiveness of Putrefy activated by Dread Plague has been increased to 100% (was 60%).
Soul Reaper has been updated – No longer consumes charges of Putrefy to cast. Now consumes up to 3 Lesser Ghoul stacks to summon them instantly.
Unholy Aura has been updated – Magus of the Dead now grant the Haste buff on spawn for 15 seconds.
Army of the Dead has been updated – Summon or empower Lesser Ghouls to form an unholy army of 8 for 30 seconds. While active, you command your army through Scourge Strike, executing Orders based on nearby enemies instead of summoning Lesser Ghouls.
Death Order – Lesser Ghouls strike with you, dealing Shadow damage to your target.
Epidemic Order – Lesser Ghouls erupt in viscera, dealing Shadow damage to nearby enemies. Deals reduced damage beyond 5 targets.
Menacing Magus now has an additional effect – Your Lord of the Dead Frostbolts now chain to 3 additional enemies.
Lesser Ghoul damage increased by 10%.
Army of the Dead Lesser Ghoul damage reduced by 20%.
Necrotic Coil damage increased by 20%.
Graveyard damage increased by 20%.
Commander of the Dead now causes Dark Transformation to increase the damage of your summoned creatures by 10%/20% for 30 seconds (was 15%/30%).
Ruptured Viscera now deals reduced damage beyond 5 targets.
Players other than the Death Knight can now only see up to 3 Lesser Ghouls at a time.
Permafrost grants a shield equal to 35% of damage dealt (was 30%).
DEMON HUNTER
Demon Hunters can now equip daggers.
Developers’ notes: This will allow Devourer Demon Hunters to acquire and use daggers with Intelligence on them.
Devourer
Developers’ notes: We’re reducing the scaling of Devourer’s Mastery: Monster Within to help other stats to compete and compensating with an overall ability damage buff. Between that and a few more targeted changes, we expect damage during Void Metamorphosis to be slightly reduced while damage outside of Metamorphosis is significantly increased.
Mastery: Monster Within has been updated – Bonus damage during Void Metamorphosis reduced by 66%.
All ability damage increased by 20%.
Void Metamorphosis now increases Void Ray damage by 40% (was 67%).
Impending Apocalypse now causes each Collapsing Star to grant 20% increased damage to the next one (was 30%).
Consume damage increased by 60% (does not affect Devour).
Havoc
Demon Blades, Blade Dance, and Chaos Strike now require equipped Warglaives, Axes, Swords, and Fist Weapons.
New Talent: Never Say Die – Damage increased by 3% while above 50% Health. Leech increased by 5% while below 50% Health.
Dash of Chaos has been removed.
Vengeance
Fracture and Soul Cleave now require equipped Warglaives, Axes, Swords, and Fist Weapons.
Charred Warblades heals you for 5% of Fire damage you deal (was 4%).
Soul Cleave healing increased by 25%.
Fel Devastation healing increased by 25%.
Frailty causes you to heal for 10% of damage dealt to afflicted targets (was 8%).
Feast of Souls healing increased by 25%.
Revel in Pain causes 6% of your Fire damage to shield you (was 5%).
DRUID
Matted Fur absorb increased by 25%.
Heart of the Wild empowered Wild Growth healing increased by 25%.
Balance
Developers’ notes: Our goal for Balance in Curse of Ula’tek is to emphasize its core gameplay of building, spending, and pooling Astral Power. In Midnight, Balance had high Astral Power generation and a lot of free spender procs, which meant there weren’t many GCDs left after casting spenders. In Curse of Ula’tek we’ve reduced Astral Power generation and the number of free spenders but increased the damage each spender does. The intent is to provide more time to react to Astral Power gain and make pooling Astral Power outside Eclipse to spend inside Eclipse more impactful. We’ve also adjusted some talent power to increase build diversity.
New passive ability learned at level 42: Stellar Protection – If Moonfire and Sunfire are dispelled, Stellar Flare is applied to the target. Generates 12 Astral Power.
Umbral Intensity has been updated – Now increases Wrath and Starfire damage by 10% at all times.
Apex Talent: Ascendant Eclipses (Rank 2) – Astral Smolder damage reduced to 10%/20% of critical strike damage (was 12%/24%) and its duration is increased to 8 seconds (was 6 seconds).
All damage dealt increased by 4%.
Starsurge damage increased by 10%.
Starfall damage increased by 10%.
Rejuvenation healing increased by 25%.
Wild Growth healing increased by 25%.
Regrowth healing increased by 25%.
Celestial Fire increases the damage of Moonfire, Sunfire, and Shooting Stars by 10% (was 8%).
Orbit Breaker effectiveness reduced to 50% (was 60%).
Touch the Cosmos chance to trigger from Wrath reduced to 12% (was 15%), and chance to trigger from Starfire reduced to 15% (was 20%).
Total Eclipse chance to trigger increased to 15%/30% (was 10%/20%).
Sculpt the Stars and Astral Communion have swapped positions in the talent tree.
Sculpt the Stars reduces Eclipse cooldown by 3 seconds (was 2 seconds).
A counter aura for Orbit Breaker has been added to show your progress toward casting a Full Moon. This aura can be tracked in the Cooldown Manager and manually cancelled to reset your Orbit Breaker progress.
Hero Talents
Elune’s Chosen
Lunar Calling increases the primary target damage of Starfire by 100% (was 120%).
Keeper of the Grove
Bounteous Bloom now extends the duration of Force of Nature Treants by 4 seconds instead of adding a fourth Treant.
Cenarius’ Might haste increase reduced to 6% (was 8%).
Potent Enchantments haste increase reduced to 6% (was 10%).
Feral
Developers’ notes: Feral updates in Curse of Ula’tek are aimed at talent diversity. We’d like Chomp to be stronger for players who enjoy it, and we’re adjusting some other talents to get their power closer and open up more build options.
Saber Jaws damage bonus increased to 60% per point (was 50%).
Focused Frenzy damage bonus reduced to 15% (was 20%).
Rip and Tear damage bonus increased to 20% (was 15%).
Chomp damage increased by 30%.
Apex Predator’s Craving base chance to trigger reduced to 4% (was 5%).
Rejuvenation healing increased by 25%.
Wild Growth healing increased by 25%.
Regrowth healing increased by 25%.
Restoration
Developers’ notes: We’re making several quality-of-life adjustments to Restoration Druid in this update with a goal of addressing usability issues with Tranquility, Nature’s Swiftness, and Incarnation: Tree of Life. We’re also making a few adjustments to Swiftmend to bring back some of its power as a punchy single-target heal. Finally, we’d like to address issues with Abundance by redesigning it with a clear threshold of when you should be using Regrowth.
New Talent: Overgrowth – Nature’s Swiftness causes your next Regrowth to apply Lifebloom, Rejuvenation, and Wild Growth’s heal over time effect to an ally.
New Talent: Flash of Clarity – Omen of Clarity increases Regrowth’s healing by 40%. Now available where Cultivation previously was in the talent tree.
Cultivation is now available below Flash of Clarity in the talent tree.
Innervate has been redesigned – Now regenerates 25% of the target’s maximum mana over 8 seconds, rather than causing spells to be free for 8 seconds.
Abundance has been redesigned – While you have at least 5 Rejuvenations active, Regrowth’s critical strike chance is increased by 50% and its mana cost is reduced by 50%.
Tranquility has been updated – Now grows protective roots at your feet, absorbing damage equal to 60% of your health and preventing knockbacks.
Incarnation: Tree of Life has been updated – Now casts Regrowth on up to 3 nearby injured allies when you initially shapeshift.
Swiftmend has been updated – Healing increased by 40% of the consumed heal over time effect.
Everbloom (Rank 3) has been updated – Its heal effect now triggers when you press Swiftmend (was Soul of the Forest).
Verdant Infusion has been updated – No longer extends heal over time effects.
Germination has been updated – No longer increases Rejuvenation’s duration by 2 seconds.
Ysera’s Gift has been updated – If its healing would overheal the Druid, the overhealing amount is instead transferred to a nearby ally.
All spell and ability healing increased by 6%.
Wild Growth healing increased by 20%.
Wild Growth mana cost increased by 15%.
Verdancy healing increased by 40%.
Rejuvenation mana cost reduced by 10%.
Regrowth mana cost reduced by 10%.
Lifebloom mana cost reduced by 20%.
Passing Seasons reduces Nature’s Swiftness cooldown by 15 seconds (was 12 seconds).
Symbiotic Relationship now highlights itself on the action bar while it is not active.
Germination and Verdancy have swapped positions in the talent tree.
Nature’s Splendor has been removed.
Guardian
Developers’ notes: Our goals with these Guardian Druid updates are largely to address issues with the specialization’s damage composition and ability breakdown. In particular, we’re reworking Lunation in order to resolve its adverse rotational pressure, and our adjustments to Gory Fur and Wild Guardian are intended to incentivize more balance between Rage spenders as well as distribute the impact of the Apex talent across a longer duration and a broader portion of the kit.
Gory Fur has been redesigned – Ironfur has a chance to make your next Maul, Raze, or Ravage free. Maul, Raze, or Ravage have a chance to make your next Ironfur free.
Apex Talent: Wild Guardian has been redesigned (not yet implemented) –
Rank 1: Spending Rage has a chance to awaken a Guardian Spirit for 8 seconds, which attacks a nearby enemy and generates 3 Rage when you cast Thrash or Mangle.
Rank 2: Mangle and Maul deal 20%/40% additional Nature damage over 12 seconds. Your Mastery is increased by 3%/6%.
Rank 3: When a spirit is awakened, the cooldowns of Thrash and Mangle are reset. After casting Berserk or Incarnation: Guardian of Ursoc, gain 2 charges of Wild Guardian.
Wild Guardian: Your next cast of Maul is guaranteed to awaken a spirit.
Brambles absorb increased by 25%.
After the Wildfire healing increased by 25%.
Ursoc’s Fury grants an absorb for 35% of Thrash and Maul damage (was 30%).
Elune’s Favored heals you for 18% of Arcane damage dealt (was 15%).
Lunar Beam healing increased by 25%.
Lunation reduces Lunar Beam’s cooldown by 20 seconds (was 3 seconds per Arcane ability).
Hero Talents
Elune’s Chosen
Boundless Moonlight – Lunar Beam now causes you to Leech 12% of damage dealt to affected enemies (was 10%).
EVOKER
Augmentation
Developers’ notes: The additional stopping power created by Duplicate-cast Upheavals was more warping to dungeon gameplay than desired, and could be frustrating in some situations due to its uncontrolled timing.
Apex Talent: Duplicate – Upheaval casts by your Duplicate no longer knock enemies into the air.
Living Flame healing increased by 25%.
Verdant Embrace healing increased by 25%.
Emerald Blossom healing increased by 25%.
Hero Talents
Chronowarden
Double-time has been updated – The additional stats granted when Ebon Might critically strikes now last 15 seconds (modified by Mastery: Timewalker). Double-time’s functionality with Prescience is unchanged.
Developers’ notes: The behavior of an Ebon Might critical strike’s stat bonus lasting for the full duration of the Ebon Might put more emphasis on tracking Ebon Might’s critical state than desired, and created an unintuitive decision space regarding whether re-casting Ebon Might was correct.
Devastation
Developers’ notes: Devastation’s Apex talent, while powerful, hasn’t been as gameplay-affecting as we had hoped. We’ve redesigned the Rank 3 effect to override Dragonrage with a limited number of uses of a new, powerful spell, Unbound Flame, once Dragonrage is over. Additionally, Rising Fury and Risen Fury have been streamlined into one buff effect. Please give Unbound Flame a try on the PTR, and let us know how this new spell feels!
Rising Fury (Rank 3) has been redesigned – When Dragonrage ends, Rising Fury persists for 4 seconds per stack, and Dragonrage becomes Unbound Flame. Unbound Flame may be cast 4 times before Dragonrage finishes its cooldown.
Unbound Flame – Exhale destructive flame, critically striking for Fire damage to your target and nearby enemies. Damage reduced beyond 5 targets. Causes 1 Essence Burst. Instant cast and 25-yard range.
Tyranny has been updated – Now interacts with Unbound Flame, causing Unbound Flame to always gain the maximum benefit of Mastery: Giantkiller regardless of the targets’ health.
Living Flame healing increased by 25%.
Verdant Embrace healing increased by 25%.
Emerald Blossom healing increased by 25%.
Risen Fury has been removed.
Preservation
Developers’ notes: The goal of this change is to make Dream Breath a flexible heal that can once again serve as a powerful heal over time effect or a burst heal when charged. This also further differentiates it from spells like Verdant Embrace and Merithra’s Blessing, which have filled a similar role as an on-demand burst heal.
Merithra’s Blessing has been updated – Now increases all healing of Dream Breath by 60% (was 250%, and previously applied only to its instant healing).
Font of Magic has been updated – Now also reduces the empower time of Dream Breath and Fire Breath by 20%.
Dream Breath instant healing reduced by 50%.
Dream Breath periodic healing increased by 118%.
Temporal Barrier absorption increased by 30%.
HUNTER
Ranged auto-shot damage increased by 600%.
Hunter’s Mark can now be applied to up to 5 targets (was 1).
Developers’ notes: This change should allow Hunters to more reliably apply the Hunter’s Mark debuff in raid or dungeon boss encounters when there are multiple bosses without the need to bring multiple Hunters.
Hero Talents
Dark Ranger
Bleak Arrows damage increased by 300%.
Withering Fire’s Black Arrow damage reduced by 40%.
Beast Mastery
Developers’ notes: Beast Mastery Hunters felt a bit weak outside of Bestial Wrath damage windows, so we’re increasing their steady-state damage by boosting Kill Command, Cobra Shot, and Barbed Shot. We’re increasing the duration of Beast Cleave to 10 seconds, so you should be able to maintain 100% uptime in area damage situations as long as you are using Wild Thrash when it is available.
Heart of the Pack renamed to Razor Sharp and has been redesigned – Increases the damage of your pet’s Bite, Claw, and Smack by 100%.
Piercing Fangs has been redesigned – Kill Command critical damage increased by 15%.
Bloody Frenzy has been updated – Now reduces Barbed Shot’s periodic rate increase by 33% (was 50%).
Kill Cleave has been updated – Kill Command now only cleaves 20% of its damage during Beast Cleave (was 40%).
Barbed Shot damage increased by 25%.
Kill Command damage increased by 20%.
Cobra Shot damage increased by 20%.
Beast Cleave duration increased to 10 seconds (was 8 seconds).
Dire Beast summons can now be tracked on the Cooldown Manager.
Wild Instincts has been removed.
Hero Talents
Dark Ranger
Dark Hound summons can now be tracked on the Cooldown Manager.
Marksmanship
Developers’ notes: Marksmanship Hunter’s last round of changes reintroduced Explosive Shot as a button players can opt into, but it didn’t flow well with how the spec was playing. In Midnight Season 2, we’re making changes to Explosive Shot’s design and some of its supporting talents. The Headshot talent has also been a source of frustration, so we’re removing it and adjusting how Deathblow works to make it more predictable when you should follow up an Aimed Shot cast with a Kill Shot or Black Arrow. Finally, we’re adjusting Markmanship’s Apex Talent nodes to no longer make Aimed Shot a guaranteed critical strike to reduce the emphasis on Aimed Shot modifiers.
New Talent: Unstable Trigger – Explosive Shot can be used a second time if used within 3 seconds. Explosive Shot incorporates any remaining damage from previous Explosive Shots on your target.
Explosive Shot has been redesigned – Fire an explosive shot at your target. Every 1 second for 3 seconds, the target explodes, dealing Fire damage to all enemies within 8 yards. Damage reduced beyond 5 targets. Recasting Explosive Shot incorporates any remaining damage from previous Explosive Shots on your target.
Developers’ notes: We are pivoting the design of Explosive Shot quite a bit to attempt to find a stronger identity. The changes to the core Explosive Shot as well as the Explosive Shot related talents should give it a distinct feel to play with compared to your other main abilities.
Explosive Shot’s visual has been updated.
Explosive Shot’s tooltip has been updated and now includes contextual notes when Unstable Trigger is talented.
Precision Detonation has been redesigned – Explosive Shot lasts for 1 additional second.
Shrapnel Shot renamed to Incendiary Ammunition and has been redesigned – Explosive Shot’s cooldown is reduced by 10 seconds.
Incendiary Ammunition and Unstable Trigger are now a choice node.
Apex Talent: Take Aim (Rank 2) has been redesigned – Your critical strike damage is increased by 5%/10%. Your ranged abilities deal 3%/6% increased damage.
Apex Talent: Take Aim (Rank 3) has been updated – Spotter’s Mark now increases the damage of your next Aimed Shot and Rapid Fire against the target (was Aimed Shot only).
Developer’s notes: The previous version of Marksmanship’s Apex Talents put too much emphasis on Aimed Shot and its critical damage modifiers. This new version should better interact with more of your specialization’s abilities.
Bulletstorm has been redesigned – Rapid Fire now increases the damage of your next Aimed Shot by 20%.
Incendiary Ammunition renamed to Accuracy by Volume and has been redesigned – Bulletstorm now affects your next 2 Aimed Shots.
Deathblow has been updated – Aimed Shot now has a chance to cause your next Aimed Shot to grant the Deathblow effect.
Developers’ notes: Our goal with our Deathblow updates for Marksmanship Hunters is to make it clear to you when you should follow up an Aimed Shot with a Kill Shot or Black Arrow cast rather than having the uncertainty of which button to press. Rapid Fire’s 100% chance to get the Deathblow effect is unchanged, you should always be able to follow-up a Rapid Fire with a Kill Shot or Black Arrow.
Aspect of the Hydra has been updated – Arcane Shot no longer cleaves.
Aimed Shot damage increased by 20%.
Rapid Fire damage increased by 20%.
Arcane Shot damage increased by 20%.
Multi-Shot damage increased by 20%.
Kill Shot damage increased by 20%.
Eagle’s Accuracy is now a 1-point talent that increases the damage of Aimed Shot by 5% (was 10%) and Rapid Fire by 10% (was 20%).
Focused Aim now reduces the cooldown of Aimed Shot by 1 second (was 2 seconds).
Fixed an issue that caused Deathblow to not trigger at the expected rates when casting Aimed Shot.
Aimed Shot has a new icon.
Some talents have changed locations in the second gate of the talent tree to make Explosive Shot more easily obtained.
The Tenacious/Cunning talent node has been moved and is no longer required pathing to reach Trueshot.
Small Game Hunter is now a 2-point talent. Values unchanged.
The following talents have been removed:
Double Tap
Headshot
Hero Talents
Dark Ranger
Through the Eyes has been redesigned – Increases the damage of Kill Shot and Black Arrow by 10%.
Black Arrow no longer highlights itself whenever it is able to be used against the target.
Black Arrow direct damage reduced by 40%.
Ebon Bowstring now causes Black Arrow to have a chance to cause your next Aimed Shot to grant the Deathblow effect.
Dark Minion summons can now be tracked on the Cooldown Manager.
Sentinel
Moon’s Blessing now only causes 1 second of cooldown reduction to Aimed Shot (was 2 seconds).
Survival
New Talent: Razor Edge – Raptor Strike, Raptor Swipe, and Kill Command gain 10% increased critical strike chance and 10% increased critical damage dealt.
Primal Surge has been moved up to an easier to access location in the talent tree.
Developers’ notes: We’re hoping that making this talent easier to obtain should open up more talent build variety.
Shower of Blood has been removed.
Hero Talents
Sentinel
Lethal Barbs has been updated – Auto-attacks now have a very high chance to generate 3 Focus, rather than granting 1 Focus per auto-attack.
Developers’ notes: The previous version of the Lethal Barbs talent favored dual wielding the fastest attack speed weapons. We’re changing it to be a very high chance to generate 3 Focus, which should normalize the Focus gain and allow you to wield your preferred weapon types.
Scout’s Vigil no longer increases stealth detection radius while using Camouflage.
MAGE
Developers’ notes: We’re making some adjustments to Mage defensives with the goal of improving Mage survivability as a whole and slightly reducing the power of Glacial Bulwark.
New Talent: Improved Warding – Damage taken from area of effect attacks reduced by 4%.
Improved Prismatic Barrier has been updated – Now grants an additional charge of Prismatic Barrier, in addition to its previous bonuses.
Temporal Realignment has been updated – Now immediately heals 20% of your health and heals an additional 30% over 6 seconds.
Hero Talents
Spellslinger
Spellfrost Teachings’s tooltip has been adjusted for clarity. Functionality unchanged.
Sunfury
Developers’ notes: We’re redesigning Rondurmancy to lean into making your 3 orbs better, rather than giving you 5 orbs, to align more closely with the inspirations for Sunfury and reduce visual clutter on your character. We’re also uncapping Mana Cascade to match other “applications may overlap” effects.
Rondurmancy has been redesigned – Your chance to generate a Spellfire Sphere is increased by 6%/12%. Spellfire Spheres grant an additional 1% spell damage.
Ashes of Inspiration has been redesigned – Each time your Phoenix casts a spell, gain 1 stack of Mana Cascade. Exceptional Spells grant 1 additional stack.
Memory of Al’ar has been updated – Combustion and Arcane Surge no longer cause the Mage to gain twice as many stacks of Mana Cascade.
Spellfire Spheres orb generation chance reduced to 6% for Arcane Mages and 12% for Fire Mages (was 12% and 25%).
Mana Cascade no longer has a stack cap.
Mana Cascade is now also gained when the Mage casts Arcane Pulse or Prismatic Bolt.
Fixed an issue for Arcane that caused Mana Cascade to be gained from some unintended spells.
Arcane
Developers’ notes: We’re redesigning Arcane Mage’s Apex Talent to provide a more exciting visual moment and a greater impact on your talent build and rotation. Arcane Pulse has also been redesigned to focus its identity as a significant area damage event and a way to quickly regain charges in AOE.
New Apex Talent: Prismatic Bolt
Rank 1: Arcane Barrage has a 1% chance per Arcane Salvo stack consumed to trigger Prismatic Bolt. Prismatic Bolt devastates the target with overwhelming energy, dealing Arcane damage to your target and reduced Arcane damage to nearby enemies. Damage reduced beyond 5 targets. Generates 4 Arcane Charges. Not affected by Arcane Blast talents or effects and does not scale its damage or mana cost with Arcane Charges.
Rank 2: Prismatic Bolt has a 50%/100% chance to grant Clearcasting. Arcane Missiles damage increased by 15%/30%.
Rank 3: Arcane Salvo grants an additional 1% chance to trigger Prismatic Bolt. Arcane Barrage damage increased by 15%.
Arcane Pulse has been redesigned – Cast time reduced to 2 seconds (was 2.25 seconds). Radius increased to 8 yards (was 2 yards). Now has a 15-second cooldown, generates 1 Arcane Charge for each enemy struck, and costs 10% of base mana. No longer has its cast time, radius, mana cost, or cast speed affected by Arcane Charges.
Expanded Mind has been updated – Casting Prismatic Bolt now grants 4 stacks of Arcane Salvo.
Impetus no longer affects Arcane Pulse.
Prodigious Savant no longer affects Arcane Pulse.
Touch of the Archmage has been removed.
Fire
Developers’ notes: Our goal with these changes is to shift the relative value of Fire’s steady-state damage versus Combustion window burst. It is important that time spent outside of Combustion remains meaningful and impactful to your overall performance.
Pyroblast damage increased by 15%.
Flamestrike damage increased by 15%.
Apex Talent: Fired Up (Rank 1) now grants 2% increased Fire damage for 8 seconds (was 4% for 12 seconds).
Apex Talent: Fired Up (Rank 2) now increases Fire damage by 5%/10% (was 3%/6%).
Apex Talent: Fired Up (Rank 3) chance to occur during Combustion has been slightly reduced.
Frost
Glacial Bulwark has been updated – No longer grants an additional charge of Ice Barrier.
All damage dealt increased by 4%.
Apex Talent: Hand of Frost (Rank 2) now grants 0.5%/1% increased spell damage (was 1%/2%).
Developers’ notes: Hand of Frost in combination with Frost’s Hero Talents was providing more burst than we’d like.
MONK
Chi Transfer now causes Touch of Death to heal you for 60% of damage it deals (was 50%).
Vigorous Expulsion increases Expel Harm’s healing by 6% (was 5%).
Brewmaster
Stagger reduction from Staggering Strikes increased by 25%.
Spirit of the Ox chance to generate a healing sphere increased by 20%.
Celestial Brew and Celestial Infusion absorb increased by 25%.
Awakening Spirit’s maximum absorb value increased by 25%.
Vital Flame heals for 50% of Fire or Nature damage dealt (was 40%).
The following buffs are now tracked in the Cooldown Manager: Fuel on the Fire, Hot Potato, Scorched, Crackling Jade Lightning, and August Blessing.
Mistweaver
Developers’ notes: We’re making a few adjustments to Mistweaver Monk with the intent of incentivizing Mastery as a more viable secondary stat and shifting some throughput out of Spinning Crane Kick and into Ancient Teachings.
New Talent: Vital Expenditure – Soothing Mist’s healing is increased by 300%, but its mana cost is increased by 200%. Choice node with Dancing Mists.
All healing reduced by 3%.
Mastery: Gust of Mist healing increased by 50%.
Spinning Crane Kick damage decreased by 15%.
Way of the Crane now transfers 280% of damage done (was 340%).
Jadefire Teachings now increases Ancient Teaching’s transfer amount by 320% (was 270%).
Windwalker
Developers’ notes: We are making a few adjustments to Windwalker’s damage profile to reduce the gap between their steady-state damage and high-end burst capabilities.
Melee auto-attack damage increased by 30%.
Zenith Stomp damage reduced by 30%.
Blackout Kick damage increased by 50%.
Tiger Palm damage increased by 200%.
Dual Threat damage increased by 30%.
Weapon of Wind now increases damage during Zenith by 5% (was 10%).
Tigereye Brew now increases Critical Strike damage by 5%/10% (was 10%/20%).
Vivify healing increased by 25%.
Hero Talents
Conduit of the Celestials
Celestial Conduit damage reduced by 25%.
Temple Training increases the damage of Fists of Fury and Spinning Crane Kick by 30% (was 10%).
PALADIN
Golden Path healing increased by 25%.
Lightforged Blessing healing increased by 25%.
Brought to Light healing increased by 25%.
Hero Talents
Lightsmith
Rite of Adjuration healing increased by 25%.
Protection
Developers’ notes: With these changes we’re intending to reduce the opportunity cost associated with taking Sentinel and broadening the suite of defensive talent options. We’re also transferring some power out of strong cooldown windows and into baseline throughput, with the goal of reducing associated threat pain points and improving the feel of combat outside of cooldowns.
New Talent: Blessed Word – Word of Glory can no longer critically strike, but its healing is increased by your critical strike chance and 80% of its overhealing done to you instead shrouds you in Light, granting an absorb shield.
Improved Ardent Defender has been redesigned – Now increases maximum HP by 20% while active and no longer cancels remaining duration if fatal damage is sustained.
Seal of Reprisal has been redesigned – Blessed Hammer reduces enemy damage dealt to you by 10% for 8 seconds.
Masterwork has been updated – After casting a Holy Armament, your next 3 casts of Hammer of the Righteous/Blessed Hammer/Crusader Strike bestow a Lesser Armament of the same kind on a nearby ally.
Judgment damage increased by 100%.
Consecration damage increased by 100%.
Shield of the Righteous damage increased by 150%.
Hammer of the Righteous primary damage increased by 50%.
Avenging Wrath increases damage and healing done by 10%, and critical strike by 10%.
Avenger’s Shield damage increased by 30%.
Lesser Weapon damage increased by 50%.
Hammer of Light damage reduced by 33%.
Empyrean Hammer damage reduced by 33%.
Divine Exaction’s Divine Toll effectiveness reduced to 80% (was 150%).
Sentinel duration increased to 20 seconds.
Undying Embers heals you for 125% of damage dealt by Refining Fire (was 100%).
Bulwark of Order absorb increased to 75% of Avenger’s Shield damage (was 60%).
Solace causes Consecration to heal you for 375% of damage it deals (was 300%).
Sacred Weapon and Holy Bulwark extend their duration when reapplied by the same caster.
Glory of the Vanguard now deals damage as a percentage of Avenger’s Shield’s initial damage.
Sentinel has been moved, and now inherits Avenging Wrath’s critical strike bonus.
Sanctified Wrath has been removed.
Retribution
Developers’ notes: In addition to addressing the throughput spikes during cooldown windows, with Curse of Ula’tek we are aiming to smooth out the rotation by reducing the pressure on consuming Art of War/Righteous Cause effects. Alongside these changes, we are also removing some interactions with the Skyfury buff that deeply impacts the rotation and Holy Power economy. We believe this is a healthier direction for Retribution Paladin that will allow for more choice and player agency.
Apex Talent: Light Within (Rank 1) now has an additional effect – Art of War and Righteous Cause can now each accumulate an additional time.
Art of War has been updated – Now increases Blade of Justice damage by 80% (was 150%).
Blade of Justice damage increased by 40%.
Final Verdict damage increased by 15%.
Divine Storm damage increased by 15%.
Avenging Wrath now increases damage done and critical strike chance by 15% (was 20%).
Templar Strike damage increased by 50%.
Templar Slash damage increased by 50%.
Judgment damage increased by 50%.
Hammer of Wrath damage increased by 50%.
Divine Toll’s Judgment now deals 50% increased damage (was 100%).
Apex Talent: Light Within (Rank 3) damage reduced by 25%.
Flash of Light healing increased by 25%.
Word of Glory healing increased by 25%.
Eternal Flame healing increased by 25%.
Art of War no longer activates from additional Skyfury attacks.
Additional Skyfury attacks no longer generate Holy Power when talented into Crusading Strikes.
Crusading Strikes now increases auto-attack speed by 15% (was decreasing by 20%).
Execution Sentence area of effect radius increased to 10 yards and now includes the bounding radius of the target (was 8 yards).
Hero Talents
Templar
Hammer of Light damage reduced by 30%. Does not affect PvP combat.
Hammer of Light now costs 3 Holy Power (was 5).
PRIEST
Discipline
Developers’ notes: For Discipline in Curse of Ula’tek, our changes are aimed at reducing the spec’s reliance on procs for effective healing, improving sources of consistent damage, and improving Hero talent balance. We felt the spec was too reliant on Shadow Mend and Void Shield procs for effective healing, so we’re updating Shadow Mend to be a passive upgrade to Flash Heal and adding a deterministic way to gain access to Void Shield. Additionally, Smite contributes a low amount of damage despite being frequently cast, so we’re increasing its damage and updating the talent tree for easier access to Greater Smite.
New Talent: Grim Deliverance – Shadow Mend heals for 30% more and applies Atonement for an additional 4 seconds, but its cast time is increased by 0.5 seconds.
Shadow Mend’s chance to trigger is no longer based on Shadow Word: Pain damage and has been redesigned to a passive upgrade – Flash Heal is upgraded to Shadow Mend, a stronger heal with a higher mana cost.
Apex Talent: Master the Darkness (Rank 3) has been updated – Mind Blast now upgrades your next Power Word: Shield to Void Shield. Void Shield’s chance to trigger from Penance reduced to 25% (was 33%).
Apex Talent: Master the Darkness (Rank 3) has been updated – Void Shield now reflects 15% of damage taken (was 25%).
Apex Talent: Master the Darkness can now accumulate up to 2 charges.
Flash Heal healing increased by 25%.
Smite damage increased by 40%.
Inescapable Torment damage reduced by 30%.
Penance no longer applies Atonement when cast on an ally.
Developers’ notes: We updated Penance to apply Atonement going into Midnight but have felt this has not been playing well as it causes too much friction between casting Penance on allies that need healing, allies that need Atonement applied, and enemies you want to deal damage to.
Greater Smite is now a 1-point talent.
Hero Talents
Oracle
Unfolding Vision has been redesigned – When Power Word: Shield or Void Shield expires with absorption remaining, it jumps to a nearby injured ally instead. Can only happen once per shield.
Voidweaver
Void Blast damage increased by 25%.
Voidwraith damage increased by 30%.
Void Infusion now increases Atonement healing from Void Blast and Penance by 75% while Entropic Rift is active (was 50%).
Holy
Hero Talents
Archon
Resonant Energy has been slightly redesigned – Creating a Halo increases healing done by 2% for 10 seconds, stacking up to 4 times.
Divine Hymn has been updated – Now additionally grants Guardian Spirit while channeled.
Developers’ notes: We are adding a benefit to channeling Divine Hymn to make it easier to use. If you already have Guardian Spirit active on yourself, Divine Hymn will add 5 seconds to its duration. If Divine Hymn’s channeling is ended early, it will remove whatever time is remaining from the amount that it added.
Shadow
Developers’ notes: For Shadow in Curses of Ula’tek, we’re intending to improve Voidform gameplay and are adding an additional source of multi-target damage to reduce the spec’s reliance on Psychic Link in AoE situations. For Voidform, we’re updating Void Volley to be a limited use ability that can be used a set number of times during Voidform which leaves more room in the rotation while giving you the chance to use it at its most opportune moment. We’ve also updated Voidform support talents to have more noticeable effects to align with our goals.
New Talent: Shadeburst – Shadowy Apparitions that float towards your primary target explode, dealing Shadow damage to all enemies within 8 yards. Damage reduced beyond 5 targets.
Improved Voidform has been redesigned – Voidform increases your spell damage by an additional 5% and grants 2 additional uses of Void Volley.
Ancient Madness has been redesigned – Shadow Word: Madness increases your Haste during Voidform by 2% and increases its duration by 1.5 seconds, stacking up to 5 times. When Voidform ends, the Haste lingers and decays over 10 seconds.
Voidform now grants 3 uses of Void Volley instead of Void Volley having a cooldown during Voidform.
Power Word: Shield absorb increased by 25%.
Phantom Menace has been removed.
Hero Talents
Archon
Focused Outburst has been redesigned – Void Volley deals 15% increased damage and Shadow Word: Madness casts during Voidform unleash a Void Volley at your target.
Resonant Energy has been slightly redesigned – Creating a Halo increases your spell damage by 2% for 10 seconds, stacking up to 4 times.
ROGUE
Class
Thistle Tea is now a choice talent – Players may now choose between the existing version, which casts automatically at low Energy in addition to being usable actively, and a new version that must be cast actively.
Atrophic Poison now reduces damage dealt by 4% (was 3%).
Atrophic Poison duration increased to 60 seconds (was 10 seconds). Duration remains unchanged in PvP combat.
Hero Talents
Fatebound
Deal Fate now has a 60% chance to grant an extra combo point when you Seal Fate (was 100%).
Assassination
Developers’ notes We’re making some updates to Assassination’s Energy economy in Curse of Ula’tek. We aren’t happy with how the Rank 1 Implacable apex talent is playing – it’s unintuitive for optimal play to intentionally let Envenom drop. We’re updating its design so refreshing Envenom late is consistently the best way to play and giving it consistent Energy recovery value. We’re also making some changes aimed at increasing talent build options.
New Talent: Unstable Toxin – Envenom damage increased by 18%, but its duration is reduced by 2 seconds.
Apex Talent: Implacable (Rank 1) has been updated – Envenom damage increased by 10%. Envenom now restores 2 Energy per combo point spent.
Internal Bleeding has been updated – Now triggers from casting Kidney Shot and Rupture, rather than also being applied when copying Ruptures with Crimson Tempest. Damage increased by 10%.
Iron Wire has been updated – Garrotes applied from stealth or during the Improved Garrote window now silence the target for 5 seconds. Damage reduction behavior unchanged.
Dashing Scoundrel has been updated – Envenom’s effect now also increases the critical strike chance of your weapon poisons by 10% (was 5%). Your Energy generation is increased by 4% for each lethal poison on your weapons.
All damage dealt increased by 3%.
Deathmark increases the damage of your Rupture, Garrote, and Lethal Poisons by 75% (was 100%).
Kingsbane damage reduced by 15%.
Shrouded Suffocation increases Garrote damage by 30% (was 20%).
Avulsion increases Rupture damage by 25% (was 20%).
Motivated Murderer Energy increased to 30% (was 20%).
Rapid Injection damage bonus increased to 20%/40% (was 15%/30%).
Venomous Wounds generates more Energy when multiple targets are affected by your bleeds.
Blindside’s chance to trigger reduced to 10% (was 15%), and 20% when the target is at low health (was 30%).
Poison Bomb’s visual has been adjusted to make other important visuals on top of it easier to see.
Several talents have changed positions in the talent tree.
Deadly Momentum has been removed.
Outlaw
Developers’ notes: The changes to Outlaw in Curse of Ula’tek are intended to improve talent build diversity and flexibility. We’ve increased the power of some underperforming talents and pulled back some that could feel “locked in”. Killing Spree’s damage has been increased significantly because the damage it did wasn’t sufficiently stronger than using other abilities during its channel would have been. The talent should now increase your overall damage about as much as other comparable talents.
Improved Between the Eyes has been updated – Causes Between the Eyes critical strikes to deal 2.5 times normal damage (was 3 times).
Fast Action has been updated – Now reduces the cooldown of Between the Eyes by 8 seconds (was 5 seconds) and increases the damage bonus from each Between the Eyes stack by 1%.
Killing Spree damage increased by 60%.
Heavy Hitter increases the damage of attacks that generate combo points by 15%/30% (was 10%/20%).
Zero In value per stack reduced to 2% (was 3%).
Developers’ notes: We don’t want players to feel obligated to use off-hand daggers to maximize the value of this talent. Zero In now has a 30% chance to not proc if triggered by a weapon with 1.8 Speed, giving it the same proc rate when attacking with daggers vs. other one-handed weapons.
Hidden Opportunity’s chance for Ambush to grant Opportunity increased to 100% (was 80%) of the chance for Sinister Strike to grant Opportunity.
New connectors have been added between Ruthlessness and Find an Opening, and between the Flickering Steel choice node and Grand Melee.
Subtlety
Relentless Strikes now generates 4 Energy per combo point spent on finishing moves (was 5 Energy).
Shadowcraft no longer stores 1 additional combo point. Frequency bonus from auto-attacks increased to 75% (was 40%).
Developers’ notes: Energy and Combo Point generation during cooldown windows has often been overflowing. These reductions aim to reduce circumstances of over-capping resources while maintaining potent relative generation in those windows.
Lingering Shadow now also applies to Shuriken Storm.
Shadow Dance’s tooltip has been updated to include its threat reduction effect.
Apex Talent: Ancient Arts now considers the total damage of Secret Technique when creating a shadow clone, instead of only its initial hit.
Fixed an issue that caused Secret Technique damage from secondary hits to be attributed to summoned pets instead of the attacking Rogue.
SHAMAN
Ascendance has a new icon for all three specializations.
Hero Talents
Farseer
Developers’ notes: In a previous tuning hotfix for Elemental Shaman, Farseer Spirits received a small change so they scale with the Elemental Fury talent. We are changing several other places where they weren’t scaling the same as the Shaman’s abilities.
Chain Lightning now hits up to 5 targets (was 3).
Lava Burst now also increases damage by a percent equal to your critical strike chance.
Elemental
Developers’ notes: Elemental Shaman have higher burst during their Ascendance window with the changes in Midnight than we would like. We don’t want Ascendance to stop being a noticeable damage amplifier, but the combination of effects that boosted your Elemental Overload damage from both Ascendance and Apex talents all compounded with each other. We’re spreading a lot more damage into your spells to deal consistently higher damage while still getting a nice spike during Ascendance.
Power of the Maelstrom has been redesigned – Lightning Bolt and Chain Lightning have a 15% chance to cause your next Lava Burst to deal 20% increased damage, stacking up to 2 times. Lava Burst consumes one stack at a time.
Developes’ notes: Supercharge and Power of the Maelstrom both were extra, random Elemental Overloads. We feel that the other changes will make your damage more consistent, while still allowing other parts of your talent tree to still increase the quantity or power of Elemental Overload spells.
Stormkeeper has been redesigned – Your next 2 Lightning Bolts become instant cast and deal 150% increased damage, or your next 2 Chain Lightnings become instant and cause an Elemental Overload on all targets hit.
Lava Burst damage increased by 30%. This does not apply to PvP combat.
Lightning Bolt damage increased by 30%. This does not apply to PvP combat.
Chain Lightning damage increased by 60%.
Flame Shock damage increased by 60%.
Tempest direct damage reduced by 20%.
Healing Surge healing increased by 25%.
Earth Shield healing increased by 25%.
Healing Stream Totem healing increased by 25%.
Ascendance now increases the damage of Elemental Overload by 30% (was 75%).
Bonus Lava Bursts when activating Ascendance are now 50% of their normal value (was 100%).
Molten Wrath now increases the damage of Lava Burst by 10% (was 15%).
Apex Talent: Feedback Loop (Rank 1) now increases Elemental Overload damage by 10% (was 35%) and also increases Elemental damage done by 10%.
Apex Talent: Feedback Loop (Rank 2) now grants 15%/30% critical damage bonus (was 25%/50%).
Elemental Blast casts from Fusion of the Elements now only grant 40% of the normal duration of the Elemental Blast stat buffs (was 100%).
Fixed an issue that caused Voltaic Blaze to not be properly affected by Elemental Fury’s critical damage bonus.
Fixed an issue that caused Elemental Resonance to not affect periodic Elemental damage.
Fixed an issue where Apex Talent: Feedback Loop (Rank 2) did not properly increase the critical damage of several Elemental Shaman spells.
Hero Talents
Stormbringer
Supercharge has been redesigned – Lightning Bolt, Chain Lightning, and Tempest overloads deal 10% additional damage.
Enhancement
Healing Surge healing increased by 25%.
Earth Shield healing increased by 25%.
Healing Stream Totem healing increased by 25%.
Restoration
Healing Rain now has a 12 second cooldown and an 18 second duration. Recasting Healing Rain while one is already active will despawn the previous one. This cooldown change does not affect the Surging Totem’s Healing Rain from the Totemic Hero Talents.
Developers’ notes: This change should allow more flexibility for the player to move Healing Rain around when that is desirable.
WARLOCK
Summon Demonic Gateway is now a Utility spell by default in the Cooldown Manager.
Hero Talents
Hellcaller
Developers’ notes: We’re updating Blackened Soul to give Hellcaller a better tool for focusing damage into a priority target, increasing the overall flexibility of the hero talent tree rather than have it only excel in situations where multiple targets are present. However, we are keeping the functionality of Malevolence the same, so it remains a cool and impactful tool in Hellcaller’s toolkit.
Blackened Soul has been redesigned – If the target is afflicted with your Wither, your Chaos Bolt and Shadowburn increase its stack count by 1. Each time Wither gains a stack it has a chance to collapse, consuming a stack every 1 second to deal Shadowflame damage to its host until 1 stack remains.
Mark of Peroth’arn has been redesigned – Damaging critical strikes dealt by Wither deal 215% damage instead of the usual 200%. Damaging critical strikes dealt by Blackened Soul deal 225% damage instead of the usual 200%.
Destruction
Conflagration of Chaos has been redesigned – Conflagrate and Shadowburn have a 100% chance to critically strike, and their damage is increased by your critical strike chance.
Conflagration of Chaos has been removed from the Cooldown Manager.
Apex Talent: Embers of Nihilam (Rank 1) tooltip has been updated to show players the percent chance of Incinerate evoking an Echo of Sargeras.
WARRIOR
Developers’ notes: Rend is an iconic and core Warrior ability with a different relationship to each spec. Our approach to Rend in Midnight hasn’t worked out as we hoped, so we’re making changes to how each spec applies and interacts with Rend in Curse of Ula’tek.
The Rend ability is now exclusive to Arms, has returned to being a single-target ability, and its Rage cost is reduced to 10. Cleave will apply Rend to all targets if the Warrior knows Rend.
New Talent (Fury): Storm of Blood – Whirlwind applies Rend to all targets. Crashing Thunder causes Storm of Blood to also apply to Thunder Clap for Mountain Thane.
New Talent (Protection): Blood and Thunder – Thunder Clap applies Rend to all targets.
Thunder Clap no longer innately applies Rend if known.
Javelineer has a new icon.
Arms
Ravager has been updated:
Developers’ notes: Ravager is a unique ability and we want Ravager itself and its positioning to be important, but the current design puts more emphasis on its value as an AOE damage amp rather than Ravager itself. We’re redesigning Ravager slightly to address this, as well as to increase Ravager’s value in all combat situations.
Ravager damage increased by 50%.
Ravager no longer increases Cleave and Whirlwind damage while active. Ravager now causes all enemies it damages to take 25% increased damage from your Bleeds for 12 seconds.
Ravager’s duration is no longer reduced by Haste.
Bloodletting has been updated – Your abilities have a 5% increased chance to critically strike targets affected by Rend. If you know Rend, Mortal Strike inflicts Rend on targets below 35% health. Deep Wounds lasts 33% longer.
Broad Strokes has been updated – Colossus Smash now grants 6 stacks of Sweeping Strikes on use.
Stacks of Sweeping Strikes from the Sweeping Strikes ability and Broad Strokes will stack normally, regardless of the order in which they were used.
Sweeping Strikes now displays the number of active Sweeping Strikes charges.
Improved Sweeping Strikes has been removed.
Mass Execution and Overpowering Finish are now on a choice node with each other.
Battlelord and Master Tactician have swapped positions in the tree.
Hero Talents
Colossus
Developers’ notes: Demolish’s variable cooldown has proven to be more frustrating than interesting, so we’re changing it to align closely with Colossus Smash, enabling Arms Colossus Warriors to coordinate their use for maximum devastation.
Tide of Battle increases the damage of Overpower and Execute (was Overpower only).
Demolish’s cooldown reduced to 30 seconds (was 45 seconds).
Dominance of the Colossus no longer reduces the cooldown of Demolish.
Fury
Whirlwind has been updated:
Developers’ notes: Whirlwind has historically been a core part of Fury gameplay, even in single-target situations. We’d like to open the door for Whirlwind to be a useful ability in single target again.
Whirlwind now generates 3 Rage innately.
Improved Whirlwind has been updated – No longer causes Whirlwind to generate 3 Rage innately, but still increases Rage generated by Whirlwind by 1 per target hit, up to 8 total Rage.
New Talent: Carving Blades – Whirlwind deals 50% additional damage when it strikes only a single target. Talent is on a choice node with Meat Cleaver.
Rampaging Ruin has been redesigned – While Improved Whirlwind is active, Rampage’s final strike slams the ground, dealing Physical damage to all enemies within 8 yards of your target. Damage reduced beyond 5 targets.
Developers’ notes: Rampaging Ruin is intended to help alleviate the AOE target cap on Fury’s rotational AOE abilities. The current design ended up being very difficult to figure out when it was best to use Rampaging Ruin, the new design should make the choice much more intuitive.
Hack and Slash has been updated – Rampage now has a 75% chance to refund a charge of Raging Blow and increase the damage of your next Raging Blow by 20%.
Developer’s notes: We feel that Fury plays best when there is a degree of uncertainty about which ability you’ll use after the one you’re currently pressing. Previous iterations of Hack and Slash provided extremely regular and consistent Raging Blow resets, causing Raging Blow to almost always be available. We believe this change will help keep Fury rotations variable and allow for more difference in rotational feel between builds that emphasize Raging Blow and those that do not.
Hero Talents
Mountain Thane
Developers’ notes: Thunder Clap’s base damage increased significantly in Midnight, causing overall Thunder Clap damage to rise significantly for Mountain Thane, which in turn devalued Thunder Blast. We’re moving the Crashing Thunder damage bonus into Thunder Blast itself to keep Thunder Blast feeling special and powerful.
Thunder Blast damage increased by 40%.
Crashing Thunder increases Thunder Clap damage by 10% (was 30%).
Protection
Devastating Focus has been updated – Now increases Revenge and Execute damage dealt to the target (was Revenge only).
Bloodborne has been updated – Now increases all Bleed damage (was only Rend and Deep Wounds).
Fueled by Violence heals you for 125% of Bleed damage dealt (was 110%).
Ignore Pain absorb amount increased by 25%.
Brutal Vitality adds 10% of damage dealt to Ignore Pain (was 8%).
Ravager has been updated:
Developers’ notes: Ravager is a unique ability and we want the Ravager itself and its positioning to be important, but the current design puts more emphasis on its value as an AOE damage amp rather than the Ravager itself. We’re redesigning Ravager slightly to address this, as well as to increase Ravager’s value in all combat situations.
Ravager damage increased by 50%.
Ravager no longer increases Revenge and Thunder Clap damage while active. Ravager now causes all enemies it damages to take 25% increased damage from your Bleeds for 12 seconds. Duration reduced to 4 seconds with Whirling Blade.
Ravager’s duration is no longer reduced by Haste.
Hero Talents
Colossus
Developers’ notes: Demolish’s variable cooldown is difficult to integrate smoothly into Protection’s rotation, so we’re changing the cooldown to be consistent so Demolish can be available more reliably for burst damage or additional damage mitigation.
Demolish cooldown reduced to 30 seconds (was 45 seconds).
Dominance of the Colossus no longer reduces the cooldown of Demolish.
Tide of Battle increases the damage of Revenge and Execute (was Revenge only).
Mountain Thane
Developers’ notes: Thunder Clap’s base damage increased significantly in Midnight, causing overall Thunder Clap damage to rise significantly for Mountain Thane, which in turn devalued Thunder Blast. We’re moving the Crashing Thunder damage bonus into Thunder Blast itself to keep Thunder Blast feeling special and powerful.
Thunder Blast damage increased by 40%.
Crashing Thunder increases Thunder Clap damage by 10% (was 30%).
CLASS SETS
Post any feedback on class sets in the thread: Feedback: Midnight Season 2 Class Sets.
DEATH KNIGHT
Blood
2-Set Bonus: Your attack speed is increased by 15%, and Crimson Scourge’s chance to occur is increased by an additional 5%.
4-Set Bonus: Crimson Scourge increases the damage of your next Death and Decay by 100%, and grants 5% critical strike chance for 8 seconds when consumed.
Frost
2-Set Bonus: Each time Remorseless Winter damages at least 1 enemy, gain Freezing Tempest which grants 2% attack speed and 4% increased Icy Death Torrent damage for 5 sec, stacking.
4-Set Bonus: Remorseless Winter deals damage 25% more frequently, and Freezing Tempest lasts 5 seconds longer.
Unholy
2-Set Bonus: Your Magus of the Dead and Lord of the Dead cast a more powerful Necrotic Bolt instead of Frostbolt, and Withering Grasp instead of Shadow Bolt.
4-Set Bonus: Necrotic Bolt’s damage is increased by 130%, and Withering Grasp’s damage is increased by 130%, against enemies below 35% health.
DEMON HUNTER
Devourer
2-Set Bonus: Harvesting 4 or more Soul Fragments with Reap has a 20% chance to cause your next Consume to be instant cast and explode in a Soulburst, dealing Cosmic damage to nearby enemies.
4-Set Bonus: Soulburst generates 8 Soul Fragments and grants Moment of Craving. Reap deals 20% increased damage.
Havoc
2-Set Bonus: Blade Dance, Chaos Strike, and Essence Break deal 12% increased damage.
4-Set Bonus: Essence Break now applies and benefits from the effects of Cycle of Hatred, has 25% increased initial strike damage, and has 2 seconds of increased duration.
Vengeance
2-Set Bonus: Sigil of Flame’s damage over time is increased by 50%. Soul Cleave increases the duration of Sigil of Flame on your primary target by 2 seconds.
4-Set Bonus: Immolation Aura and Sigil of Spite deal 100% increased damage against targets affected by your Sigil of Flame.
DRUID
Balance
2-Set Bonus: Starsurge damage increased by 20%. Starfall also deals Astral damage instantly to all valid enemies in range when cast.
4-Set Bonus: Your damage is increased by 10% while in any Eclipse. This bonus wanes to 2% at the midpoint of the Eclipse, then waxes back to 10% at the end.
Feral
2-Set Bonus: When Berserk or Incarnation ends, you deal 10% increased damage for 1 second for each combo point spent during Berserk or Incarnation.
4-Set Bonus: Berserk and Incarnation last 10 seconds longer.
Guardian
2-Set Bonus: Thrash has a 20% chance to make your next Mangle deal 100% increased damage.
4-Set Bonus: Thrash calls up 3 thorns, each impaling a target for Nature damage and dealing additional Nature damage to up to 5 nearby enemies, and extends the duration of Berserk by 0.5 seconds, up to 5 seconds.
Restoration
2-Set Bonus: Rejuvenation has a 15% chance and Nature’s Swiftness has a 100% chance to grant Genesis, causing all your heal over time effects to heal for 25% more for 8 seconds. Multiple applications may overlap.
4-Set Bonus: Genesis duration is increased by 4 seconds, and gaining Genesis grants Clearcasting.
EVOKER
Augmentation
2-Set Bonus: Upheaval’s cooldown is reduced by 10 seconds.
4-Set Bonus: Upheaval magnifies your Fate Mirror effects for 8 seconds, increasing the amount of damage echoed to 45%.
Devastation
2-Set Bonus: Shattering Star’s damage is increased by 150%, and it always casts as if you had reached maximum empower level.
4-Set Bonus: Causality reduces the remaining cooldown of your empower spells by an additional 0.1 seconds each time the effect occurs. Eternity Surge deals 10% increased damage.
Preservation
2-Set Bonus: Consuming Essence Burst sends forth a Living Flame at your target at 150% effectiveness, or at a nearby injured target if your primary target is at full health.
4-Set Bonus: Green spells restore 5% more health, and Verdant Embrace has a 100% chance to grant Essence Burst.
HUNTER
Beast Mastery
2-Set Bonus: Barbed Shot causes your pets to stomp 1 additional time at 50% effectiveness.
4-Set Bonus: Stomp causes your next Cobra Shot to either benefit from Beast Cleave at 20% effectiveness, or strike your primary target for 30% additional damage, stacking up to 4 times.
Marksmanship
2-Set Bonus: Explosive Shot lasts 1 second longer and deals 20% increased damage.
4-Set Bonus: Aimed Shot and Rapid Fire damage increased by 5%. Each time Explosive Shot causes a burst of damage, the cooldown of Aimed Shot and Rapid Fire is reduced by 0.5 seconds.
Survival
2-Set Bonus: Raptor Strike damage increased by 15%.
4-Set Bonus: Mongoose Fury also increases the damage of Wildfire Bomb by 10%.
MAGE
Arcane
2-Set Bonus: Arcane Missiles fires 1 additional missile and deals 20% increased damage.
4-Set Bonus: Each wave of Arcane Missiles increases the damage of your next Arcane Blast, Arcane Pulse, or Prismatic Bolt by 5%, up to 40%.
Fire
2-Set Bonus: Pyroclasm causes Flamestrike and Pyroblast to always critically strike.
4-Set Bonus: Pyroclasm reduces the cast time of Flamestrike and Pyroblast by 20% and its damage bonus is increased by 20%.
Frost
2-Set Bonus: Each stack of Freezing Shattered has a 5% chance to generate an Icicle. Glacial Spike damage increased by 25%.
4-Set Bonus: Consuming Glacial Spike has a small chance to grant Glacial Spike. Shatter damage increased by 15%.
MONK
Brewmaster
2-Set Bonus: Breath of Fire ignites your next Keg Smash, causing it to explode on contact, dealing additional Flamestrike damage to its primary target and reduced damage to additional targets.
4-Set Bonus: Ignited Keg Smashes cause enemies struck to take 8% increased damage from your Physical abilities, and leave a patch of flames on the ground, dealing Fire damage each second for 5 seconds.
Mistweaver
2-Set Bonus: Rising Sun Kick deals 30% increased damage and Rushing Wind Kick’s healing is increased by 100%.
4-Set Bonus: Rising Sun Kick and Rushing Wind Kick have a chance to cause their next cast to ignore their cooldown and have their mana cost reduced by 100%.
Windwalker
2-Set Bonus: Fists of Fury strikes an additional time at the start of its channel at 50% effectiveness.
4-Set Bonus: Fists of Fury increases the damage of your next Rising Sun Kick by 10% or Spinning Crane Kick by 20% each time it strikes, stacking up to 6 times.
PALADIN
Holy
2-Set Bonus: Infusion of Light increases the healing of Flash of Light by an additional 75% and the absorb from Greater Judgment by an additional 75%.
4-Set Bonus: Judgment now has a 20% chance to grant Infusion of Light. Holy Light now has a 50% chance to grant Infusion of Light.
Protection
2-Set Bonus: Consecration is 30% larger and enemies within your Consecration are illuminated, increasing the chance for your abilities to critically strike them by 5%.
4-Set Bonus: Enemies struck by Judgment or Crusader Strike take 20% additional Holy damage. If they are struck by a critical strike, the additional damage is increased by 200%.
Retribution
2-Set Bonus: Divine Purpose has an additional 10% chance to activate and consuming it grants Divine Power, increasing Holy damage done by 10% for 12 seconds.
4-Set Bonus: Consuming Divine Purpose with Divine Storm causes your next Final Verdict to be free and unleash Divine Arbiter at its target, dealing Holy damage and Holy damage to enemies within 8 yards.
PRIEST
Discipline
2-Set Bonus: Penance damage and healing increased by 20%. Casting Penance reduces the cooldown of Mind Blast by 2 seconds.
4-Set Bonus: After casting Mind Blast, your next Power Word: Shield or Void Shield absorbs 25% more damage.
Holy
2-Set Bonus: Each target affected by your Renew increases your Haste by 2%, up to 6%.
4-Set Bonus: Renew healing increased by 10%. Light’s Resurgence now has a 100% chance to leave a Renew on the first target Prayer of Mending heals.
Shadow
Developers’ notes: The Shadow Priest set will be available PTR week 2.
2-Set Bonus: Tentacle Slam’s cooldown is reduced by 3 seconds and its damage is increased by 100%.
4-Set Bonus: After casting Tentacle Slam, your next Vampiric Touch is instant, generates 4 additional Insanity, and conjures Shadowy Apparitions that deal 200% of normal damage.
ROGUE
Assassination
2-Set Bonus: Envenom damage increased by 10% and it increases your damage dealt by 3%.
4-Set Bonus: Deadly Poison increases your bleed damage on the target by 10%. Auto-attacks against targets with your Amplifying Poison deal 2% increased damage per stack. Wound Poison hits a second time.
Outlaw
2-Set Bonus: Dispatch damage increased by 15%.
4-Set Bonus: Sinister Strike and Ambush have a 12% chance to cause your next Dispatch to be free and deal damage as if you spent the maximum combo points.
Subtlety
2-Set Bonus: Backstab costs 10 less Energy and deals 100% increased damage. Shuriken Storm costs 5 less Energy and deals 60% increased damage.
4-Set Bonus: Lingering Shadow now also benefits Eviscerate and Black Powder at 100% effectiveness.
SHAMAN
Elemental
2-Set Bonus: Earth Shock, Elemental Blast, and Earthquake damage increased by 25%.
4-Set Bonus: When Stormkeeper or Ascendance fade, your next 2 Lightning Bolts, Chain Lightnings, or Lava Bursts deal 25% increased damage and cause your next Earthquake, Earth Shock, or Elemental Blast to cost 100% less Maelstrom.
Enhancement
2-Set Bonus: Voltaic Blaze causes your primary target to erupt in a Fire Nova every 2 seconds for 6 seconds. Fire Nova damage is increased by 200% if it only strikes a single target.
4-Set Bonus: Fire Nova reduces the cooldown of Crash Lightning by 2 seconds and increases the damage of your next Crash Lightning by 8%, stacking up to 5 times.
Restoration
2-Set Bonus: Healing Wave and Chain Heal have a chance to create a Healing Rain at the target’s location for 10 seconds.
4-Set Bonus: Every 1 second, 1 ally inside of Healing Rain gains a watery shield that absorbs X damage for 10 seconds.
WARLOCK
Affliction
2-Set Bonus: You have a 20% chance to refund a Soul Shard after spending a Soul Shard.
4-Set Bonus: Each active Unstable Affliction increases your damage dealt by your spells and abilities by 2%, up to 6%. Seed of Corruption applies Unstable Affliction at 50% effectiveness to your target.
Demonology
2-Set Bonus: Wild Imp damage increased by 10%. Implosion damage increased by 20%.
4-Set Bonus: When their energy depletes, Wild Imps have a 20% chance to fling themselves at their target and Implode at 150% effectiveness to their main target and 125% effectiveness to other targets.
Destruction
2-Set Bonus: Incinerate damage increased by 25% and Incinerate has a 10% increased chance to evoke an Echo of Sargeras.
4-Set Bonus: Targets damaged by Echo of Sargeras take 6% increased damage from Echo of Sargeras for 6 seconds.
WARRIOR
Arms
2-Set Bonus: Mortal Strike damage increased by 10% and when you Slam a target, Slam also deals damage to enemies within 8 yards of it. Deals reduced damage beyond 5 targets.
4-Set Bonus: Overpower damage increased by 15%. Mortal Strike and Overpower increase the damage of your next Slam by 10%, stacking up to 3 times.
Fury
2-Set Bonus: Raging Blow damage increased by 15% and during Recklessness, Raging Blow extends the Duration of Recklessness by 2 seconds, up to 6 seconds.
4-Set Bonus: Bloodthirst damage increased by 10% and during Recklessness, Bloodthirst increases the critical strike bonus of Recklessness by 5%, up to 10%.
Protection
2-Set Bonus: Free revenges deal 15% additional damage and cause your next Shield Slam to deal 20% additional damage.
4-Set Bonus: Ravager and your free Revenges cause all targets to bleed for X damage over 12 sec. Ravager’s cooldown is reduced by 30 seconds.
ITEMS
Developers’ notes: With the Curse of Ula’tek content update on the horizon, we wanted to share a few thoughts on endgame rewards and additional context on some upcoming changes. Learn more in our forum thread: Curse of Ula’tek Endgame Reward Changes
RAID REWARDS
LFR, Normal, and Heroic raid Great Vault rewards are now awarded at the first step of the next harder difficulty’s upgrade track; for example, all Heroic raid vault rewards will be Myth 1/6.
Mythic raid Great Vault rewards are now awarded at Myth 6/6 apart from Very Rare items and loot from the penultimate and final bosses.
Mythic raid Very Rare items and loot from the penultimate and final bosses will be acquired at the equivalent of Myth 9 regardless of whether acquired directly from a boss drop or the Great Vault.
NEBULOUS VOIDCORES
Nebulous Voidcores acquired in Season 1 will be converted to gold upon the end of Season 1, and they may no longer be used in Season 1 content.
Nebulous Voidcores will be available as a Great Vault reward from the start of Season 2.
Orin Straylight has begun learning the basics of weaving Nebulous Voidcores from void energy and has relocated to near the Catalyst in Silvermoon. He will be able to provide one additional Nebulous Voidcore per week starting in the eighth week of Season 2.
The cost to roll for a raid item is reduced from two Nebulous Voidcores to one.
As in Season 1, items acquired using Nebulous Voidcores will continue to be equivalent to a Great Vault reward in terms of item level.
THE CATALYST
Class set armor now inherits the secondary and tertiary stats as well as certain special cantrip effects of items converted with the Catalyst.
Midnight Season 1 Mythic+ 1% Umbral Champion achievement mount: Umbral Ashes
Umbral Ashes1920×1080 272 KB
PLAYER VERSUS PLAYER
ARENA TRAINING GROUNDS
Training Grounds has now been expanded to include combat against computer controlled players in Arenas. Use the Training Grounds section of the Player vs. Player tab in the Group Finder to queue for ‘Random Arenas’ with up to 2 other players for the activity.
Developers’ notes: In Curse of Ula’tek, we’ve decided to reduce the effectiveness of a large number of movement speed reductions in PvP. We have found in the past that when players have access to strong snares with a high uptime, there are less opportunities for enemies to use positioning and escape tactics. Our primary target has been strong snares that are auto applied during normal combat rotations, with some of the activated reductions retaining their strength. In general we’ve reduced movement speed reductions ‘a tier’ down, with 70% reduced to 50%, 50% to 30%, and so on.
DEATH KNIGHT
Chains of Ice movement slow reduced to 50% (was 70%) in PvP combat.
Enfeeble movement slow reduced to 20% (was 30%) in PvP combat.
Grip of the Dead movement slow reduced to 60% (was 90%) in PvP combat.
Hero Talents
Rider of the Apocalypse
Chains of Ice movement slow reduced to 20% (was 40%) in PvP combat.
Trollbane’s Icy Fury movement slow reduced to 20% (was 40%) in PvP combat.
Frost
Blinding Sleet movement slow reduced to 50% (was 60%) in PvP combat.
Blinding Sleet secondary slow reduced to 30% (was 50%) in PvP combat.
Unholy
Magus of the Dead Frostbolt movement slow reduced to 30% (was 60%) in PvP combat.
DEMON HUNTER
Hero Talents
Fel-Scarred
Wave of Debilitation movement slow reduced to 40% (was 60%) in PvP combat.
Havoc
Master of the Glaive movement slow reduced to 30% (was 50%) in PvP combat.
Metamorphosis daze slow reduced to 50% (was 70%) in PvP combat.
Vengeful Retreat movement slow reduced to 50% (was 70%) in PvP combat.
Vengeance
Sigil of Chains movement slow reduced to 50% (was 70%) in PvP combat.
DRUID
Typhoon movement slow reduced to 30% (was 50%) in PvP combat.
Ursol’s Vortex movement slow reduced to 30% (was 50%) in PvP combat.
Wild Charge daze slow reduced to 30% (was 50%) in PvP combat.
Thorns movement slow reduced to 30% (was 50%) in PvP combat.
Balance
Developers’ notes: We are adding a new dispel protection passive for Balance Druids so they don’t need to commit a PvP talent to protecting their Moonfire and Sunfire. This is similar to what has been done for other specializations like Elemental Shaman, and should increase their viability in arenas and battlegrounds.
New baseline passive, learned at level 42: Stellar Protection - If Moonfire and Sunfire are dispelled, Stellar Flare is applied to the target. Burns the target for 36% Spell Power Astral damage, and then an additional 210% Spell Power damage over 24 seconds. If dispelled, causes 212% Spell Power damage to the dispeller and blasts them upwards. Generates 12 Astral Power.
Fungal Growth movement slow reduced to 30% (was 50%) in PvP combat.
Faerie Swarm movement slow reduced to 20% (was 30%) in PvP combat.
The following PvP talents have been removed:
Crescent Burn
Dying Stars
Guardian
Infected Wounds movement slow reduced to 30% (was 50%) in PvP combat.
Restoration
Ancient of (Lore PvP Talent) has returned – Shapeshift into an Ancient of Lore, preventing all crowd control effects, reducing damage taken by 20%, and granting you access to Blossom Burst and Mass Blooming. Reduces movement speed.
Blossoming Burst: Heals an ally for (910% of Spell power) and applies 1 missing heal over time effect. If all of them are present, Blossom Burst critically heals.
Mass Blooming: Heals 5 allies for (585% of Spell power) and applies 1 missing heal over time effect.
EVOKER
Developers’ notes: Unburdened Flight was frustrating for other players to deal with, particularly on capture the flag battlegrounds. With this new design, slowing an Evoker with Hover active will still have the effect of canceling out the Evoker’s speed bonuses. The goal is to balance Evoker’s kiting capabilities while still keeping them mobile and slippery.
Unburdened Flight now causes Hover to prevent movement speed from being reduced below 100%, rather than granting immunity to movement-impairing effects.
Permeating Chill movement slow reduced to 30% (was 50%) in PvP combat.
Augmentation
Perilous Fate movement slow reduced to 50% (was 70%) in PvP combat.
Dreamwalker’s Embrace movement slow reduced to 30% (was 50%) in PvP combat.
HUNTER
Tar Trap movement slow reduced to 30% (was 50%) in PvP combat.
Cold Feet movement slow reduced to 50% (was 70%) in PvP combat.
Concussive Shot movement slow reduced to 30% (was 50%) in PvP combat.
Scorpid Venom movement slow reduced to 70% (was 90%) in PvP combat.
Hero Talents
Dark Ranger
Dark Chains movement slow reduced to 30% (was 40%) in PvP combat.
Shadow Dagger movement slow reduced to 20% (was 30%) in PvP combat.
Pet Abilities
Tendon Rip movement slow reduced to 30% (was 50%) in PvP combat.
Talon Rend movement slow reduced to 30% (was 50%) in PvP combat.
Blood Bolt movement slow reduced to 30% (was 50%) in PvP combat.
Prowl movement slow reduced to 30% (was 50%) in PvP combat.
Frost Breath movement slow reduced to 30% (was 50%) in PvP combat.
Pin movement slow reduced to 30% (was 50%) in PvP combat.
Ankle Crack movement slow reduced to 30% (was 50%) in PvP combat.
Lock Jaw movement slow reduced to 30% (was 50%) in PvP combat.
Trample movement slow reduced to 30% (was 50%) in PvP combat.
Web Spray movement slow reduced to 30% (was 50%) in PvP combat.
Spirit Walk movement slow reduced to 30% (was 50%) in PvP combat.
Dust Cloud movement slow reduced to 30% (was 50%) in PvP combat.
Warp Time movement slow reduced to 30% (was 50%) in PvP combat.
Furious Bite movement slow reduced to 30% (was 50%) in PvP combat.
Acid Spit movement slow reduced to 30% (was 50%) in PvP combat.
MAGE
Overpowered Barrier movement slow reduced to 50% (was 70%) in PvP combat.
Blast Wave movement slow reduced to 50% (was 70%) in PvP combat.
Freezing Cold movement slow reduced to 70% (was 80%) in PvP combat.
Ring of Frost movement slow reduced to 50% (was 65%) in PvP combat.
Frost
Snowdrift movement slow reduced to 50% (was 70%) in PvP combat.
MONK
Crashing Momentum movement slow reduced to 30% (was 40%) in PvP combat.
Spirit’s Essence movement slow reduced to 50% (was 70%) in PvP combat.
Brewmaster
Special Delivery movement slow reduced to 30% (was 50%) in PvP combat.
Windwalker
Flying Serpent Kick movement slow reduced to 50% (was 70%) in PvP combat.
Strike of the Windlord movement slow reduced to 30% (was 50%) in PvP combat.
PALADIN
Hero Talents
Lightsmith
Dawnlight movement slow reduced to 30% (was 50%) in PvP combat.
Retribution
Divine Hammer movement slow reduced to 20% (was 30%) in PvP combat.
Judgment of Justice movement slow reduced to 20% (was 30%) in PvP combat.
Truth’s Wake movement slow reduced to 30% (was 50%) in PvP combat.
PRIEST
Shadow
Mind Flay: Insanity movement slow reduced to 50% (was 70%) in PvP combat.
Idol of C’Thun Mind Flay movement slow reduced to 20% (was 30%) in PvP combat.
Psyfiend Psyflay movement slow reduced to 30% (was 50%) in PvP combat.
ROGUE
Crippling Poison movement slow reduced to 30% (was 50%) in PvP combat.
Crippling Poison (Shiv) movement slow reduced to 50% (was 70%) in PvP combat.
Assassination
System Shock movement slow reduced to 70% (was 90%) in PvP combat.
Outlaw
Pistol Shot movement slow reduced to 20% (was 30%) in PvP combat.
Subtlety
Distracting Mirage movement slow reduced to 50% (was 60%) in PvP combat.
SHAMAN
Arctic Snowstorm movement slow reduced to 20% (was 30%) in PvP combat.
Enfeeblement movement slow reduced to 50% (was 70%) in PvP combat.
Earthbind Totem movement slow reduced to 30% (was 50%) in PvP combat.
Thunderstorm movement slow reduced to 30% (was 40%) in PvP combat.
WARLOCK
Dampening now causes Dark Pact to decrease the amount of health it sacrifices.
Curse of Exhaustion movement slow reduced to 30% (was 50%) in PvP combat.
Whiplash movement slow reduced to 30% (was 50%) in PvP combat.
Destruction
Fel Fissure movement slow reduced to 30% (was 50%) in PvP combat.
WARRIOR
Piercing Howl movement slow reduced to 50% (was 70%) in PvP combat.
Hero Talents
Colossus
Boneshaker movement slow reduced to 30% (was 40%) in PvP combat.
Arms
Storm of Destruction movement slow reduced to 50% (was 60%) in PvP combat.
QUESTS
New Arcantina quests.
Developers’ notes: The new quests will be available for testing in a later PTR build.
USER INTERFACE AND ACCESSIBILITY
COOLDOWN MANAGER
Now tracks trinkets and potions.
Buff and debuff icons displayed on raid and party frames can now have independent sizes and border scales.
Healers can now assign visual alerts to specific group buff spells through the Group Buff Filter UI.
Added a new category of “Short” sounds to use for Cooldown Manager.
Sounds from the Cooldown Manager are now available to be used for the Combat Audio Assist accessibility feature.
PING SYSTEM
You can now ping the action bar and spells on the Cooldown Manager.
You can now ping certain items.
You can now ping your player resources (such as health bars) to communicate that info as a chat bubble.
Ping icons will now show on certain unit frames (target, focus, and raid) when that unit is pinged.
Ping System now has a new option to target the environment only, units only, or both.
Updated ping macros to support pinging spells or items. Added the following slash commands: /pingspell:1234 (or spell name) and /pingitem:1234 (or item name)
Adding the ability to use the [@cursor] target for ping macros. Using this will have the ping ignore all UI and units, and explicitly attempt to ping the environment wherever the cursor currently is.
NAMEPLATES
New options added in Friendly Nameplates settings to show only the name, use class color for names, and hide realm name.
For the “Enemy Player Buffs/Debuffs” nameplates option, “Big Debuff” is now enabled by default.
EDIT MODE
Raid Warnings can now be moved.
Raid and party frames now support the Frame Size setting that has been available for other unit frames. These frames can now be scaled up by 100%.
Auction House filters now persist across sessions.
In Group Finder, the refresh button no longer overlaps with the filter reset button.
ADDONS
Added new APIs that allow addons to display filtered sets of auras in customized ways, without exposing the underlying aura information that could be used for automation. Read more information in the Addons and Auras in Curse of Ula’tek thread.
New UI texture filenames will no longer be published to the ManifestInterfaceData DB. Existing filenames will remain available, and this change will not affect players. Addons will still be able to use these textures, and we’re informing addon developers so we can work with them to adopt these changes.
WORLD
The Amani Pass between Eversong Woods and Zul’Aman should no longer dismount players that pass through it.
Fixed several creature spawns across the entire game that could cause players to get stuck in combat.
KNOWN ISSUES
Curse of Ula’tek rares do not have their loot yet.