魔兽世界:永恒职业深度解析——潜行者与术士
原题:World of Warcraft: Forever Class Deep Dives — Rogue and Warlock
潜行与毁灭之力的大师们成为本次《魔兽世界:永恒》职业深度解析的焦点。探索潜行者和术士的更新如何基于各职业标志性的工具、战术与玩法展开……
蓝贴影响分析
影响职业、版本,以及插件 / WA 作者需要关注的更新点。
这条内容主要影响 正式服 / 怀旧服需结合原文判断。重点关注 战士、潜行者、术士。 插件与 WA 作者建议关注技能、光环、战斗机制和数据字段变化。
影响职业
战士、潜行者、术士
影响版本
正式服 / 怀旧服需结合原文判断
插件需要关注
职业技能、光环和冷却类 WA 可能需要调整触发条件
界面、姓名板、头像框插件可能需要适配
装备查询、掉落表和拍卖相关插件建议同步数据
WA 需要关注
受影响职业的技能监控、爆发提醒、减益追踪 WA
符文、天赋和新技能触发类 WA
潜行与毁灭的大师将在本次《魔兽世界:永恒》职业深度解析中占据核心位置。探索盗贼与术士如何通过更新逐步演进,这些更新建立在各职业标志性的工具、战术与玩法之上。
对于盗贼而言,本次更新立足其对于潜行、控制、毒药与精准武器攻击的精通。毒药获得更多充能次数,并能与临时武器附魔并存,而刺杀、战斗与敏锐的更新为匕首、其他武器类型、终结技、流血与战斗诡计创造了更强选项。
对于术士而言,重点在于开辟操控暗影、火焰与恶魔力量的新途径。灾祸将伤害效果与功能性诅咒分离,宠物随主人属性缩放,修订后的火焰石与法术石强化了偏向法术的武器附魔。痛苦、恶魔学识与毁灭的天赋更新进一步支持持续伤害与吸取效果、更深的恶魔协同,以及独特的暗影与火焰组合。
天赋从10级开始可用,并继续沿用熟悉的结构,包括在11、21和31点的一点里程碑天赋,现在还加入了新的16点里程碑。要更改天赋,包括旧版天赋,请前往主城中的职业训练师处。双天赋专精也在40级时开放。
请注意,职业能力与天赋可能会在Beta测试期间继续调整,并可能进一步变更。
盗贼
术士
盗贼:寸长尺短,皆为我用
盗贼擅长创造机会并将其转化为决定性优势。这些更新赋予他们更多方式为遭遇战做准备、在战斗开始后随机应变,并围绕最适合自己的方式构筑流派。
基础技能
毒药
所有毒药的充能次数提高。
毒药现在可以与重量石、磨刀石等临时附魔同时应用于武器。
佯攻:威胁值降低效果翻倍。
闷棍:使用该技能不再脱离潜行。
我们希望盗贼能拥有一种需要其独特技能(潜行、扰乱等)来铺垫、可供队伍与团队使用的控制收益,但当一组怪物过多而无法安全坦克时,也能战术性地使用。
扰乱:该技能现在还会使受影响的敌人侦测潜行的能力降低,持续10秒。然而,这一减益也意味着敌对玩家会知道附近有盗贼需要搜寻。
破甲:护甲降低效果提高,以匹配大约同等级下5层破甲攻击所造成的护甲降低。
破甲不再阻止破甲攻击对目标使用,但破甲攻击仍不会覆盖破甲,除非其效果更弱。这允许战士通过破甲攻击产生威胁值,而不会受到破甲干扰。
斧:盗贼现在可以学习装备单手斧。物品选择范围的扩大让我们能提供更多样的武器,同时确信盗贼仍能从中获益。盗贼这一原型包含土匪与亡命之徒,他们在奇幻与中世纪叙事中经常使用斧。
天赋
刺杀
强化凿击:从战斗移至刺杀第1行。
无情打击:现在也会影响毁伤。
恶意:现在提高你所有攻击与毒药的爆击几率,而非仅近战攻击。
谋杀:现在也适用于巨人,但不再适用于野兽与龙类。
强化破甲:(重做。)不再提高破甲的效果,而是降低破甲的能量消耗,并且破甲在消耗5个连击点时现在会返还连击点。
致命偷袭:现在也适用于毁伤。爆击伤害加成也有所降低。
冷血:从21点金牌天赋移至16点金牌天赋。现在也适用于毁伤。
强化毒药:现在还会使毒药在触发时有很大几率不消耗充能次数。我们希望刺杀成为一种以毒药为核心的玩法,因此这能帮助其毒药持续更久,而无需频繁重新施加。
精力:现在是第5行的2点天赋,而非31点金牌天赋。总效果相同。
毁伤:(新的21点金牌天赋。)这个60能量的连击技能用双手发动攻击,造成每把武器的武器伤害,但两把都必须是匕首。对中毒目标的伤害提高,并奖励2个连击点。每只手都有几率触发各种效果。
强化肾击:该天赋提高的伤害现在仅适用于你自己的攻击与毒药。
封印命运:不再需要冷血作为前置。请注意,如果任一只手或双手造成爆击,毁伤将恰好触发该效果一次。
毒液:新的31点金牌天赋。这个新的25能量终结技使你的毒药伤害提高30%,施加毒药的几率提高10%。持续时间由消耗的连击点数量决定。我们的预期是,刺杀的终结技重点在于维持毒液与切割,而 rupture 和剔骨等伤害型终结技优先级较低。其他盗贼流派则会更强调那些伤害型终结技。
战斗
强化剔骨:从刺杀移至第1行。伤害加成提高。
穿刺之伤:(原强化背刺。)现在也会以较低百分比提高毁伤的爆击几率,并使背刺有几率额外获得1个连击点。
偏斜:现在每点提供的招架几率翻倍。
精确:现在提高所有法术与攻击的命中几率,包括毒药,而非仅近战武器攻击。
耐久:现在按百分比降低疾跑与闪避的冷却时间,从而使两者的总减少量更大。
完美执行:新的16点金牌天赋。使剔骨的能量消耗降低10。
双武器专精:副手伤害提高幅度降低。
劈砍:这个新的第5行天赋整合了已移除的匕首专精、锤类武器专精、剑类武器专精与拳套武器专精的收益,并为斧增加加成。斧获得与剑相同的收益,即有几率发动一次额外攻击。锤的加成使攻击忽略目标的一部分护甲,而非提供眩晕几率。
武器专家:(重做。)现在降低目标闪避或招架你攻击的几率。
侵略:现在也会提高背刺伤害。我们希望战斗专精既能支持以背刺为核心的流派,也能支持以邪恶攻击为核心的流派。因此,该天赋及其他若干天赋获得了更多背刺支持。
已移除天赋:匕首专精、锤类武器专精、剑类武器专精、拳套武器专精均已并入新天赋劈砍。
敏锐
伪装:从第2行移至第1行。
欺诈大师:从5点天赋点降低为3点天赋点,效果相同。提示信息已澄清,以说明潜行提升的确切影响。
机会:现在也会影响毁伤。
先发制人:触发几率提高,使3点即可提供100%几率。
卑鄙伎俩:原强化闷棍。从第4行移至第2行。(重做。)闷棍现在默认不再脱离潜行。相反,该天赋大幅降低闷棍与致盲的能量消耗。
强化伏击:从第3行移至第2行。
主动:激活几率提高,使其在3点天赋点时拥有100%几率。
幽灵一击:装备匕首而非其他武器时,造成的百分比伤害提高。
强化扰乱:(新的第3行天赋。)提高扰乱的 effect 半径,且被扰乱的敌人现在会受到更高的侦测潜行惩罚。
heightened Senses:从第5行移至第4行。提示信息已澄清,以描述侦测潜行提升的确切效果。
预谋:从31点金牌天赋移至16点金牌天赋。持续时间提高至20秒。
锯齿利刃:现在忽略目标一定百分比的护甲,而非固定值——并随等级提高。
Dirty Deeds:现在也允许在目标背后之外使用锁喉。
出血:装备匕首而非其他武器时,造成的百分比伤害提高。现在还会使你对目标的割裂伤害提高,持续15秒。
Quietus:(新的第6行天赋。)前置为 Dirty Deeds。你的邪恶攻击、幽灵一击与出血对生命值低于35%的目标造成更多伤害。
我们
Masters of subtlety and destructive power take center stage in this World of Warcraft: Forever class deep dive. Discover how Rogues and Warlocks are evolving through updates that build on the defining tools, tactics, and playstyles of each class.
For Rogues, the update builds on their mastery of Stealth, control, Poisons, and precise weapon attacks. Poisons gain more charges and can be used alongside temporary weapon enchantments, while updates across Assassination, Combat, and Subtlety create stronger options for daggers, other weapon types, Finishing Moves, Bleeds, and combat tricks.
For Warlocks, the focus is on opening new ways to command Shadow, Fire, and demonic power. Banes separate damaging effects from utility Curses, pets scale with their master’s stats, and revised Firestones and Spellstones strengthen spell-focused weapon imbues. Talent updates across Affliction, Demonology, and Destruction further support damage-over-time and draining effects, deeper demon synergies, and distinct Shadow and Fire combinations.
Talents become available starting at level 10 and continue using a familiar structure, including one-point milestone talents at 11, 21, and 31 points, now joined by a new 16-point milestone. To change your talents, including Legacy talents, visit a class trainer in one of the major cities. Dual Specialization also becomes available at level 40.
Please note that class abilities and talents may continue to evolve throughout the beta test and are subject to additional changes.
Rogue
Warlock
Rogue: Every Advantage Counts
Rogues excel at creating opportunities and turning them into decisive advantages. These updates give them more ways to prepare for an encounter, adapt once combat begins, and shape a build around the methods that suit them best.
Baseline Abilities
Poisons
Charges increased on all poisons.
Poisons can now be applied to weapons at the same time as temporary enchantments like Weightstones and Sharpening Stones.
Feint: Threat reduction doubled.
Sap: Using this ability no longer breaks Stealth.
We want Rogues to have a crowd control benefit they can provide to parties and raids that requires their unique skills to set up (Stealth, Distract, etc.) but which can be used tactically when there are too many monsters in a group to be safely tanked.
Distract: This ability now also causes affected enemies to have reduced Stealth detection for 10 seconds. However, this debuff also means player enemies will now know there is a Rogue nearby to look for.
Expose Armor: Armor reduction increased to match the armor reduction caused by 5 applications of Sunder Armor at approximately the same level.
Expose Armor no longer prevents Sunder Armor from being used on a target, but Sunder Armor will still not overwrite Expose Armor, unless its effect is weaker. This allows Warriors to generate threat from Sunder Armor without Expose Armor interfering.
Axes: Rogues can now learn to equip one-handed axes. This increase in itemization choices lets us make a more diverse offering of weapons and know that Rogues will still benefit. Rogues as an archetype include brigands and outlaws, who often make use of axes in fantasy and medieval storytelling.
Talents
Assassination
Improved Gouge: Moved to row 1 of Assassination from Combat.
Remorseless Attacks: Now also affects Mutilate.
Malice: Now increases your critical strike chance with all attacks and Poisons, instead of just melee attacks.
Murder: Now also applies to Giants but no longer applies to Beasts and Dragonkin.
Improved Expose Armor: (Redesigned.) No longer increases the effectiveness of Expose Armor, instead reduces the Energy cost of Expose Armor and Expose Armor now refunds Combo Points when used with 5 Combo Points.
Lethality: Now also applies to Mutilate. Bonus to critical damage also lowered some.
Cold Blood: Moved from 21-point gold medal talent to 16-point gold medal talent. Now also applies to Mutilate.
Improved Poisons: Now also grants a large chance for Poisons not to consume charges when triggered. We want Assassination to be a Poison-focused playstyle, so this helps their Poisons last much longer without needing to be reapplied.
Vigor: Now a 2-point talent on row 5 instead of the 31-point gold medal talent. Same total effect.
Mutilate: (New 21-point gold medal talent.) This 60 Energy Combo ability strikes with both hands as weapon damage from each weapon, but both must be daggers. This damage is increased against Poisoned targets and awards 2 Combo Points. Each hand has a chance to trigger various procs.
Improved Kidney Shot: The increased damage from this talent now applies only to your own attacks and Poisons.
Seal Fate: No longer requires Cold Blood as a pre-requisite. Note that Mutilate will trigger this exactly once if either or both hands generates a critical strike.
Venom: New 31-point gold medal talent. This new 25 Energy Finisher ability grants 30% increased damage to your Poisons and 10% increased chance to apply Poisons. Duration determined by number of Combo Points spent. Our expectation is that Assassination focuses its finishers on maintaining Venom and Slice and Dice, and damaging finishers like Rupture and Eviscerate are a lower priority. Other Rogue builds would put more emphasis on those damaging Finishers.
Combat
Improved Eviscerate: Moved to row 1 from Assassination . Damage bonus increased.
Puncturing Wounds: (Formerly Improved Backstab.) Now also increases Mutilate crit chance by a lesser percentage, and gives Backstab a chance to grant an additional Combo Point.
Deflection: Now grants twice as much Parry chance per point.
Precision: Now increases chance to hit with all spells and attacks, including Poisons, instead of just melee weapon attacks.
Endurance: Now reduces Sprint and Evasion cooldown by a percentage, resulting in a larger total reduction for both.
Flawless Execution: New 16-point gold medal talent. Reduces the Energy cost of Eviscerate by 10.
Dual Wield Specialization: Increase to off-hand damage reduced.
Hack and Slash: This new row 5 talent combines the benefits of the removed talents Dagger Specialization, Mace Specialization, Sword Specialization, and Fist Weapon Specialization, and also adds a bonus for Axes. Axes gain the same benefit as Swords, a chance to make an extra attack. The bonus for Maces causes attacks to ignore some of the target’s armor, rather than provide a chance to Stun.
Weapon Expertise: (Redesigned.) Now reduces the chance for a target to Dodge or Parry your attacks.
Aggression: Now also increases Backstab damage. We wanted the Combat specialization to support a Backstab-oriented build as well as a Sinister Strike-oriented build. So, this and several other talents gained more Backstab support.
Removed talents: Dagger Specializaton, Mace Specialization, Sword Specialization, Fist Weapon Specialization have all been subsumed into the new talent Hack and Slash.
Subtlety
Camouflage: Moved from row 2 up to row 1.
Master of Deception: Reduced from 5 talent points to 3 talent points for the same effect. The tooltip has been clarified to state the exact impact of the improvement to Stealth.
Opportunity: Now also affects Mutilate.
Setup: Chance to trigger increased so that 3 points grants 100% chance.
Dirty Tricks: Formerly Improved Sap. Moved from row 4 up to row 2. (Redesigned.) Sap never breaks Stealth now baseline. Instead, this talent reduces the Energy cost of Sap and Blind by a substantial amount.
Improved Ambush: Moved from row 3 to row 2.
Initiative: Chance for this to activate increased so that it has a 100% chance with 3 talent points.
Ghostly Strike: Percentage damage done increased while a Dagger is equipped instead of another weapon.
Improved Distract: (New row 3 talent.) Increases the radius of effect of your Distract, and Distracted enemies now suffer an increased penalty to their Stealth detection.
Heightened Senses: Moved from row 5 up to row 4. Tooltip clarified to describe the exact effect of the increased Stealth detection.
Premeditation: Moved from 31-point gold medal talent to 16-point gold medal talent. Duration increased to 20 seconds.
Serrated Blades: Now ignores a specific percentage of your target’s armor, instead of a flat value—rising per level.
Dirty Deeds: Now also allows Garrote to be used when not behind your target.
Hemorrhage: Percentage damage done increased while a Dagger is equipped instead of another weapon. Now also increases your Rupture damage to the target for 15 seconds.
Quietus: (New row 6 talent.) Pre-requisite Dirty Deeds. Your Sinister Strike, Ghostly Strike, and Hemorrhage abilities cause more damage to targets below 35% health.
We wanted the Subtlety tree to support playstyles with both Sinister Strike and Backstab, so this talent supports the Sinister Strike oriented build.
Cutthroat: (New row 6 talent.) Your Backstab has a chance to cause your next Ambush to not require Stealth.
This talent supports the Backstab oriented build as well as creating an exciting alternate flow where Ambush can be used during combat.
Thousand Cuts: New 31-point gold medal talent. Each time Rupture deals damage, the Energy cost of your next Hemorrhage or Backstab ability is reduced by 3 Energy, stacking up to 5 times.
Removed talents: Sleight of Hand, Deadliness.
Rogues remain the masters of Stealth, with unique abilities useable from Stealth like Pickpocket, Distract, Sap, and Garrote. They alone have access to Poisons and can now use them alongside temporary weapon enchantments. However, different varieties of Rogues specialize in different weapons and tactics. Assassination specializes in daggers and buffing themselves with Finishing moves. Combat and Subtlety have support for all weapon types, with Combat focusing on hard hitting direct damage and little bit of cleave damage with Blade Flurry, and Subtlety focusing on combat tricks and Bleeds. Whichever specialization they choose, Rogues are welcome in any party or raid for their Stealth and control abilities, as well as the highest potential single-target melee damage in the game.
Warlock: Power at Any Price
Warlocks bend forbidden powers to their will, turning every resource—from lingering afflictions to bound demons—into another means of defeating their enemies. These updates broaden how they manage those powers and create new connections among their spells, pets, and specialized tools.
Baseline Abilities
Curse of Agony and Curse of Doom are now Banes. Only one Bane can be active per Warlock on a single target. All effects that interacted with Curses now also interact with Banes.
Curse of the Elements now applies to all magic damage.
Curse of Shadows removed.
Firestone and Spellstone now apply Weapon Imbues, that can be stacked with other temporary enchantments like Wizard Oil. Firestone grants increased Fire damage and critical strike chance. Spellstone grants increased Shadow damage and spell haste.
Life Tap now scales with Spirit, and the amount of Mana from Spirit is correctly stated in its tooltip.
Drain Soul now has a progressive chance per tick to grant a Soul Shard (chance increases each time it doesn't happen, until guaranteed).
Pets now scale from their summoner’s stats.
Talents
Affliction
Improved Life Tap: Moved from row 2 up to row 1.
Suppression: (Redesigned) Improves your chance to hit by up to 5% and decreases your threat by up to 20%
Improved Corruption: Now also increases Corruption’s damage to a maximum of 10%.
Malediction: (New row 2 talent.) Increases all periodic damage done by your Warlock spells to a maximum of 5%.
Improved Drain Soul renamed to Soul Harvest.
Improved Drains: (New row 2 talent.) Increases Health drained or damage done by your Drain Life, Drain Soul, and Wrack spells by up to 20%.
Improved Bane of Agony): (Previously Improved Curse of Agony) Damage increased and now is 2 points instead of 3.
Fel Concentration: 3-point talent instead of 5-point and now also applies to Wrack.
Pandemic: (New row 3 talent) Increases the critical strike damage bonus of your Corruption, Bane of Agony, Bane of Doom, Drain Soul, Drain Life, Siphon Life and Wrack spells by up to 100%.
Nightfall: Row 4 talent. Now also triggered by Drain Soul and Wrack spells.
Curse of Exhaustion: Moved from row 5 up to row 4. Now the 16-point gold medal talent and reduces movement speed by 30%.
Malevolence: (New row 4 talent.) Increases the critical effect chance of your Shadow spells by up to 5%.
Soul Siphon: (New row 5 talent) Increases the damage done or Health drained by your Drain Life, Drain Soul, and Wrack spells by up to 12% per each of your other Affliction spells on the target, up to a maximum increase of 36%.
Shadow Mastery: Damage bonus reduced.
Wrack: (New 31-point gold medal talent.) Tears the target apart from within, inflicting Shadow damage every second and increasing the damage they take from your other Shadow damage-over- time (DoT) effects by 10% for 6 seconds. This spell grants the Affliction Warlock a powerful drain-style spell to use as their primary spell when not re-casting damage-over- time spells or instant Shadow Bolts from Nightfall.
Removed talents: Improved Curse of Weakness, Improved Drain Life, Improved Drain Mana, Improved Curse of Exhaustion, Grim Reach, Dark Pact.
Demonology
Improved Imp: No longer effects its Blood Pact spell.
Demonic Embrace: No longer reduces your Spirit.
Unholy Power: Moved from row 4 up to row 1 and damage bonus to pets decreased.
Improved Health Funnel: Moved from row 2 up to row 1. Health transfer bonus increased and now also reduces the threat your Health Funnel generates by up to 100%. Also allows Health Funnel to be used regardless of your demon's health.
Demonic Aegis: (New row 2 talent.) Increases the effectiveness of your Demon Skin and Demon Armor spells by up to 30%.
Fel Vitality: (New row 2 talent.) Increases the maximum health and Mana of your Imp, Voidwalker, Succubus, Incubus, and Felhunter by up to 15% and increases your maximum Mana by up to 15%.
Demonic Energies: (New row 2 talent.) You heal your pet for up to 15% of all spell damage you deal. When you gain Mana from Life Tap, your summoned demon gains up to 100% of the mana you gain.
Fel Domination: Now the 16-point gold medal talent and requires Master Summoner as a pre-requisite.
Master Summoner moved from row 4 up to row 3.
Demonic Sacrifice: (Redesigned) Now the 11-point gold medal talent. Sacrifice effects last 2 hours and effects from each sacrifice have shifted around: Imp increases Shadow damage, Voidwalker restores mana, Succubus/Incubus increase fire damage and Felhunter restores Health.
Decimation: (New row 4 talent.) Reduces the cooldown of your Soul Fire spell by up to 90%. When you cast Shadow Bolt or Searing Pain on an enemy below 35% health, they deal increased damage and your Soul Fire spell for the next 10 seconds has its cast time reduced by up to 40% and costs no Soul Shards.
Demonic Brand: (New row 4 talent.) Your Searing Pain generates less threat and brands the target, causing your pet’s next 2 attacks to deal Fire or Shadow damage depending on the pet. If using Shadow damage, it is high threat.
We made a recent change to the threat component, so a non-tanking pet like the Warlock’s Imp does not gain extra threat, but a tanking-oriented pet like the Voidwalker does.
Soul Link moved from row 7 up to row 5.
Improved Felhunter: (New row 5 talent. Increase the Attack Power reduction of your Felhunter’s Tainted Blood, the healing of its Devour Magic, and the detection level of its Paranoia by 10% and reduce the cooldown of its Spell Lock by 2 seconds.
Soul Link: Now the 21-point gold medal talent instead of the 31-point.
Demonic Knowledge: (New row 5 talent. Increases your spell damage and your Demon pet’s spell damage by up to 33% of your level while you have a summoned Demon pet active.
Master Demonologist redesigned: Bonuses provided by each pet changed. Imp increases Fire damage done, Voidwalker reduces Physical damage taken, Succubus/Incubus Increases Shadow damage done and Felhunter reduces Magic damage taken.
Demonic Pact: New 31-point gold medal talent. Requires Soul Link. Your Demonic Sacrifice effect is no longer cancelled by summoning a different pet. Resummoning the sacrificed pet will still cancel the effect.
This exciting new talent allows Warlocks for the first time to benefit from Demonic Sacrifice and Master Demonologist at the same time. How a Demonologist Warlock decides to stack these two effects will have a large impact on their combat abilities.
Removed talents: Improved Healthstone, Fel Intellect, Fel Stamina, Improved Subjugate Demon, Improved Firestone, Improved Spellstone.
Destruction
Destructive Reach: Moved from row 4 up to row 1. Now applies to all damaging spells, not just Destruction spells. This talent now benefits every Warlock specialization and is in easy reach of them all in the first row.
Improved Shadow Bolt: Now only applies to your own Shadow damage but no longer has charges that can be consumed.
Bane: Moved from row 2 to row 1. Now also applies to Incinerate.
Cataclysm: Moved from row 1 down to row 2 and now reduces mana cost of your Destruction spells by up to 10%.
Molten Skin: (New row 2 talent) Reduces all damage taken by up to 10%.
Aftermath: (Redesigned) Increases the initial damage of your Immolate spell by up to 50% and your Conflagrate spell has up to 100% chance to Daze the target, reducing the target’s movement speed by 50% for 5 seconds.
Ruin moved from row 5 up to row 3 and is now a 5-point talent for the same effect. This makes it more accessible for Demonology and hybrid builds that would benefit.
Agonizing Flames: (Formerly Improved Searing Pain) Now only 3 talent points. Increases the damage of all of your Destruction spells in addition to increasing the critical strike chance of your Searing Pain.
Conflagrate: Moved from row 7 up to row 4. Now the 16-point gold medal talent.
Intensity: Now a 3-point talent instead of 2 and gives resistance to cast time loss from taking damage to all Destruction spells, not just Rain of Fire, Hellfire, and Soulfire.
Pyroclasm: Wording improved to make effect more clear.
Fire and Brimstone: (New row 5 talent) Requires Conflagrate. Increases the critical strike chance of your Conflagrate.
Bane of Havoc: (New 21-point gold medal talent) Afflicts the target for 5 minutes causing 15% of all damage done by the Warlock to other targets to also be dealt to the cursed target. Limited to 1 target and only one Bane per Warlock can be active on any one target.
Shadow and Flame: New row 6 talent.) Hitting an enemy with Conflagrate increases all Shadow damage you deal for 20 seconds and hitting an enemy with Shadowburn increases all Fire damage you deal for 20 seconds. In addition, Conflagrate has up to 100% chance to not consume Immolate and Shadowburn has up to 100% chance to instantly refund a Soul Shard.
Incinerate: (New 31-point gold medal talent.) Requires Bane of Havoc. Deals Fire damage to your target and an additional 25% damage if the target is afflicted by Immolate. 2.5 seconds cast, 30-yard range.
Removed talents: Improved Firebolt, Improved Lash of Pain, Devastation, Improved Immolate, Emberstorm.
Warlocks are gaining new exciting combat options for WoW: Forever. With Affliction, they can concentrate on damage-over-time and draining effects, now with full viability from dealing critical strikes and competitive damage, and with the ability to sustain their own health via powerful health draining effects. With Demonology, they can specialize in empowering themselves and their pet in all new ways with Demonic Brand, Demonic Knowledge, and Demonic Pact, keeping foes focused on their pet while they decimate the enemy with Soul Fire. And with Destruction, they can now mix powerful Shadowburns and Conflagrates with the new Incinerate spell, and the new Bane of Havoc allowing them to continue damage on a primary target while dealing with lesser foes. Warlocks are still physically weak themselves, depending on their demon pets for protection, but they now do damage to compete with any other spellcaster, with three completely different styles to conduct that competition.
Whether striking from the shadows or wielding forbidden power, Rogues and Warlocks offer distinct ways to approach every encounter. Explore their updated talents, experiment with new combinations, and find the tactics that best suit your path through World of Warcraft: Forever.