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尤拉泰克的诅咒内容更新说明

原题:Curse of Ula'tek Content Update Notes
USNewsBlizzard Entertainment2026-08-07 01:11阅读 1
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这条内容主要影响 Plus2.0 / 探索赛季。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。
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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
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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
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Continue the Midnight campaign as the Curse of Ula’tek content update opens the way to the Coiled Isle, where venomous foes, cursed waters, and long-buried secrets await. Take on new adventures, including the Venomous Abyss raid, Altar of Fangs dungeon, new Delves, Season 2 challenges, housing updates, and more. TABLE OF CONTENTS EXPLORE A NEW OUTDOOR ZONE—THE COILED ISLE ENTER THE MOUNTAIN FOR NEW ADVENTURES ENCOUNTER CURSE SURGES AND FACE RARE ELITES STEP INTO LAIRS AND FACE THE WORLD BOSS INSIDE FACE THREE NEW BOSSES IN A NEW DUNGEON—ALTAR OF FANGS DESCEND INTO THE VENOMOUS ABYSS RAID AND CONFRONT ULA'TEK VENTURE INTO THREE NEW DELVES INCLUDING A NEW NEMESIS DELVE GET READY FOR MIDNIGHT SEASON 2 STALK NEW PREY IN SEASON 2 TRAINING GROUNDS EXPANDS TO THE ARENA HOUSING UPDATES COOLDOWN MANAGER AND USER INTERFACE UPDATES AHEAD LINK YOUR BATTLE.NET ACCOUNT TO DISCORD CONTINUE THE HUNT FOR XAL'ATATH WITH ARATOR CHARACTERS CLASSES EVENTS ITEMS PLAYER VERSUS PLAYER QUESTS USER INTERFACE AND ACCESSIBILITY WORLD EXPLORE A NEW OUTDOOR ZONE—THE COILED ISLE 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. ENTER THE MOUNTAIN FOR NEW ADVENTURES Undertake a variety of new activities within the mountain on the Coiled Isle 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. These perks can include things such as something to reduce the potency of the venom found around the isle as you explore. ENCOUNTER CURSE SURGES AND FACE RARE ELITES 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 Venom 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. STEP INTO LAIRS AND FACE THE WORLD BOSS INSIDE Introducing Lairs 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. [LEARN MORE] FACE THREE NEW BOSSES IN A NEW DUNGEON—ALTAR OF FANGS This new three boss dungeon will be available up to Mythic 0 difficulty at the launch of the content update and will join the Mythic+ rotation once Midnight Season 2 begins a week after the launch. [LEARN MORE] DESCEND INTO THE VENOMOUS ABYSS RAID AND CONFRONT ULA'TEK Arriving with the start of Midnight Season 2, players 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. [LEARN MORE] VENTURE INTO THREE NEW DELVES INCLUDING A NEW NEMESIS DELVE The Ring of Glory Gnarldor Isle Venomfall Deeps Nemesis Delve Take on three new Delves with one of these 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 on August 18, Bountiful Delves 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. Encounter new snake and venom variants in existing Midnight Delves. GET READY FOR MIDNIGHT SEASON 2 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. [LEARN MORE] Mythic+ Dungeon Rotation New Dungeon: Altar of Fangs Murder Row Den of Nalorakk The Blinding Vale Voidscar Arena Returning dungeons with design and quality of life updates Kings' Rest Ruby Life Pools Temple of Sethraliss STALK NEW PREY IN SEASON 2 When Season 2 begins on August 18, players can begin the "A Slithering Threat" questline as Nightmare Mode returns with four new serpent-themed targets and hunts across the Coiled Isle. In Nightmare Mode on the Coiled Isle, you'll collect Ossified Relics to activate a Haunted Braziers around the zone to summon Ral'kala and defeat him for unique rewards. This is meant to be something you work with other players on. The Season 2 Prey Journey track offers new decor, cosmetics, and mounts. You’ll also unlock the ability to collect Afflicted and Tormented Souls from delves, which can accelerate active Nightmare Hunts and grant additional rewards. Lastly, “The Curse of the Isle” introduces a permanent Nightmare Mode that can be toggled on to increase the danger across the Coiled Isle for players looking for an even greater challenge! TRAINING GROUNDS EXPANDS TO THE ARENA Training Grounds have introduced more players to the PvP ecosystem. After the introduction to Battlegrounds versus bots, we’re introducing 3v3 Arenas versus bots to players who want to dip their toes into the Arena and start learning the ropes. To give this new feature a try, select Training Grounds from the Player vs. Player tab in the Group Finder. HOUSING UPDATES MAKE THE MOST OF HOUSING WITH BLUEPRINTS For players who want to share their cool builds with others, you’ll be able to export the entirety of your exterior and your interior, or your interior, your exterior, or a single room alone as you like. 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. 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. Blueprint codes can be linked in chat and inspected there as well. Blueprints can be reported. WELCOME YOUR PETS HOME Let your pets roam free in your home by adding a Pet Bed decor item which will let you place your noncombat companion pet inside the house. Your pet will also be able to wander through your home through some new navigation technology allowing them to make their way around your decor. 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. NEW ENDEAVORS IN YOUR NEIGHBORHOOD Four new Endeavors arrive to your neightborhood for the Amani trolls, kobolds, Ohn’ahran centaur, and tortollan. Amani Trolls: Knock-off Amani 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. Kobolds: 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. Ohn'ahran Centaurs: 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. Tortollans: 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 also notice new things in their Neighborhood based on the Endeavors that have been completed, both old and new. ADDITIONAL HOUSING UPDATES HOUSES Houses can now reach level 12, unlocking increased limits, large exteriors, and more. New Artisanal Rooms can now be purchased from the General Contractor NPCs in each neighborhood. Four new rooms each for the orc, human, night elf, and blood elf styles are available for Community Coupons. Cross-faction room styles will need to be purchased from the neighborhood smugglers. Additional new housing items available in neighborhoods for Community Coupons. Players can now move the entry room anywhere in the house, including other floors! Finally, basement dreams can be realized! DYES 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 the 12.0.5 content update. UI Two new decor categories have been added: Vines and Hanging Plants Pet Beds Removed an extra pop-up when deleting a room with no Decor in it. COOLDOWN MANAGER AND USER INTERFACE UPDATES AHEAD With the new updates, the Cooldown Manager will now be able to track trinkets and potions, helping with consumable management. It can also track racial ability cooldowns and durations. [LEARN MORE] For managing other resources, more updates arrive to the ping system. Players can ping their action bar or the Cooldown Manager directly providing your team with the status of your spells. Your own unit frames can also get pinged to convey the status of your health to the group and players who are acting in a healing role will also share the status of their mana saving them from needing to say, “OOM” before the next pull. Healers can now configure or hide the buffs shown on Raid Frames, so the healing effects that matter most to you stay visible. LINK YOUR BATTLE.NET ACCOUNT TO DISCORD 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. [LEARN MORE] CONTINUE THE HUNT FOR XAL'ATATH WITH ARATOR After the start of Season 2, join Arator once more as he deals with the fallout from the Voidspire and also investigate the resurgence of the Twilight’s Blade with him as we continue the hunt for Xal’atath. CHARACTERS EARTHEN Developers' note: In Curse of Ula'tek, we are revisiting the amount of experience points gained when exploring zones. This will particularly impact the leveling speed for Earthen characters, who receive significantly more exploration experience via their Wide-Eyed Wonder racial ability. To compensate for the decrease in experience gains from exploring zones, we are increasing the benefits of Ingest Minerals for Earthen. Baseline experience gained from exploring zones reduced by 60%. Experience gained from exploring low-level zones is no longer reduced from baseline. Effectiveness of Well Fed gained from Ingest Minerals increased by 30%. 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. 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. Diminishing return categories will reset after 20 seconds (was 16 seconds). Developers' notes: We've been monitoring the changes made to the diminishing returns system for crowd control effects in PvP during Season 1 and are pleased with the reduction in the number of repeat CC effects a player can be affected by before they become immune to those effects, lowering it from 3 to 2. At this time we also decreased the amount of time it takes before this immunity or reduction resets, and we wanted to make updates to that portion of the system to continue to reduce the total amount of time that players are not in control of their characters. As a result, we're increasing the reset timer from 16 seconds to 20 seconds for Season 2. 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. ▶ DEATH KNIGHT Hero Talents San'layn Blood Beast auto-attack damage increased by 1400%. Blood-Soaked Ground now reduces physical damage taken by 8% (was 5%). Blood Apex Talent: Dance of Midnight (Rank 2) has been updated – Damage taken for each active Dancing Rune Weapon is reduced by 6% (was 4%). Melee damage increased by 20%. Heart Strike damage increased by 25%. Marrowrend damage increased by 50%. Dancing Rune Weapon now increases Parry by 30% (was 25%). 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). Perseverance of the Ebon Blade now reduces damage taken by 4% when consuming Crimson Scourge. Duration increased to 10 seconds (was 6 seconds). Bloodshot now also reduces damage taken while Blood Shield is active by 4%. Hero Talents Deathbringer Reaper's Mark damage to the primary target increased by 20%. Exterminate damage to the primary target increased by 20%. San'layn Pact of the San'layn now stores 15% of all Shadow damage dealt (was 10%). Vampiric Strike damage increased by 25%. Visceral Strength now grants 10% Strength (was 12%). Frenzied Bloodthirst’s Death Strike and Death Coil damage bonus reduced to 5% per stack (was 6%). Blood is Life now accumulates 15% of the damage dealt from the Blood Beast (was 25%). Frost Developers' notes: We’re increasing the strength of several rotational abilities that were underperforming in the overall breakdown. Additionally, we’re improving Frost Death Knight’s consistent damage outside of cooldown windows. Obliteration gameplay and tuning during Pillar of Frost remain strong, allowing us to redistribute some power into the rest of the kit. All ability damage reduced by 10%. Melee damage reduced by 20%. Pillar of Frost now increases Strength by 20% (was 30%).  Howling Blast damage increased by 100%. Empower Rune Weapon damage increased by 30%. Glacial Advance damage increased by 30%. Icy Death Torrent damage increased by 30%. Frost Fever damage increased by 100%. Remorseless Winter damage increased by 40%. Frostscythe damage increased by 20%. Frost Strike damage increased by 25%. Does not affect Frostbane. Obliterate damage reduced by 12.5%. Breath of Sindragosa damage reduced by 20%. Frostbane damage reduced by 30%. Frostwyrm's Fury damage reduced by 20%. Permafrost grants a shield equal to 35% of damage dealt (was 30%). Hero Talents Deathbringer Wither Away now causes Frost Fever to deal its damage 75% faster (was 100%). Deathly Blows now increases Frost Strike damage by 35% (was 15%). Reaper's Mark cast and explosion damage reduced by 25%. Exterminate damage reduced by 17%. Rider of the Apocalypse Whitemane's Undeath damage reduced by 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%). Apex Talent: Forbidden Knowledge – Necrotic Coil damage reduced by 6% and Graveyard damage increased by 17.3%. 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. Army of the Dead Lesser Ghoul damage reduced by 25%. Menacing Magus now has an additional effect – Your Lord of the Dead Frostbolts now chain to 3 additional enemies. All damage reduced by 3%.  Auto-attack damage increased by 100%. Lesser Ghoul damage reduced by 6.5%. Epidemic damage increased by 54%. Does not affect Graveyard. Magus of the Dead damage reduced by 15%. Putrefy damage reduced by 15%. Putrefy area-of-effect damage increased by 35%. Pestilence damage reduced by 25%. Infected Claw damage reduced by 25%. Virulent Plague damage increased by 2%. 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. Permafrost grants a shield equal to 35% of damage dealt (was 30%). Blightburst now causes Putrefy to extend the duration of plagues by 3 seconds (was 4.5 seconds). Runic Power spenders now extend the duration of plagues by 1 second (was 1.5 seconds). Dread Plague now retains its extended duration when applied to a new target while within 40 yards of the Death Knight. Fixed an issue causing Nazgrim's Conquest to grant additional Strength when Magus of the Dead is sacrificed for Lord of the Dead. Nazgrim's Conquest will no longer grant Strength from critters and low level targets. Players other than the Death Knight can now only see up to 3 Lesser Ghouls at a time. Hero Talents Rider of the Apocalypse Whitemane Death Coil damage reduced by 25%. Whitemane Undeath damage reduced by 25%. ▶ 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 32%. Collapsing Star damage increased by 12%. Eradicate damage reduced by 6% and secondary target damage reduced by 15%. Consume damage increased by 60% (does not affect Devour). 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%). Hungering Slash now properly gives a temporary charge of Vengeful Retreat rather than giving a free cast and also resetting its cooldown. Hero Talents Annihilator Otherworldly Focus now increases Collapsing Star and Voidfall Meteor damage against a single target by 30% (was 35%). Final Hour now causes Voidfall bonuses to persist for 6 seconds (was 8 seconds). Havoc Developers' notes: The following changes to Fury generation are a small overall increase, paced more smoothly and relying less heavily on Immolation Aura's talent effects. 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. Trail of Ruin has been updated – Damage is now applied immediately, rather than as a damage over time effect over 4 seconds. Serrated Glaive has been updated – Effect is now a buff on the Demon Hunter with a 12 second duration, rather than a debuff on enemy targets with a 15 second duration. Blade Dance damage increased by 6%.  Death Sweep damage increased by 6%.  Chaos Strike damage increased by 6%.  Annihilation damage increased by 6%.  The Hunt damage increased by 12%.  Immolation Aura damage reduced by 8%. Essence Break initial damage increased by 49%. Burning Hatred now causes Immolation Aura to generate an additional 30 Fury (was 40). Demon Blades now generates 10-16 Fury per attack (was 8-15). Blind Fury now causes Eye Beam to generate 10/20 Fury per second (was 15/30 Fury). Inertia now increases damage by 12% for 6 seconds (was 18% for 5 seconds). Inner Demon has moved and is now a choice node option with Chaos Theory (was a choice node option with Chaotic Transformation). Dash of Chaos has been removed. Vengeance Fracture and Soul Cleave now require equipped Warglaives, Axes, Swords, and Fist Weapons. Sigil of Chains is now learned at level 35 and is no longer a talent. Sigil of Chains cooldown reduced to 60 seconds (was 90 seconds). Sigil of Chains no longer replaces Sigil of Misery. Sigil of Silence now replaces Sigil of Misery when selected. Improved Sigil of Misery no longer affects Sigil of Chains. Improved Sigil of Misery now reduces the cooldown of Sigil of Silence by 15 seconds when Sigil of Silence is selected. All damage increased by 5.5%. Soul Cleave healing increased by 25%. Fel Devastation healing increased by 25%. Charred Warblades heals you for 5% of Fire damage you deal (was 4%). 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%). Several talents have changed locations in the talent tree. ▶ DRUID Matted Fur absorb increased by 25%. Heart of the Wild empowered Wild Growth healing increased by 25%. Shred and Cat Form Swipe damage increased by 10%. 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 12% 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). Apex Talent: Ascendant Eclipses – Solar Bolt increased by 27% and Lunar Bolt damage increased by 10%. All damage dealt increased by 8% Moonfire damage increased by 5%. Sunfire damage increased by 5%. Wrath damage increased by 10%. Starfire damage increased by 20%. Starsurge damage increased by 71%. Starfall damage increased by 4%. Shooting Stars damage increased by 10%. Meteorites damage increased by 15%. 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). Stellar Amplification is now only applied to 1 target. Orbit Breaker Aura can be tracked in the Cooldown Manager. Fixed an issue causing some Cooldown Manager elements such as damage-over-time timers and buff trackers to sometimes not show accurate information. Hero Talents Elune's Chosen Developers' notes: Elune's Chosen should always use Starfire as its builder over Wrath, so we are restoring their Starfire single target bonus and reducing their single target damage through a small reduction to Starsurge. Star Cascade no longer triggers off of gaining Astral Power with Wrath. Star Cascade has a 30% chance to launch a Starsurge at 50% effectiveness (was 40% at 70% effectiveness). Developers’ notes: With the increased number of builders that Balance is casting in Season 2, this talent is overperforming its intended value. Bask in Moonlight increases the damage of Starsurge by 5% (was 10%). 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%). Sylvan Beckoning Dryad's Starfall damage increased to 250% effectiveness (was 200%). Spirit of the Thicket increases Starfall damage by 18% (was 12%). Dream Burst damage increased by 30%. Power of Nature increases your treant melee damage by 300% (was 200%). 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. Additionally, Feral struggles to compete in AOE and cleave damage in raids due to talent availability. Much of its AOE damage comes from Rampant Ferocity, which it does not take in raid builds. To make it easier to take Rampant Ferocity in raid builds we are swapping its position with Merciless Claws in Gate 1. This will make it harder to take Merciless Claws in some builds, so we are compensating both that and other Curse of Ula'tek talent power reductions with some damage bonuses. All damage dealt increased by 3%. Rampant Ferocity damage increased by 25%. 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%). Merciless Claws increases Shred and Swipe damage by 25% (was 20%). Blood Spattered increases Ferocious Bite damage by 8% (was 2%), but maxes out at 6 stacks (was 10). Taste for Blood increases Ferocious Bite damage by 16% (was 12%) and another 8% during Tiger's Fury (was 12%). Rejuvenation healing increased by 25%. Wild Growth healing increased by 25%. Regrowth healing increased by 25%. Cooldown Manager updated so elements show the "empowered" icon versions for instances of DoTs like Rake and Rip that have been enhanced by Tiger's Fury. Merciless Claws and Rampant Ferocity have swapped positions in the talent tree. 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 – Rank 1: Spending Rage has a 10% chance to awaken a guardian spirit for 8 seconds, which attacks a nearby enemy when you cast Thrash or Mangle. Rank 2: Mangle, Ravage, Raze, 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, and they deal 30% increased damage while the spirit is with you. Each time a spirit attacks, you generate 8 additional Rage. After casting Berserk or Incarnation: Guardian of Ursoc, gain 1 charge of Wild Guardian: Wild Guardian: Your next cast of Ravage, Raze or Maul is guaranteed to awaken a spirit. All damage increased by 8%. Brambles absorb increased by 25%. After the Wildfire healing increased by 25%. Lunar Beam healing increased by 25%. Lunation reduces Lunar Beam's cooldown by 20 seconds (was 3 seconds per Arcane ability). 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%). Fixed an issue where Dream Guide was incorrectly being consumed by Regrowths cast via Reinvigoration. Hero Talents Elune's Chosen Boundless Moonlight – Lunar Beam now causes you to Leech 12% of damage dealt to affected enemies (was 10%). 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. Mastery: Harmony healing bonus increased by 15%. All spell and ability healing increased by 6%. Wild Growth healing increased by 20% and mana cost increased by 15%. Verdancy healing increased by 40%. Rejuvenation mana cost reduced by 10%. Regrowth healing reduced by 20% and 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. ▶ EVOKER Panacea healing increased by 25%. Hero Talents Scalecommander Developers’ notes: Wingleader’s cooldown reduction mechanic strongly incentivized spreading Bombardment applications across multiple targets. We feel that this gameplay is unintuitive in isolation, and additionally creates unhealthy behaviors such as Disintegrate clipping and Mass Disintegrate/Eruption pooling. This redesign is intended to retain the multitarget focus of the talent, while addressing those issues. We are increasing some of Scalecommander’s sources of area damage to compensate for the lessened cooldown reduction the new Wingleader will provide. Wingleader has been redesigned – Mass Disintegrate/Mass Eruption reduces the remaining cooldown of Deep Breath/Breath of Eons by 0.5 seconds/1 second for each target struck. Command Squadron’s Pyre damage increased by 40%. Maneuverability’s damage over time increased by 40%. 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. All ability and pet damage increased by 3%. Living Flame healing increased by 25%. Verdant Embrace healing increased by 25%. Emerald Blossom healing increased by 25%. Defy Fate healing increased by 25%. Molten Blood healing increased by 25%. The Midnight Season 1 2-set bonus no longer increases the duration that Eruption extends Ebon Might. 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), and Double-time is extended if Ebon Might reapplies it while it is already active. Double-time's functionality with Prescience is unchanged. Scalecommander Wingleader now reduces the cooldown of Breath of Eons by 1.5 seconds per target struck (was 1 second). 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. Apex Talent: 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. Deep Breath damage increased by 30%.  Pyre damage increased by 10%.  Disintegrate damage increased by 40%.  Living Flame damage increased by 50% and healing increased by 25%. Verdant Embrace healing increased by 25%. Emerald Blossom healing increased by 25%. Shattering Stars that are released from an Eternity Surge due to Scintillation are now subject to Scintillation's 40% effectiveness multiplier.  Risen Fury has been removed. Hero Talents Flameshaper Twin Flame damage and healing reduced by 20%. Fixed an issue where Twin Flame was not scaling with Mastery. Scalecommander Wingleader now reduces the cooldown of Deep Breath by 1 second per target struck (was 0.5 seconds). 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. Additionally, we're updating Consume Flame to be much more relevant and impactful, which it should be as Flameshaper's capstone talent. Apex Talent: 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%. Inner Flame increases periodic healing by 50% (was 60%). Spiritual Clarity reduces the cooldown of Dream Breath by 6 seconds (was 10 seconds). Fluttering Seedlings healing is now also increased by Titan's Gift. Fixed an issue that could cause Time Dilation to not clear its stored damage on death. Fixed an issue where Consume Flame healing was not being increased by Grace Period or similar effects. Hero Talents Flameshaper Expanded Lungs increases the healing of Dream Breath by 20% (was 30%). Conduit of Flame increases critical chance by 10% (was 15%). Does not affect Devastation Evoker. Fulminous Roar causes Fire Breath and Dream Breath to deal their damage 15% more often (was 20%). Does not affect Devastation Evoker. Fluttering Seedlings can now trigger Consume Flame. Emerald Blossom and Fluttering Seedlings now prefer to heal injured allies with Dream Breath active while talented into Consume Flame. Consume Flame heals for 240% of the amount consumed (was 200%). Fixed an issue where Consume Flame's healing component could not critically heal. Twin Flame damage and healing reduced by 20%. Fixed an issue where Twin Flame was not scaling with Mastery. ▶ HUNTER Hero Talents Dark Ranger Bleak Arrows damage increased by 300%. Withering Fire's Black Arrow damage reduced by 40%. Fixed an issue where Through The Eyes was not properly increasing Withering Fire's damage. 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%). Auto Shot damage increased by 720%. Barbed Shot damage increased by 10%. Kill Command damage increased by 20%. Cobra Shot damage increased by 25%. Beast Cleave now causes your pets to strike nearby enemies for 55% of the damage dealt (was 40%). Beast Cleave duration increased to 10 seconds (was 8 seconds) and can no longer be cancelled. Serpentine Strikes now increases Cobra Shot’s critical strike damage by 20% (was 50%). Cobra Senses now increases Cobra Shot’s damage by 10% (was 35%). 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. Pack Leader Hogstrider now increases the damage of your next Cobra Shot by 100% (was 200%). Hoof and Blade now increases the bonus Cobra Shot damage from Hogstrider by 25% (was 50%). 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 Accuracy by Volume and has been redesigned – Bulletstorm now affects your next 1 Aimed Shots. Windrunner Quiver has been redesigned – Rapid Fire damage increased by 10%. Rapid Fire has a 30% chance to grant the Lock and Load effect. 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%. 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. All damage dealt by your abilities increased by 5%.  Auto Shot damage increased by 756%. Aimed Shot damage increased by 20%. Rapid Fire damage increased by 44%. Arcane Shot damage increased by 38%. Steady Shot damage increased by 50%. Multi-Shot damage increased by 73%. Volley damage increased by 20%. Kill Shot damage increased by 50%. 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). Small Game Hunter is now a 2-point talent. Values unchanged. Aimed Shot has a new icon. Some talents have changed positions in the talent tree. 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 damage increased by 25%. Black Arrow direct damage reduced by 40%. Black Arrow no longer highlights itself whenever it is able to be used against the target. 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. New Talent: Bombardier – Wildfire Bomb damage, critical strike chance, and critical damage dealt increased by 15%. Wildfire Imbuement has been redesigned – Throwing a Wildfire Bomb has a chance to imbue your weapon with flames, causing you and your pet’s auto-attacks to deal additional Fire damage for 10 seconds. Grenade Juggler has been redesigned – Boomstick increases the cooldown recovery rate of Wildfire Bomb by 60% for 8 seconds. Grenade Juggler is now tracked in the Cooldown Manager. Lunge now increases your Agility by 3% (was 2%), plus an additional 1% (was 2%) while dual-wielding. Wildfire Shells now grants 3 seconds of cooldown reduction to Wildfire Bombs (was 2 seconds). Primal Surge has been moved up to an easier to access location in the talent tree. Fixed an issue where Raptor Swipe could cause Sentinel's Mark to be applied to a target that was not your currently selected target. If you do not have a target selected when using Raptor Swipe, a target hit by Raptor Swipe will be chosen. Fixed an issue where Outland Venom was not properly applied by various periodic effects from either the Hunter, their current pet, or other summons from the Pack Leader Hero Talents. Fixed an issue where Mastery: Spirit Bond incorrectly affected some summons from the Pack Leader Hero Talents twice. The following talents have been removed: Flamefang Pitch Shower of Blood Hero Talents Pack Leader Hogstrider now lasts for 1 minute (was 20 seconds). Hogstrider is now cancelled when starting a Raid encounter or Mythic+ dungeon. Sentinel Open Fire has been redesigned – Fire damage dealt increased by 5%. 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. Moon’s Blessing now grants 6 seconds of Wildfire Bomb cooldown reduction when applying Sentinel’s Mark (was 4 seconds). Sentinel’s Mark duration increased to 16 seconds (was 12 seconds). ▶ MAGE Developers' notes: We've made some adjustments to Mage defensives with the goal of improving Mage survivability as a whole. To accomplish this, we are unifying the functionality of Improved Barrier to give all specs an additional charge of their Barrier spell, plus one “rider” effect that is spec-specific. New Talent: Improved Warding – Damage taken from area of effect attacks reduced by 4%. Improved Prismatic Barrier has been redesigned – Prismatic Barrier gains an additional charge and further reduces magic damage taken by 5%. Improved Blazing Barrier has been redesigned – Blazing Barrier gains an additional charge and cauterizes your wounds, healing you for 15% of the damage it absorbs. Improved Ice Barrier has been redesigned – Ice Barrier gains an additional charge and reduces your physical damage taken by 10%. 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 love the orb-slingin’ playstyle of Spellslinger Mage, and want to preserve the distinct difference in game feel between the two hero specializations. However, Orb Mastery overtaking Clearcasting usage and pushing Arcane Missiles out of the rotation has shown to have a negative impact on overall talent selection and excitement. These changes are aimed at keeping Arcane Orb as a powerful highlight of the Spellslinger playstyle, while allowing Arcane Missiles to remain an integral part of Arcane Mage’s identity. Additionally, the new defensive talent Refractive Images is intended to provide Arcane Mages with a unique survivability benefit to complement Frost’s Cold Snap / Glacial Bulwark, and Fire’s Cauterize. We're also 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%. New Talent: Refractive Images – 10% of damage you would take is instead dealt over 8 seconds. Casting Mirror Image increases this effect to 30% for 15 seconds. 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. Orb Mastery has been redesigned – Casting Arcane Orb fires 2 additional orbs at 50% effectiveness. Expanded Mind has been updated – Casting Arcane Orb grants 1 stack of Arcane Salvo (was 2). Casting Prismatic Bolt now grants 4 stacks of Arcane Salvo. Arcane Blast damage increased by 20%. Impetus no longer affects Arcane Pulse. Prodigious Savant no longer affects Arcane Pulse. Amplification moved below Presence of Mind / Slipstream in the talent tree. Improved Clearcasting moved above Arcane Pulse in the talent tree, where Amplification was previously located. Fixed an issue with how the tooltip calculated Clearcasting’s chance to occur with different talent selections. Clearcasting’s functionality is unchanged. Touch of the Archmage has been removed. Hero Talents Spellslinger Polished Focus has been updated – Casting Arcane Barrage while at 20 or more Arcane Salvo stacks refunds 3 Arcane Salvo stacks (was 5). Splintering Orbs damage bonus to Arcane Orb increased to 50% (was 10%). Sunfury Glorious Incandescence now summons a Meteorite for every 5 stacks of Arcane Salvo consumed (was 6 stacks). Fixed an issue that prevented Meteorites from granting Clearcasting. 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. All damage increased by 19%. 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. Pyroclasm duration increased to 20 seconds (was 15 seconds). Frost Glacial Bulwark has been updated – No longer grants an additional charge of Ice Barrier. Splitting Ice has been updated – Flurry and Frostbolt effectiveness against the second target reduced to 50% (was 80%).  Fractured Frost has been updated – Ice Lance effectiveness against the second target reduced to 50% (was 100%).  All ability and pet damage increased by 7%. 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%). Silent Sanctuary healing increased by 25%. 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 150% and cooldown increased by 100%. 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. Dance of the Wind has been updated – Your physical damage taken is reduced by 10% and an additional 10% every 4 seconds until you receive a physical attack, stacking up to 4. All healing reduced by 3%. Mastery: Gust of Mist healing increased by 50%. Spinning Crane Kick damage decreased by 7%. 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%). Morning Breeze effectiveness reduced by 60%. Developers' notes: Morning Breeze’s value is being adjusted down in accordance with the Mastery: Gust of Mist increases in Curse of Ula'tek. This should leave the talent’s effectiveness at a similar overall level. Fixed an issue that caused Temple Training’s Spinning Crane Kick damage increase to apply to Mistweaver. 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. Dance of the Wind has been updated – Your physical damage taken is reduced by 10% and an additional 10% every 4 seconds until you receive a physical attack, stacking up to 4. 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%. Spinning Crane Kick damage decreased by 12%. Whirling Dragon Punch area of effect damage increased by 30%. Jade Ignition damage increased by 50%. Weapon of Wind now increases damage during Zenith by 5% (was 10%). Apex Talent: Tigereye Brew (Rank 2) now increases Critical Strike damage by 5%/10% (was 10%/20%). Vivify healing increased by 25%. Expel Harm healing increased by 25%. Combat Wisdom now increases Stamina by 5%. Calming Presence now reduces damage taken by 10% (was 6%). 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 Divine Guidance has been updated – For each Holy Power ability cast, your next Consecration deals Holy damage immediately, split across all enemies. Up to 3 nearby allies are each healed for a percentage of the total damage. Rite of Adjuration healing increased by 25%. Holy Developers' notes: We’re making a few updates to Holy Paladin with the intent of increasing talent diversity, shrinking the performance gap between Light of Dawn and their other spenders, increasing their overall damage output, and increasing the viability of Beacon of Virtue within dungeon content. All healing increased by 19%. Eternal Flame healing increased by 20%. Word of Glory healing increased by 20%. Holy Shock healing increased by 10%. All damage increased by 20%. Judgment damage increased by 25%. Hammer of Wrath damage increased by 25%. Avenging Crusader now transfers 55% of healing done (was 80%). Pillar of Light's Beacon of Virtue healing increased by 50%. Shield of the Righteous mana return increased by 25%. Unworthy debuff now lasts for 18 seconds (was 15 seconds). Ringing of the Heavens now casts Divine Toll at 200% effectiveness (was 100%). Truth Prevails healing increased by 30%. Saved by the Light absorb increased by 50%. Tirion's Devotion now reduces the cooldown of Lay on Hands by 40% (was 30%). Awakening now activates on a 15% chance (was 10%). Glistening Radiance now absorbs 2% of max health, up to 6% (was 1%, up to 5%). Overflowing Light now transfers 50% of Holy Shock's healing (was 30%). Call of the Righteous now decreases the duration of Avenging Wrath by 3 seconds (was 4 seconds) and decreases the duration of Avenging Crusader by 2 seconds per point (was 2.5 seconds). 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 shrouds its target 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 51%.  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%.  Hammer and Anvil damage reduced by 20%. Divine Exaction's Divine Toll effectiveness reduced to 80% (was 150%). Sentinel duration increased to 20 seconds. Greater Judgment debuff now lasts for 18 seconds (was 15 seconds). Guardian of Ancient Kings now has a 8 second initial cooldown. 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%). Bulwark of Righteous Fury increases the damage of your next Shield of the Righteous by 10% per stack (was 20%). 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 now inherits Avenging Wrath's critical strike bonus. Valiant Crusade no longer cancels on death. Reflection of Radiance’s chance to activate has been significantly reduced. Improved Ardent Defender now applies a debuff to indicate when fatal damage has been sustained. Hammer of Light, Divine Resonance, Sacrosanct Crusade, Bulwark of Order, Empyreal Ward, Strength in Adversity, and Seal of Reprisal can now be tracked with the Cooldown Manager. Fixed an issue where Authoritative Rebuke was incorrectly reducing Rebuke’s cooldown from Avenger’s Shield casts. Fixed an issue where Instrument of the Divine was causing Shield of the Righteous to extend Sentinel’s stacks by an incorrect amount. Fixed an issue where Quickened Invocation was incorrectly reducing the cooldown of Holy Armaments. Fixed an issue where abilities that knocked enemies into the air could cause Glory of the Vanguard to deal its damage additional times. Fixed an issue where casting Hammer of Light in between direct casts of Consecration could allow Consecration to exceed its limit. Many talents have changed position in the talent tree. Sanctified Wrath has been removed. Hero Talents Lightsmith Blessed Assurance now increases the damage and healing of your next Blessed Hammer or Hammer of the Righteous by 100% (was 200%). 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. Apex Talent: Light Within (Rank 3) damage reduced by 25%. Art of War has been updated – Now increases Blade of Justice damage by 80% (was 150%). Art of War no longer activates from additional Skyfury attacks. All damage reduced by 6%. Blade of Justice damage increased by 40%. Final Verdict damage increased by 15%. Divine Storm damage increased by 26%. 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%). Flash of Light healing increased by 25%. Word of Glory healing increased by 25%. Eternal Flame healing increased by 25%. Greater Judgment debuff now lasts for 18 seconds (was 15 seconds).  Divine Arbiter damage benefits from Divine Purpose and Greater Judgment. Developers' notes: We want to address the unintuitive rotational priority that the tier set can create under specific situations. 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 15% (was 33%). Void Shield absorption reduced by 28%. Apex Talent: Master the Darkness can now accumulate up to 2 charges. All healing and absorption increased by 10%. Atonement heals for 32% of damage done (was 30%). 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. Ultimate Penitence damage and healing increased by 30%. Greater Smite duration increased to 4 seconds (was 2 seconds) and 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 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. Apex Talent: Benediction (Rank 3) has been updated – Apotheosis no longer upgrades Flash Heal to Benediction. Holy Word: Serenity now has a 100% chance to upgrade your next Flash Heal to Benediction. Apex Talent: Benediction mana cost reduced by 30% and healing increased by 15%. Developers' notes: We want to address Benediction’s performance by spreading its availability beyond Apotheosis and Prayer of Mending. Additionally, we are increasing the throughput of Benediction, so its impact is felt and contributes more to Holy’s overall throughput. Lastly, we want to further lessen how expensive the rotation of Holy is by specifically targeting Flash Heal and Prayer of Healing. All healing increased by 16%. Flash Heal mana cost reduced by 10%. Prayer of Healing mana cost reduced by 10%. Apotheosis now reduces the mana cost of Holy Words by 70% (was 50%). 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. 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. All ability damage done increased by 8%. Void Volley damage reduced by 10%. Voidform now grants 3 uses of Void Volley instead of Void Volley having a cooldown during Voidform. Power Word: Shield absorb increased by 25%. Idol of N'Zoth now generates 2 Insanity (was 4) at 50 stacks and 6 Insanity (was 12) at 100 stacks. Developers' notes: Insanity generation from this talent has been high relative to other passive sources, and we've been feeling there's too much Insanity being generated overall to where it can become difficult to spend Insanity and keep up with rotational procs. We're bringing the Insanity generation of this talent down to help balance the Insanity economy. Fixed an issue causing Tentacle Slam to apply extra stacks of Horrific Visions when talented for Maddening Tentacles and Idol of N'Zoth. Fixed an issue causing Improved Voidform to generate Insanity when casting Voidform. Phantom Menace has been removed. Hero Talents Archon Focused Outburst has been redesigned – Void Volley deals 5% increased damage and Shadow Word: Madness casts during Voidform unleash a Void Volley at your target at 25% effectiveness. 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%). Deathstalker Fixed an issue that caused Unshakable Drive's bonus to multiply with each stack. Fixed an issue that often caused Unshakable Drive to remove more than one stack per ability use. 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. Apex Talent: Implacable (Rank 3) – Implacable Strike damage increased by 15%. 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 20%. 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. Lethality and Cold Blooded-Killer now work correctly with the strikes dealt by Implacable (Rank 3). 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. Killing Spree has been updated – Duration no longer increases from spending combo points beyond your maximum. Each combo point spent beyond your maximum increases damage by 15%. Adrenaline Rush now speeds up the execution of Killing Spree by 20%, the same rate it increases the speed of your other attacks. Killing Spree prefers targets that are not immune to damage or taking less than 5% physical damage. Killing Spree damage increased by 60%. Does not affect PvP combat. Killing Spree shots have a higher chance to target your selected target if they're valid. Developers’ notes: Much of Killing Spree’s value is the combo points it generates, so when players can spend more combo points on Killing Spree than their maximum, such as through Supercharger, the value of those extra points is diminished. Killing Spree’s duration now maxes out at the time required to generate maximum combo points, and any extra combo points spent increase the damage of the ability by a proportional amount. 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%. All damage increased by 9%. Does not affect PvP combat. 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. Audacity now also increases Ambush damage by 80%. Hidden Opportunity's chance for Ambush to grant Opportunity increased to 100% of the chance for Sinister Strike to grant Opportunity (was 80%). Hidden Opportunity also reduces Ambush's Energy cost by 5. Developers’ notes: Audacity and Hidden Opportunity are not as strong as other talent options, so we’re adding some effects to them to make them more competitive. Summarily Dispatched increases Dispatch damage by 15%/30% (was 10%/20%). New connectors have been added in the talent tree between Ruthlessness and Find an Opening, and between the Flickering Steel choice node and Grand Melee. Subtlety Developers' notes: We've made some updates to Subtlety's resource economy in Curses of Ula'tek, including the removal of a double-generation bug that made the desired intent and combat feel unclear. Base effect rate and Energy generation of Shadow Techniques are being increased to make moments outside of Shadow Dance feel less starved, while preserving the same proc rate and combo point generation within Shadow Dance. Energy generation should still grow during cooldowns, but not nearly as drastically as before. Goremaw’s Bite has been redesigned – Lash out at your target and 2 additional nearby enemies, inflicting Shadow damage and causing them to Bleed over 14 seconds. 20% of all damage from Finishing Moves is repeated as Shadow, split evenly among affected enemies. Shadowcraft has been updated - While Shadow Dance is active, your Shadow Techniques triggers 25% more frequently and generates 1 additional combo point.  All damage dealt increased by 2%. This does not apply to PvP combat. The First Dance now increases Shadow Dance duration by 4 seconds (was 3 seconds). Relentless Strikes now generates 4 Energy per combo point spent on finishing moves (was 5 Energy). Shadow Techniques' base effect frequency has been increased by 40%. Shadow Techniques' Energy generation has been increased to 5 (was 4). 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. Some talents have changed positions in the talent tree. ▶ SHAMAN Reactive Warding healing increased by 25%. 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. Developers' 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 updated – No longer causes Lightning Bolt to generate an additional Elemental Overload. 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 Farseer Ancestors’ Lava Burst damage reduced by 20%. Ancestors’ Chain Lightning damage reduced by 20%. Stormbringer Supercharge has been redesigned – Lightning Bolt, Chain Lightning, and Tempest overloads deal 10% additional damage. Enhancement Developers' notes: We’re happy with Enhancement Shaman’s gameplay going into Curse of Ula’tek. Our goal with these changes is to preserve that gameplay while improving performance outside of cooldown windows, where damage can feel weak. Strong interactions between Windfury procs and Maelstrom Weapon generation were making it difficult for the downtime between cooldowns to breathe. Melee damage increased by 15%. Lightning Bolt damage increased by 20%. Chain Lightning damage increased by 20%. Lava Lash damage increased by 15%. Stormstrike damage increased by 15%. Doom Winds now increases the chance of Windfury Weapon activating by 50% (was 100%). Healing Surge healing increased by 25%. Earth Shield healing increased by 25%. Healing Stream Totem healing increased by 25%. Fixed an issue causing the Elemental Tempo to incorrectly increase the damage of Stormstrike and Windstrike. Hero Talents Stormbringer Tempest main target damage reduced by 10%. Tempest secondary target damage reduced by 30%. Fixed an issue where a single Arc Discharge effect could increase the damage of multiple Chain Lightning spell casts, such as from Thorim's Invocation and Ride the Lightning. Totemic Surging Totem Tremor damage reduced by 15%. Surging Totem Surging Bolt damage reduced by 10%. Fixed an issue where Surging Bolts from Surging Totem that were created from casting Chain Lightning were all sent to the last target hit by Chain Lightning, rather than the primary target of Chain Lightning. Restoration Developers’ notes: We’re adjusting several talents and doing some tuning for Restoration Shaman to improve upon several underperforming talents or interactions that don’t feel very rewarding. We’re also improving the Chain Heal ability from the Farseer Ancestors to increase their healing capabilities. New Talent: Swelling Tides – Healing Stream Totem and Stormstream Totem extend the duration of your active Riptides by 3 seconds when cast. Healing Wave healing increased by 10%. Unleash Life healing increased by 100%. Healing Rain healing increased by 20% and now heals up to 6 targets in its area (was 5). Developers' notes: We’re lowering some of the larger bonuses that Healing Rain receives from the Totemic Hero Talents and increasing Healing Rain’s baseline healing amount. 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. Riptide direct healing increased by 25% and its periodic healing increased by 100%. Acid Rain damage increased by 50%, but now causes damage every 2 seconds (was 1 second). Midnight Season 1 2-set bonus has been updated – Unleash Life's direct healing is increased by 50% (was 100%). Earthen Accord now grants an additive +20% to the healing buff from Unleash Life, rather than a multiplicative increase. Current Control now also reduces the mana cost of Chain Heal by 15%. Wavespeaker’s Blessing has been moved up in the talent tree. Calm Waters has been removed. Hero Talents Farseer Chain Heal from Ancestors now bounces to up to 5 targets (was 3), loses 10% healing per target jump (was 30%), and had its jump distance increased to 20 yards (was 15 yards). Chain Heal from Ancestors healing increased by 50%. Totemic Pulse Capacitor now increases the healing done by Surging Totem by 10% (was 25%). Surging Totem now increases the effectiveness of Healing Rain by 10% (was 20%). ▶ WARLOCK Drain Life health drain increased by 25%. Zevrim's Resilience healing increased by 25%. Summon Demonic Gateway is now a Utility spell by default in the Cooldown Manager. Fixed an issue where several abilities would not grant Soul Leech: Wither Blackened Soul Infernal Bolt Soul Anathema Wicked Reaping Avatar of Destruction’s Chaos Bolt Unstable Affliction Malefic Grasp Vilefiend’s Headbutt and Bile Spit Gloomhound’s Gloom Slash Wild Imp and Imp Gang Boss’s Fel Firebolt Imp Lord’s Greater Felbolt Demonic Tyrant’s Demonfire Fixed an issue where several abilities erroneously granted Soul Leech: Legion Strike Cunning Cruelty Channel Demonfire 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. Blackened Soul damage increased by 45%. 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%. Wither damage increased by 25%. Affliction New Talent: Hedonic Gorging – Increases Drain Life damage by 10% and Siphon Life now increases the damage of Corruption by an additional 10%. Dark Harvest channels 10% faster and deals 15% increased damage. New Talent: Impetuous Wrath – Shadow Bolt, Drain Soul, and Malefic Grasp damage increased by 10% or 20% if the target is affected by Haunt. Dark Harvest damage increased by 10% or 20% if the target is affected by Haunt. Shard Instability has been redesigned – Damage dealt by Shadow Bolt or Drain Soul has a 20% chance to make your next Unstable Affliction or Seed of Corruption cost no Soul Shards and cast instantly. Haunt now increases your damage dealt to the target by 16% for 18 seconds (was 12%).  The following talents have been removed: Nocturnal Yield Developers' notes: Nocturnal Yield doesn’t offer much choice when it comes to how a Warlock chooses to spend their Nightfall. Instead, it is usually best spent on Seed of Corruption, regardless of target count. This can have adverse effects on talents that benefit from Shadow Bolt or Drain Soul. We like the feeling of occasional free Seeds of Corruption though and are merging that functionality into Shard Instability. In place of Nocturnal Yield, we are introducing a new talent called Impetuous Wrath that will serve as another means of Affliction accessing additional priority damage. Patient Zero Developers' notes: Patient Zero warps the damage profile of Seed of Corruption heavily. The specific use-case for Seed of Corruption as a tool is to supply damage in multi-target situations and having the ability to increase priority damage dilutes its identity. Hedonic Gorging is a new talent that hooks into the common throughline of health leech between Drain Life, Siphon Life, and Dark Harvest. The intention for this talent is for most of the throughput to reside in Siphon Life and Dark Harvest while the increase to Drain Life is meant to be smaller and a bit of flavor. Demonology Shadow Bolt damage increased by 45%.  Demonbolt damage increased by 55%.  Summon Gloomhound damage increased by 35%.  Hero Talents Diabolist Chaos Salvo damage reduced by 20%. Felseeker damage reduced by 20%. Wicked Cleave damage reduced by 20%. Eye Explosion damage reduced by 20%. Flames of Xoroth now increases Fire damage and damage dealt by your demons by 3% (was 4%). 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. All damage increased by 4.5%. Soul Fire damage increased by 45%.  Chaos Bolt damage increased by 5%. Havoc now causes spells to deal 50% of their damage to the marked target (was 60%). Apex Talent: Embers of Nihilam (Rank 1) tooltip has been updated to show players the percent chance of Incinerate evoking an Echo of Sargeras. Shadowburn added as a tracked buff in the Cooldown Manager. Conflagration of Chaos has been removed from the Cooldown Manager. ▶ 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. 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. No Stranger to Pain has been updated – Damage prevented by each use of Ignore Pain increased by 30% (was 20%). Dominance of the Colossus has been updated – Enemies damaged by Demolish deal 20% reduced damage to you for 10 seconds (was 10%) and no longer reduces the cooldown of Demolish. Demolish cooldown reduced to 30 seconds (was 45 seconds). 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 20%. Crashing Thunder increases Thunder Clap damage by 10% (was 30%). Arms Developers' notes: Arms’ AOE damage profile is dominated by Cleave, and we’d like to spread the damage across more abilities. We’re updating Dreadnaught to be purely AOE damage which will allow us to tune it solely for AOE. This should help Arms’ AOE rotation not feel so dominated by Cleave and help give Slayer better options for AOE. Tactical Edge has been redesigned – Colossus Smash immediately grants 1 use of Sudden Death. Developers' notes: We feel like the original design’s effect was difficult to feel and eroded the uniqueness of Tactician. We think this design will be much more rotationally impactful and provide some additional interactions for Slayer and Execute-focused builds. Ravager has been updated: Ravager damage increased by 50%. Ravager no longer increases Cleave and Whirlwind damage while active. Ravager now causes all enemies it damages to take 50% increased damage from your Bleeds for 12 seconds. Ravager's duration is no longer reduced by Haste. 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. 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. Developers' notes: Stacks of Sweeping Strikes from the Sweeping Strikes ability and Broad Strokes will stack normally, regardless of the order in which they were used. Dreadnaught has been updated – Dreadnaught damage increased by 100% and no longer damages your Overpower target.  Melee auto-attack damage increased by 100%. Cleave damage reduced by 10%. Execute damage reduced by 15%. Ignore Pain absorb increased by 25%. Sweeping Strikes now displays the number of active Sweeping Strikes charges. Powerful Momentum now increases Sweeping Strikes chain damage by 20% (was 25%). Midnight Season 1 2-set bonus now increases Colossus Smash damage by 3% (was 5%).  Several talents have changed locations in the talent tree. Improved Sweeping Strikes has been removed. Hero Talents  Colossus Tide of Battle increases the damage of Overpower and Execute (was Overpower only). Slayer Slayer's Dominance has been updated – Chance to trigger a Slayer's strike increased to 25% (was 15%). Opportunist grants 20% damage and 20% critical strike damage to your next Overpower (was 10% for both). Fury 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. New Talent: Carving Blades – Whirlwind deals 50% additional damage when it strikes only a single target. Whirlwind has been updated – 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. 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. Bloodbath initial damaged reduced by 12% and bleed damage increased by 300%. Developers' notes: The intent behind Bloodbath is that the majority of the damage bonus comes from the bleed. The existing tuning hasn’t been delivering on that, so we’re moving some of Bloodbath’s increased damage from the initial hit to the bleed. This change should be net neutral for Bloodbath’s overall damage. Hero Talents Mountain Thane Ground Current damage increased by 150%. 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). Ravager has been updated – Ravager damage increased by 50% and its duration is no longer reduced by Haste. Ravager no longer increases Revenge and Thunder Clap damage while active. Ravager now causes all enemies it damages to take 50% increased damage from your Bleeds for 12 seconds. Duration reduced to 4 seconds with Whirling Blade. 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. Revenge has been updated – Your successful dodges, parries, and auto-attacks have a chance to make your next Revenge cost no Rage (was only dodges and parries). Damage increased by 20%.  Developers' notes: Protection’s free Revenge counter-attack mechanic has existed for a long time, and we love it, but we don’t love how wildly its frequency and impact vary depending on what content you are doing. In dungeons, Revenge! triggers very frequently, contributing to many buttons being highlighted at once and overwhelming the rotation, but in raids and solo content, Revenge! frequency is so low as to feel weak and exacerbate Rage starvation issues. Our goal here is to shrink the gap between these extremes and make sure Revenge! procs feel meaningful while not crowding your rotation. All ability damage increased by 11%. 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%). Unyielding increases the damage reduction bonus of Defensive Stance by 6% (was 4%). Hero Talents Colossus Practiced Strikes has been updated – Shield Slam generates an additional 4 Rage (was 3). Tide of Battle increases the damage of Revenge and Execute (was Revenge only). EVENTS RITUAL SITES Ritual Site tiers 1-6 vault rewards have been updated to match the Season 2 Delve tiers 1-6 vault rewards. Ritual Sites now reward Season 2 crests equivalent to Delves at these tiers. Tiers 1-3 remain at the Season 1 recommended item levels and tuning. New recommended item levels for tiers 4-6: Tier 4 – 259 (was 257) Tier 5 – 268 (was 264) Tier 6 – 275 (was 274) The Tier 6 Advanced Ritual Studies quests will no longer offer a Nebulous Voidcore bonus roll reward. The quests remain available to complete for the relevant achievement. VOID ASSAULTS Void Strikes, Void Incursions, and the Weekly Quest will now give Season 2 Adventurer crests. VOID-TOUCHED CACHES New Season 2 Adventurer Warbound caches available for 200 Field Accolades. New Season 2 Veteran Bind-on-Pickup caches available for 500 Field Accolades for a random slot, and 750 Field Accolades for a slot specific item. The Season 1 gear caches have been removed. VAL AND NAIGTAL World Quests, Rares, and Elites will now grant Season 2 Adventurer crests in both Normal and Heroic World Tiers. Rare equipment drops will remain Warbound Until Equipped and will now drop at Season 2 Adventurer 1/6 (Normal) and Adventurer 4/6 (Heroic). The World Boss and Weekly Quests will offer Season 2 Adventurer crests in Normal World Tier and Season 2 Veteran crests in Heroic World Tier. The World Boss drops will remain as Season 1 drops and can no longer be upgraded. The Mythic quest rewards from "Knocking off the Top (Heroic)" will also remain as Season 1 rewards and can no longer be upgraded. ITEMS Class set vendor Kirana has relocated from near the March on Quel'danas raid entrance to near the Catalyst in Silvermoon and has expanded her stock to include Midnight Season 2 class set armor in exchange for Slumbering Coil Curios. THE CATALYST Class set armor now inherits the secondary and tertiary stats as well as certain special cantrip effects of items when converted with the Catalyst. RAID REWARDS Raid Finder, 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. The cost to roll for a raid item is reduced to 1 Nebulous Voidcores (was 2). As in Season 1, items acquired using Nebulous Voidcores will continue to be equivalent to a Great Vault reward in terms of item level. Orin Straylight has begun learning the basics of weaving Nebulous Voidcores from void energy and has relocated near the Catalyst in Silvermoon. He will be able to provide one additional Nebulous Voidcore per week starting the eighth week of Season 2. Ranged weapons (bows, crossbows, and guns) can now use a variety of illusions in transmog. Adjusted delve Coffer Key Shard amounts from multiple sources. Developers' notes: We have tuned Coffer Key Shard acquisition to reflect the addition of more sources with the Curse of Ula'tek update. Our goal is to reward players who choose to spend their time engaging with new content in the Coiled Isles, while still providing players the ability to earn Coffer Key Shards from all sorts of outdoor features throughout Midnight. These adjustments are still ongoing and are a work in progress. New wild pets to collect on the Coiled Isle. Added Pet Battler achievements for Outland and Cataclysm. Substantially reduced the Anguish costs for housing items purchased from Prey vendors for Season 1 and Season 2. PLAYER VERSUS PLAYER Players will no longer be affected by knockback effects while under the effects of Fear and Disorient crowd control.  Gladiator’s Distinction (PvP Trinket Set Bonus) now increases primary stat by 15% (was 12%) and Stamina by 5% (was 10%) for tank and damage dealer roles.  Gladiator's Distinction (PvP Trinket Set Bonus) now increases Stamina by 10% (was 15%) for the healer role.  BATTLEGROUNDS Developers' notes: We've observed player survivability in battlegrounds making combat less enjoyable, so we're making a change to reduce healing received which should allow for healers and off-healing abilities to be less powerful. Players will now receive 20% less healing in Battlegrounds. SOLO SHUFFLE AND BATTLEGROUND BLITZ To reduce win trading and queue manipulation, now when a player misses a Solo Shuffle or Battleground Blitz queue, a 1-minute debuff prevents further queueing. The debuff stacks for consecutive missed queues within a window of time and is account-wide. Spoils of War will grant 50% increased Conquest once Conquest has been uncapped for the season (was 30%). Developers' notes: We would like to speed up gearing for players who are participating late in the PvP season, so we are increasing Conquest gains from Spoils of War. 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% in PvP combat (was 70%). Enfeeble movement slow reduced to 20% in PvP combat (was 30%). Grip of the Dead movement slow reduced to 60% in PvP combat (was 90%). Hero Talents Rider of the Apocalypse Chains of Ice movement slow reduced to 20% in PvP combat (was 40%). Trollbane's Icy Fury movement slow reduced to 20% in PvP combat (was 40%). Frost Blinding Sleet movement slow reduced to 50% in PvP combat (was 60%). Blinding Sleet secondary slow reduced to 30% in PvP combat (was 50%). Unholy Magus of the Dead Frostbolt movement slow reduced to 30% in PvP combat (was 60%). ▶ DEMON HUNTER Hero Talents Fel-Scarred Wave of Debilitation movement slow reduced to 40% in PvP combat (was 60%). Devourer Consume damage reduced by 40% in PvP combat. Devour damage reduced by 8% in PvP combat. Havoc Master of the Glaive movement slow reduced to 30% in PvP combat (was 50%). Metamorphosis daze slow reduced to 50% in PvP combat (was 70%). Vengeful Retreat movement slow reduced to 50% in PvP combat (was 70%). Vengeance Sigil of Chains movement slow reduced to 50% in PvP combat (was 70%). ▶ DRUID Typhoon movement slow reduced to 30% in PvP combat (was 50%). Ursol's Vortex movement slow reduced to 30% in PvP combat (was 50%). Wild Charge daze slow reduced to 30% in PvP combat (was 50%). Thorns movement slow reduced to 30% in PvP combat (was 50%). 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% in PvP combat (was 50%). Faerie Swarm movement slow reduced to 20% in PvP combat (was 30%). The following PvP talents have been removed: Crescent Burn Dying Stars Guardian Infected Wounds movement slow reduced to 30% in PvP combat (was 50%). 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. Call of Ohn'ahra increases the cooldown of Nature's Swiftness by 30 seconds (was 10 seconds). All healing reduced by 10% in PvP combat. Developers’ notes: Restoration Druid is receiving several quality of life adjustments and buffs in this update. As a result, we're lowering some of the extra healing they were receiving in PvP combat. ▶ 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% in PvP combat (was 50%). Swoop Up (PvP Talent) has been removed. Augmentation Perilous Fate movement slow reduced to 50% in PvP combat (was 70%). Dreamwalker's Embrace movement slow reduced to 30% in PvP combat (was 50%). ▶ HUNTER Scatter Shot has returned as a PvP talent – A short-range shot that deals damage, removes all harmful damage over time effects, and incapacitates the target for 3 seconds. Any damage caused will remove the effect. Turns off your attack when used. Tar Trap movement slow reduced to 30% in PvP combat (was 50%). Cold Feet movement slow reduced to 50% in PvP combat (was 70%). Concussive Shot movement slow reduced to 30% in PvP combat (was 50%). Scorpid Venom movement slow reduced to 70% in PvP combat (was 90%). Hunting Pack radius increased to 30 yards (was 15 yards). Chimaeral Sting no longer applies its subsequent effects when dispelled. Roar of Sacrifice reduces damage taken by 25% in PvP combat (was 15%). The following pet abilities movement slow effect reduced to 30% in PvP combat (was 50%). Acid Spit Ankle Crack Blood Bolt Dust Cloud Frost Breath Furious Bite Lock Jaw Pin Prowl Spirit Walk Talon Rend Tendon Rip Trample Warp Time Web Spray Hero Talents Dark Ranger Dark Chains movement slow reduced to 30% in PvP combat (was 40%). Shadow Dagger movement slow reduced to 20% in PvP combat (was 30%). ▶ MAGE Arcanosphere damage increased by 25%. Overpowered Barrier increases barrier absorption by 60% (was 100%). Overpowered Barrier movement slow reduced to 50% in PvP combat (was 70%). Blast Wave movement slow reduced to 50% in PvP combat (was 70%). Freezing Cold movement slow reduced to 70% in PvP combat (was 80%). Ring of Frost movement slow reduced to 50% in PvP combat (was 65%). Improved Mass Invisibility reduces cooldown by 3 minutes (was 4 minutes). Ring of Fire duration increased to 4 seconds (was 3 seconds). Arcane Overpowered Barrier no longer grants Invisibility and immunity. Instead, it grants Time Warp for 6 seconds if the barrier is fully consumed. Frost Snowdrift movement slow reduced to 50% in PvP combat (was 70%). ▶ MONK Crashing Momentum movement slow reduced to 30% in PvP combat (was 40%). Spirit's Essence movement slow reduced to 50% in PvP combat (was 70%). Brewmaster Special Delivery movement slow reduced to 30% in PvP combat (was 50%). Mistweaver Vital Expenditure now increases Soothing Mist's healing by 100% (was 300%) and increases its mana cost by 33% (was 200%) in PvP combat.  Windwalker Flying Serpent Kick movement slow reduced to 50% in PvP combat (was 70%). Strike of the Windlord movement slow reduced to 30% in PvP combat (was 50%). ▶ PALADIN Hero Talents Lightsmith Dawnlight movement slow reduced to 30% in PvP combat (was 50%). Holy All healing reduced by 15% in PvP combat.  Protection Hero Talents Templar Divine Exaction causes Divine Toll to strike at 45% effectiveness in PvP combat. Retribution Divine Hammer movement slow reduced to 20% in PvP combat (was 30%). Judgment of Justice movement slow reduced to 20% in PvP combat (was 30%). Truth's Wake movement slow reduced to 30% in PvP combat (was 50%). Eternal Flame healing reduced by 20% in PvP combat.  ▶ PRIEST Discipline Hero Talents Voidweaver Quickened Pulse causes Entropic Rift and Shadow Word: Pain to deal damage 15% more often in PvP combat (was 25%). Expiation deals damage equal to 150% of the amount consumed (was 200%) in PvP combat. Shadow Mind Flay: Insanity movement slow reduced to 50% in PvP combat (was 70%). Idol of C'Thun Mind Flay movement slow reduced to 20% in PvP combat (was 30%). Psyfiend Psyflay movement slow reduced to 30% in PvP combat (was 50%). ▶ ROGUE Crippling Poison movement slow reduced to 30% in PvP combat (was 50%). Crippling Poison (Shiv) movement slow reduced to 50% in PvP combat (was 70%). Assassination System Shock movement slow reduced to 70% in PvP combat (was 90%). Outlaw Pistol Shot movement slow reduced to 20% in PvP combat (was 30%). Subtlety Distracting Mirage movement slow reduced to 50% in PvP combat (was 60%). Goremaw's Bite repeats 10% damage of Finishing Moves in PvP combat. ▶ SHAMAN Arctic Snowstorm movement slow reduced to 20% in PvP combat (was 30%). Enfeeblement movement slow reduced to 50% in PvP combat (was 70%). Earthbind Totem movement slow reduced to 30% in PvP combat (was 50%). Thunderstorm movement slow reduced to 30% in PvP combat (was 40%). ▶ WARLOCK Dampening now causes Dark Pact to decrease the amount of health it sacrifices. Curse of Exhaustion movement slow reduced to 30% in PvP combat (was 50%). Whiplash movement slow reduced to 30% in PvP combat (was 50%). Bonds of Fel damage increased by 100%, and radius increased to 12 yards (was 8 yards). Visual has been updated to better identify the boundaries for enemies. Destruction Fel Fissure movement slow reduced to 30% in PvP combat (was 50%). ▶ WARRIOR Piercing Howl movement slow reduced to 50% in PvP combat (was 70%). Hero Talents Colossus Boneshaker movement slow reduced to 30% in PvP combat (was 40%). Arms Storm of Destruction movement slow reduced to 50% in PvP combat (was 60%). Hero Talents Colossus Dominance of the Colossus reduces damage taken from enemies affected by Demolish by up to 10% in PvP combat. QUESTS Explore new stories in the Arcantina. The Omnium Folio introduction questline can now be skipped across characters on the account once it has been completed by at least one character. USER INTERFACE AND ACCESSIBILITY The Auto Loot setting is now account wide. Auction House filters now persist across sessions. In Group Finder, the refresh button no longer overlaps with the filter reset button. Added a Back button to the Achievements pane. The World Map can now show map coordinates of the player and the cursor. Settings can be found under Gameplay > Interface. Shift-clicking a map pin now also copies a slash command to your clipboard. The slash command (/mappin) can be shared outside the game and entered in chat to create the pin and open your map to it. The Friends List has been updated with World of Warcraft Friends, Recent Allies, additional filtering options, and improved social management tools. COOLDOWN MANAGER Now tracks trinkets, potions, and racial ability cooldowns and durations. 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 Added the ability to ping the action bar and spells on the Cooldown Manager. Added the ability to ping certain items. Added the ability to ping player resources (such as health bars or health and mana bars for healers), displaying the information 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. Trinkets, health potions, combat potions, and healthstones can now be pinged on the Cooldown Manager. 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%. The Loss of Control display can now be moved. 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. 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. 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. To view all content update notes, click here. For World of Warcraft customer support, please visit our Support Site or our Customer Support discussion forum. If you’ve found a bug, please let us know about it in our Bug Report Forum. Back to Top