К завтрашнему началу альфа-тестирования Midnight разработчики опубликовали огромные, гигантские... нет, даже чудовищно-монструозные заметки, пожалуй, самые объемные за все времена. В них они перечислили основные изменения и новинки, значительную часть которых занимают классовые корректировки и новшества.
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Midnight Alpha Test Development NotesCHARACTER LEVELDevelopers’ notes: With each phase, we encourage players to make a new template character and avoid using their previous characters as they could potentially be in a broken state. After making a new template character, make sure to talk to Questzertauren and he will prepare you for any available content.- Level 80 Character Template
- Maximum Level: 83
ZONESTORY AND QUESTS- Level-up Campaign
- Local Stories
- Arator Campaign
- Arcantina: Visitor Quest 1
- Developers’ notes: Accessible after the completion of the Arator Campaign.
WELCOME HOMEWhen you login, you’ll be given a quest “A House for You” which will lead you to your faction’s Neighborhood, introduce the Steward, and take you on a tour of the Neighborhood, and ultimately direct you to buy your house.
Please note, the house cost is not final and assuming you used a template character, you’ll have plenty of gold to afford it.
Once you have a house, start building! You’ll be able to find a variety of decorations on vendors, professions, and throughout the world and use them to make your house a home. Lay out your rooms and expand into a spooky basement or lofty attic. Explore the Neighborhood and see what’s hidden around the corner or say hi to your neighbors.
Please leave any feedback on the feature in the Housing feedback thread.
What to Expect Going ForwardDuring Alpha and Beta, we’ll be adding a ton more content and functionality to Housing, including:
- Moving your house will become possible. Please be especially careful of your choice since it is not possible to change right now.
- Exterior decoration (being able to place decor outside) AND exterior customization (being able to change the outside appearance of your house) will both be enabled.
- House exteriors will also be able to upgrade their visual size
- Charter Neighborhoods will be enabled allowing arbitrary groups of players to have a private neighborhood. In the meantime, Guilds can create their own neighborhoods to test.
- Endeavors will be turned on, allowing your Neighborhood to work together to achieve rewards and welcome new NPCs to town.
- Social visiting will be enabled, allowing friends, neighbors, party members, and guild mates to easily visit each other.
- Lumber is very much a work in progress and will be getting a lot of updates, polish, and balancing.
- We’ll be adding tons of new decorations, profession recipes, neighborhood activities, and more content.
Known IssuesThere are a number of things we know about already and are actively working on and want you to be aware of ahead of time.
- Walking towards another player’s doorstep can sometimes cause a crash. Focus on decorating your own home for now.
- Entering other players’ houses will sometimes take a VERY long time.
- When visiting other players, refreshing the UI list of all their visitable houses can sometimes take a very long time to load.
- As a quick headsup, Dyes are only available via Inscription and Alchemy (and can be placed on the Auction House) so if you’re looking to pretty things up, start there.
- For Alpha, all room placement costs are intentionally set low to enable better testing. Costs will increase to their intended amount during beta and release.
- Private Neighborhoods with names longer than 50+ characters will cause disconnects and crashes. Be brief!
- If you drag decor across room boundaries, a crash can sometimes occur. Put the decor away in your chest and take it out in the target room to avoid this.
- If you have a LOT of decor in a single room and add more, a crash may take place.
- Customizing rooms will always have the “Vaulted” ceiling type option available, though it only works on some room types.
- Houses that are owned by other players will occasionally display the For Sale sign asset even though they’re not for sale.
- You’ll likely encounter a variety of LUA errors. It’s fine to ignore these, but occasionally you may have to relog or reload your UI.
- There are some visual issues with various pieces of decor, rooms, and customizations.
DUNGEONS AND RAID- Windrunner Spire
- Murder Row
- March on Quel’Danas
- Belo’ren, Child of Al’ar
- Developers’ notes: Speak to Nexus-Lord Donjon Rade IX in Silvermoon City, Orgrimmar, or Stormwind to be summoned to this raid encounter to test Boss Timelines, class updates, items, Boss Alerts when it becomes available, and other updates. This encounter will be removed in a future Alpha build.
DELVES- Collegiate Calamity
- Parhelion Plaza
- The Darkway
- New delve companion: Valeera Sanguinar
STAT SQUISH- Starting in Public Alpha 1, we’ve squished numbers across the board. Like previous squishes, we are reducing values across the board, including player and creature health, damage, healing, item level, and stats on items. This squish will not affect player character levels.
- For players logging into Public Alpha, the new character templates will reflect the expected player power from levels 80-90.
- Known issues: Item previews in the Quest Rewards pane can show pre-squished item levels. This is just a display issue, the item will be set to the correct squished item level when it is created.
- Developers’ notes: We welcome your feedback as we continue to work on this feature. While the squish has been applied across the game, it’s possible some items or effects may have escaped having been squished or have been squished too harshly. Legacy content scaling has also been adjusted to compensate for the squish. Please let us know if you encounter any issues with these or other scaling content.
COMBAT APPROACHABILITY IN MIDNIGHTWith Midnight, we aim to make gameplay clearer and easier to understand, so the path to improvement is more apparent for players at every skill level, while maintaining the depth of mastery that WoW offers.
We are updating every class specialization with an eye towards approachability by reducing complexity and making gameplay more intuitive. We are beginning by focusing on what makes each specialization unique and designing gameplay that matches their theme, so your character’s personality and style are reflected in how you play. Our goal is for the most appealing, visible elements of your spec to be what matter most in gameplay. That often means managing resources, tracking a few key buffs and debuffs, using ability charges strategically, and responding to important triggered effects (also known as “procs”).
We want to ensure that players have all the necessary information to play a spec with clearly visible prompts and indicators in the user interface. This can include changing the design of complex abilities or reducing the number of buffs or debuffs that can be active, so it’s easier to pick out the most essential information on enemy nameplates or in the Cooldown Manager.
We are also reviewing the amount of concentration or “cognitive load” required to play each spec. Cognitive load encompasses tasks such as keeping track of active auras, parsing conditions to choose the most effective ability in a given moment, or remembering long sequences of abilities. Some specs will demand more cognitive load than others by design. Keeping track of damage over time effects requires concentration, but is also a big part of the appeal of specs like Affliction, Feral, and Assassination! However, we are reviewing all specs for areas where concentration demands are excessive, unclear, or don’t serve enjoyable gameplay.
Ultimately, our goal is that once every spec has all its new class talent points, Hero Talents, and Apex Talents, it has what we feel is a manageable, fun, and appropriately challenging level of complexity.
Visit the
Developer Insight: Combat for Everyone in Midnight article for an in-depth look on these changes. And for more details on the combat approachability changes to healing and PvP, check out their forum threads:
Healing Changes in Midnight and
PvP Changes in Midnight.
DIMINISHING RETURNS- Developers’ notes: We are making some adjustments to how diminishing returns work in World of Warcraft. “Diminishing returns” refers to the system that reduces the duration of crowd control effects if they are used repeatedly against the same target. In order to make crowd control less frustrating in PvP, players will now become immune after 2 applications of crowd control from the same category (ex. after being stunned twice, you are now immune). We felt that very low duration crowd controls were making it hard to cast spells and generally felt excessive. For PvE, we are removing the immunity after 3 stuns. Our primary goal here is to remove the need to track diminishing returns state on enemies. Instead of enforcing a hidden and complex system to reduce effectiveness of stuns, we are doing a pass on classes and making sure the amount of stuns and their durations are appropriate for combat.
- Diminishing return categories will reset after 16 seconds (was 18 seconds).
- Creatures will no longer be immune to stun effects after 3 applications of the effect. The duration of the stun effect will continue to diminish in half upon each application, until they reach 1/16th duration, where it will remain until 16 seconds have passed.
- In PvP combat, players will be fully immune to a crowd control category after 2 casts (was 3).
CLASSES- The Global Interrupt duration has been increased:
- Developers’ notes: We would like players to have more effective tools against caster enemies, particularly in dungeons. To that end, we are increasing interrupt durations across the board in PvE content.
- Death Knight
- Mind Freeze interrupt duration increased to 5 seconds (was 3 seconds). Does not affect PvP combat.
- Demon Hunter
- Disrupt interrupt duration increased to 5 seconds (was 3 seconds). Does not affect PvP combat.
- Druid
- Skull Bash interrupt duration increased to 5 seconds (was 3 seconds). Does not affect PvP combat.
- Balance
- Solar Beam interrupt increased to 7 seconds (was 5 seconds). Does not affect PvP combat.
- Evoker
- Quell interrupt duration increased to 6 seconds (was 4 seconds). Does not affect PvP combat.
- Hunter
- Beast Mastery and Marksmanship
- Counter Shot interrupt duration increased to 5 seconds (was 3 seconds). Does not affect PvP combat.
- Survival
- Muzzle interrupt duration increased to 5 seconds (was 3 seconds). Does not affect PvP combat.
- Mage
- Counterspell interrupt duration increased to 7 seconds (was 5 seconds). Does not affect PvP combat.
- Monk
- Spear Hand Strike interrupt duration increased to 5 seconds (was 3 seconds). Does not affect PvP combat.
- Paladin
- Rebuke interrupt duration increased to 5 seconds (was 3 seconds). Does not affect PvP combat.
- Priest
- Shadow
- Silence duration increased to 5 seconds (was 4 seconds) and interrupt duration increased to 5 seconds in non-PvP combat (was 3 seconds).
- Silence duration increased to 4 seconds in PvP combat (was 3 seconds).
- Rogue
- Kick interrupt duration increased to 6 seconds (was 3 seconds). Does not affect PvP combat.
- Shaman
- Wind Shear interrupt duration increased to 4 seconds (was 2 seconds). Does not affect PvP combat.
- Warlock
- Spell Lock interrupt duration increased to 7 seconds (was 5 seconds). Does not affect PvP combat.
- Demonology
- Axe Toss interrupt duration increased to 5 seconds (was 3 seconds). Does not affect PvP combat.
- Warrior
- Pummel interrupt duration increased to 5 seconds (was 3 seconds). Does not affect PvP combat.
- DEATH KNIGHT
- Class
- Death Strike Heal reduced to 20% of all damage taken in the last 5 seconds (was 25%).
- Death and Decay damage increased by 130%.
- Unholy Endurance now reduces the cooldown of Lichborne by 30 seconds (was reduces damage taken).
- Sacrificial Pact has been removed.
- Hero Talents
- Deathbringer
- New Talent: Frigid Hunger – Upon exploding, Reaper’s Mark increases your critical strike chance by 10% for 8 seconds.
- New Talent: Deathly Blows
- Frost: Frost Strike damage increased by 5%. Glacial Advance damage increased by 5%.
- Blood: Death Strike damage increased by 5%.
- New Talent: Echoing Fury
- Frost: Reaper’s Mark deals 5% increased damage. Casting Frostwyrm’s Fury grants 2 stacks of Exterminate with 100% first scythe and 100% second scythe effectiveness.
- Blood: Reaper’s Mark deals 5% increased damage. Casting Dancing Rune Weapon grants 1 stack of Exterminate with 75% first scythe and 75% second scythe effectiveness.
- Rider of the Apocalypse
- New Talent: Ride or Die!
- Unholy: Dark Transformation summons forth Whitemane for 6 seconds.
- Frost: Pillar of Frost summons forth Trollbane for 6 seconds.
- New Talent: Let Terror Reign
- Unholy: Casting Death Coil or Epidemic orders Whitemane to cast her Death Coil or Epidemic alongside you at 125% effectiveness.
- Frost: Casting Obliterate or Frostscythe orders Trollbane to cast his Obliterate or Frostscythe alongside you at 100% effectiveness.
- New Talent: Unholy Armaments
- The abilities that Horsemen cast deal 5% increased damage.
- San’layn
- New Talent: Thrill of Blood – Essence of the Blood Queen additionally increases your Mastery by 0.2% per stack.
- New Talent: Unending Misery – Infliction of Sorrow extends the duration of your disease by an additional 3 seconds (Unholy)/4 seconds (Blood) on your main target.
- New Talent: Transfusion – Vampiric Strike increases the damage of your permanent Ghoul/Dancing Rune Weapons by 10% for 8 seconds. Multiple applications may overlap.
- Infliction of Sorrow now consumes 50% of the Plagues to deal 100% of that amount of damage.
- Blood
- Developers’ notes: Going into Midnight we had a few pain points with Blood Death Knights that we are looking to address. On initial pull, Blood has an incredibly long ramp up time to both get their defensives rolling but also their offensive power. The main culprit is due to how we turned Boneshield into a damage throughput resource because of the existence of Shattering Bone and Insatiable Blade. Going into Midnight we have removed Shattering Bone and re-distributed its power into Blood’s baseline damage abilities for a more consistent throughput that doesn’t require all the hoops to jump through to start dealing damage. On the topic of Boneshield, we’ve also reduced the number of abilities that deduct from it such as Tombstone and Bonestorm. As a tank you have a lot of things to consider in your role and adding what was essentially a third resource to spend felt like it was slightly too much. Not to say we can’t explore this design in the future, but we will need to be much more cautious and deliberate with these ability designs to ensure its not encroaching on the already existing resource system of Death Knights.
The other notable change for Blood is focused on making them more reliable in high end Mythic+ keys. Blood historically (outside of the very strong Sepulcher of the First Ones tier set) has been great at low to mid-level keys but started to fall off at higher end keys where their Death Strike healing can’t overcome the damage they start to take. To alleviate some of this we’ve made a pass on Death Strike and all its modifiers to reduce its overall healing but at the same time we’ve re-distributed that power into their baseline defensives, talents, and Boneshield. The goal being to make their damage intake a little more predictable at higher keys and prevent them from “falling over” before they can start to get their other defensives rolling. We love that Blood has carved a niche for itself as the self-sufficient tank and we don’t want that to change. We look forward to hearing your feedback to the above changes as well as the other changes not mentioned as we continue into Alpha and beyond. - Apex Talents: Dance of Midnight
- While Dancing Rune Weapon is active, when you parry you have a chance to make your next Heart Strike free and deal 150% increased damage.
- For each Dancing Rune Weapon active your damage is increased by 4/8% and your damage taken is reduced by 2/4%.
- When you consume a Rune you have a chance to call a Dancing Rune Weapon to your aid for 6 seconds.
- New Talent: Deadly Reach – Death Strike hits an additional 2 enemies.
- New Talent: Lifeblood – Death Strike heals for an additional 20% of its healing over 5 seconds.
- New Talent: Bloodmist – When you cast Dancing Rune Weapon, you become enveloped in a blood mist that surrounds you for 8 seconds, increasing your Parry by 5%. Deals Shadow damage every 1 second to enemies within 10 yards. Every time it deals damage you gain 2 Runic Power, up to a maximum of 10 Runic Power. Deals reduced damage beyond 8 targets.
- New Talent: Boiling Point – Heart Strike has a chance to make your next Blood Boil empowered, dealing 50% increased damage, and echoing after 3 seconds.
- New Talent: Plague Infusion – Your Blood Plague critical hits have a chance to reduce the cooldown of your Blood Boil by 0.25 seconds.
- New Talent: Sanguinary Burst – When Blood Mist ends it deals Shadow damage to 8 nearby enemies, healing you for 15% of the damage dealt. The damage is increased by 2% for every 1 Runic Power spent while Blood Mist was active.
- Consumption has been redesigned and is now an Empower ability – Empower the runes in your weapon, reducing the damage you take over the duration and unleashing a devastating attack that deals Shadow damage and consumes up to 75% of your Blood Plague instantly from enemies in front of you.
- Insatiable Blade has been updated – Dancing Rune Weapon’s cooldown is reduced by 30 seconds and now generates 5 Bone Shield charges.
- Heartbreaker no longer grants extra Runic Power from Dancing Rune Weapons.
- Abomination Limb is now available as a choice node with Gorefiend’s Grasp. No longer deals damage.
- Gorefiends Grasp cooldown reduced by 30 seconds and it now silences enemies for 3 seconds.
- Everlasting Bond duration increase reduced to 4 seconds (was 6 seconds).
- Voracious now increases Death Strike Healing by 5% (was 15%).
- Bone Shield Armor increased by 25%.
- Improved Bone Shield now also increases the maximum stacks of Bone Shield by 2.
- Blood Fortification now also increases your base Armor by 35%.
- Carnage no longer affects Blooddrinker.
- The following talents have been removed:
- Blooddrinker
- Blood Tap
- Bonestorm
- Heartrend
- Mark of Blood
- Ossified Vitriol
- Reinforced Bones
- Rune Tap
- Shattering Bone
- Tightening Grasp
- Tombstone
- Frost
- Developers’ notes: In Midnight, we are looking to iterate on the Ghosts of K’aresh Frost Death Knight rework by implementing better tuning knobs that allow for the two prominent builds, Frostbane and Breath of Sindragosa, to be able to compete in single target situations. We’re also updating Obliterate to be partially dealing Frost damage, so that we can fine tune the throughput difference between casting it with Killing Machine or without where we believe is needed.
- Apex Talents: Chosen of Frostbrood
- Frostwyrm’s Fury deals 100% increased damage to the first enemy it hits and grants you 15% Haste for 12 seconds.
- Casting Frostwyrm’s Fury forward grants 25/50 Runic Power. Recalling it grants 1/2 Killing Machine stacks.
- Frostwyrm’s Fury deals 100% increased damage. After the Frostwyrm flies away, you may cast Frostwyrm’s Fury again to recall it at 50% effectiveness.
- Obliterate has been updated –
- Two-Handed: A brutal attack that deals Physical and Frost damage.
- Dual Wield: A brutal attack with both weapons that deals a total of Physical and Frost damage.
- Shattering Blade now has an additional effect – When Frostbane consumes the Razorice stacks on your main target, it deals an additional 250% damage instead.
- Empower Rune Weapon effect is now instant and no longer has a projectile.
- Unholy
- Developers’ notes: In Midnight, our primary goal for Unholy Death Knight is to deliver fantasy and gameplay that truly embody what it means to be a master of disease and raising the dead. We found Festering Wound to be mechanically overbearing and decided to move away from it. We’re overhauling the core abilities of the spec to create a new rotation that interacts more deeply with your diseases and summoning powers.
To deliver this vision, we’ve introduced a new type of summon called the Lesser Ghoul, placing it at the heart of Unholy’s baseline rotation. Festering Strike now grants a buff that empowers your next couple of Scourge Strikes to summon a Lesser Ghoul—instead of applying a debuff to a single enemy that needs to be spread and tracked throughout an encounter. We’re also updating Army of the Dead to summon these new Lesser Ghouls, and restoring it as Unholy’s primary cooldown by reducing its cooldown to 1.5 minutes.
We recognize that simply having cool ways to summon armies of the dead doesn’t necessarily create meaningful gameplay. That led us to design a new Rune-spending ability called Putrefy—the third rotational partner alongside Festering Strike and Scourge Strike. With Putrefy, you’ll sacrifice your oldest summoned Lesser Ghoul to explode and deal Shadow damage to nearby enemies. We’ve intentionally placed Putrefy early in the specialization tree to enable further fun and meaningful interactions you can opt into. And for those wondering about targeting—don’t worry, we’ve got you covered. Just press the button and enjoy the show as your Lesser Ghoul explodes spectacularly.
Now that we’ve covered summoning, let’s talk diseases. In Midnight, we’re introducing a new single-target disease called Dread Plague, which will work alongside your AoE disease Virulent Plague. As with summoning, simply applying cool diseases isn’t enough—so we’re redefining some core abilities and bringing Runic Power spenders like Death Coil and Epidemic into the mix. Scourge Strike will now cause your diseases to inflict an additional tick of their periodic damage at a percentage of their effectiveness, while your Runic Power spenders will extend their durations. Extending disease duration becomes important because we’re also introducing a powerful disease consumption mechanic via a talent called Blightburst. When talented into Blightburst, the explosion effect of Putrefy will consume a significant portion of your diseases’ remaining duration and deal that amount of damage instantly.
By leveraging the concepts of Lesser Ghoul and Putrefy, we aimed to unify the summoner and master-of-disease fantasies. We hope you’ll find all the other talents we introduced fun and engaging—especially the new Apex Talent, which we believe will fully immerse you in this redefinition of Unholy Death Knight. - Apex Talents: Forbidden Knowledge
- Army of the Dead siphons the power of the fallen, transforming Death Coil and Epidemic into Necrotic Coil and Graveyard for 15 seconds.
- Necrotic Coil: Unleash a vortex of necrotic energy and bone, dealing Physical damage up to 3 foes and Shadow damage to all pierced enemies. 20 Runic Power and uses half global cooldown.
- Graveyard: The dead erupt beneath all foes with Virulent Plague, dealing Shadow damage and Shadow damage to enemies nearby. 20 Runic Power and uses half global cooldown.
- Army of the Dead grants 20/40 Runic Power and causes your next 1/2 Scourge Strike to summon a Lesser Ghoul.
- When you Putrefy a Lesser Ghoul or summon one with Scourge Strike, the duration of Forbidden Knowledge is increased by 1 second.
- New Talent: Putrefy – Decay your oldest Lesser Ghoul under your command over 2 seconds to have them explode for Shadow damage to nearby enemies. Lesser Ghouls do not expire while decaying. Max 2 charges. 15 seconds recharge. 1 Rune cost.
- New Talent: Ancient Runes – Each Rune consumed increases Strength by 2% for 20 seconds. Multiple applications may overlap.
- Festering Strike has been redesigned – Slash the enemy for Physical damage and corrupt your weapon with blight, causing your next 3-4 Scourge Strikes to summon a Lesser Ghoul.
- Scourge Strike has been redesigned – An unholy strike that deals Shadow damage and erupts your plagues on the target, dealing their damage an additional time at 35% effectiveness. Spreads Virulent Plague on the target to a nearby enemy. 30 yard range.
- Outbreak has been updated – Inflicts the target with Dread Plague and Virulent Plague.
- Dread Plague: A malicious plague that seeps into the soul of its host, dealing Shadow damage over 15 seconds. Can only be applied to 1 host at a time.
- Virulent Plague: An infectious plague that spreads to all nearby enemies, dealing Shadow damage over 15 seconds.
- New Talent: Outnumber – Lesser Ghouls serve you 4 seconds longer.
- New Talent: March of Madness – Your lesser Ghouls deal 30% increased damage.
- New Talent: Reanimation – Capstone - When you Putrefy a Lesser Ghoul, it has a 100% chance to reanimate as a Magus of the Dead who hurls Frostbolts and Shadow Bolts at your foes for 15 seconds. Additionally, Magus of the Dead spells deal 25% increased damage.
- New Talent: Unholy Devotion – Putrefy now decays the Lesser Ghoul over 4 seconds, and causes it to go on an unholy frenzy, increasing their attack speed and damage by 150% until they explode.
- New Talent: Blighted – Scourge Strike critical strikes causes your Dread and Virulent Plague to inflict their damage at 50% effectiveness instead.
- New Talent: Rapid Variant – When an enemy afflicted by your Dread Plague dies, it erupts, dealing Shadow damage to nearby enemies and infects the enemy with the lowest health remaining with your plagues. Deals reduced damage beyond 5 targets.
- New Talent: Festering Corruption – Runic Corruption now increases your Rune regeneration rate by 125%.
- New Talent: Scourging – Scourge Strike now instead causes your Dread and Virulent Plague to erupt for the damage they would inflict over 3/5 seconds at 35% effectiveness.
- New Talent: Blightfall – All diseases deal 20% increased damage.
- New Talent: Putrid Echoes – Replaces Improved Death Coil. Putrefy damage is increased by 50% and it now deals damage split between enemies it hits. Each additional enemy struck increases the damage of Putrefy by 50%.
- New Talent: Reanimation – Replaces Forbidden Knowledge. When you Putrefy a Lesser Ghoul, it has a 100% chance to reanimate as a Magus of the Dead who hurls Frostbolts and Shadow Bolts at foes for 15 seconds. Additionally, Magus of the Dead spells deal 25% increased damage.
- New Talent: Blightburst – The explosion effect of Putrefy consumes 6 seconds from your plagues on all enemies hit, dealing 100% of the damage they would deal over that time instantly.
- Clawing Shadows has been redesigned – Now a passive effect. Shadows guide your strikes, increasing the damage of your Scourge Strike by 25%, and causing it to grant you Clawing Shadows up to 4 times. For each stack of Clawing Shadows, your Scourge Strike chains to an additional enemy. Each subsequent chain deals 25% reduced damage.
- Cleaving Strikes has been redesigned – Scourge Strike and Festering Strike deal 10% increased damage.
- Sudden Doom has been redesigned – Dread Plague has a 35% chance to exhilarate, making your next Death Coil or Epidemic cost no Runic Power and deal 35% increased damage.
- Doomed Bidding has been updated – Consuming Sudden Doom summons forth a lesser Ghoul to assist you for 8 seconds. Moved to the first gate in the talent tree.
- Harbinger of Doom has been updated – Sudden Doom triggers 30% more often and can accumulate up to 2 charges.
- Superstrain has been updated – Dread Plague has a chance to grant 4 Runic Power. No longer a capstone talent.
- Unholy Aura has been updated – Each lesser Ghoul you have under your command grants 0.5%/1% Mastery. Whenever you Putrefy a Lesser Ghoul, you gain 3%/5% Haste for 15 seconds.
- Reaping has been updated – Scourge Strike, Festering Strike, and Death Coil deal 30% more damage to enemies below 35% health.
- Infected Claws has been updated – Ghouls have a chance to sicken foes, dealing Shadow damage over 12 seconds. If this effect is reapplied, any remaining damage is added to the new effect.
- Dark Transformation has been updated – Cause an unholy blast around your permanent Ghoul, dealing Shadow damage to nearby enemies and evolving it into a Monstrosity, greatly empowering its abilities. Death Coil and Epidemic extends the duration of this effect by 1 second.
- Summon Gargoyle has been redesigned – Army of the Dead summons a Gargoyle into the battlefield to bombard your enemies for 25 seconds and grant you 50 Runic Power. The Gargoyle gains 1% increased damage for every 1 Runic Power you spend. Choice node with Raise Abomination.
- Raise Abomination has been redesigned – Army of the Dead now only summons 4 Lesser Ghouls but additionally raises an Abomination that attacks enemies while emitting a disease cloud that deals Plague damage over 30 seconds. Enemies within the disease cloud take 20% increased damage from your minions. Choice node with Summon Gargoyle.
- Army of the Dead now has a 1.5 minute cooldown (was 3 minutes) and summons 8 lesser Ghouls.
- Festering Scythe is now a capstone talent and has been updated – Festering Strike now follows up with Festering Scythe.
- Festering Scythe: Slashes through all enemies within 14 yards in front of you, dealing Shadow damage and hastening all of your Plagues on targets hit to deal damage 35% faster for 20 seconds.
- Raise Dead and Festering Strike are now learned automatically when specializing as Unholy.
- Outbreak is no longer learned automatically and is now the initial node on the talent tree.
- Ebon Fever now causes diseases to deal 15% more damage over time in 75% of the duration (was 12% more damage over time in half the duration).
- Death Coil and Epidemic now extend plague duration by 3 seconds.
- Coil of Devastation now additionally increases Death Coil damage by 10%.
- Infliction of Sorrow now functions with Dread Plague.
- Morbidity is now a second gate talent.
- The following talents have been removed:
- Apocalypse
- Bursting Sores
- Death Rot
- Decomposition
- Defile
- Desecrate
- Eternal Agony
- Festermight
- Improved Festering Strike
- Legion of Souls
- Pestilence
- Plaguebringer
- Rotten Touch
- Soul Reaper
- Unholy Blight
- DEMON HUNTER
- Class
- Felblade now generates 15 Fury (was 40).
- Sigil of Flame moved to Vengeance specialization only.
- Several talents have changed positions in the talent tree.
- The following talents have been removed:
- Chaos Fragments
- Demon Muzzle
- Flames of Fury
- Precise Sigils
- Rush of Chaos
- Hero Talents
- Annihilator
- An Annihilator draws upon the most fundamental forces of reality to erase from existence any enemies who would threaten the same. While their methods are often questioned, they are always needed when the fight arrives.
- Devourer and Vengeance Demon Hunters can activate the Annihilator Hero Talent tree.
- Fel-Scarred
- Student of Suffering effect now applied upon activating Eye Beam (was Sigil of Flame).
- Vengeance Demon Hunters can no longer activate the Fel-Scarred Hero Talent tree.
- Devourer Demon Hunters can activate the Fel-Scarred Hero Talent tree.
- Devourer
- Devourer Demon Hunter is available for testing. For more information on this new Demon Hunter specialization visit the Devourer Deep Dive article.
- Havoc
- Developers’ notes: Midnight brings targeted changes to Havoc focused on two key areas: Reducing total button count of both offensive and defense/utility abilities, especially when they have overlapping identity or functional redundancy; and simplifying circumstances of conditional bonuses that warp ability usage in unintuitive ways, especially those that stem from overlapping buff windows. Many skills have been changed or removed, including talents with unclear or overly-niche purpose. Large multiplicative skill bonuses have been changed or removed to make room for Havoc’s natural gameplay to be fun and effective.
- Apex Talents will be available for testing in a future build.
- Desperate Instincts has been redesigned – Blur now reduces damage taken by an additional 10%. Additionally, damage taken below 35% Health is reduced by 10%.
- Netherwalk has been redesigned – Now a passive skill. Slip into the nether when you activate Blur, increasing movement speed by 100% and becoming immune to damage for 2.5 seconds.
- Essence Break has been redesigned – Slash all enemies in front of you for Chaos damage, causing Chaos Strike and Blade Dance to deal additional Chaos damage to them for 4 seconds. Deals reduced damage beyond 8 targets.
- Glaive Tempest has been redesigned – The final slash of Blade Dance consumes 35 Fury when it strikes 4 or more enemies, launching two demonic glaives in a whirlwind of energy, causing Chaos damage over 3 seconds to all nearby enemies. Damage reduced beyond 8 targets.
- Demon Blades now automatically overrides Demon’s Bite.
- Blur now reduces damage taken by 25% (was 20%) and no longer increases Dodge chance.
- Several talents have changed positions in the talent tree.
- The following class tree talents have moved to the Havoc talent tree:
- Collective Anguish
- Demonic
- The Hunt
- The following talents and skills have been removed:
- Fel Barrage
- Fel Eruption
- Looks Can Kill
- Improved Fel Rush
- Insatiable Hunger
- Restless Hunter
- Vengeance
- Developers’ notes: Vengeance’s Midnight updates are primarily focused on improving the natural usability of its defensive kit. Before Midnight, Vengeance had defensive gaps that made it susceptible to difficult-to-understand deaths; it relied heavily on effects that were conditional or ramped up over time; and it skewed too heavily towards effects that were predictive in nature and required advance knowledge of encounters to use effectively. In Midnight, Vengeance’s defensive kit has been significantly streamlined by increasing baseline defenses, by making Demon Spikes easier to maintain at a high rate, by replacing complex ramp-up effects with simpler versions that reward core rotational gameplay, and by reducing emphasis on predictive effects to make room for more potent reactive ones. Additional changes aim to simplify and clarify Vengeance’s offensive rotation.
- Apex Talents will be available for testing in a future build.
- New Talent: Tempered Steel – Physical damage increased by 12%.
- New Talent: Felfire Fist – Activating Infernal Strike while out of combat or within 5 seconds of entering combat places a Sigil of Flame at the target location.
- New Talent: Vengeful Beast – Metamorphosis has 5 seconds increased duration and increases the damage of Soul Cleave and Spirit Bomb by 30%.
- Calcified Spikes has been redesigned – Demon Spikes reduces damage taken by 5% while active.
- Feed the Demon has been redesigned – Every 20 Fury spent reduces the remaining cooldown of Demon Spikes by 1 second.
- Revel in Pain has been redesigned – 2% of your Fire damage shields you, up to 10% of your max health. Shield and max values are doubled while Fiery Brand is active.
- Soulcrush has been redesigned – The effects of your Frailty are doubled.
- Deflecting Spikes is now learned at level 33 (was a talent).
- Mastery: Fel Blood effectiveness increased by 25%.
- Demon Spikes duration increased to 12 seconds (was 8 seconds) and its cooldown is now affected by Haste.
- Fel Devastation damage increased by 15% and healing increased by 600%.
- Stoke the Flames now increases Fel Devastation damage by 30% (was 35%).
- Fiery Brand now brands yourself and an enemy target, reducing damage you take by 40% and dealing Fire damage to the enemy over 12 seconds.
- Shear no longer automatically overrides Demon’s Bite when specializing as Vengeance.
- Fracture now automatically overrides Demon’s Bite when specializing as Vengeance.
- Fracture damage increased by 10% and its cooldown increased to 5 seconds (was 4.5 seconds).
- Infernal Strike cooldown reduced to 15 seconds (was 20 seconds) and is now affected by Haste.
- Metamorphosis cooldown reduced to 2 minutes and now causes Fracture to generate 15 additional Fury (was 20).
- Sigil of Flame now generates 25 Fury (was 30).
- Ascending Flame now increases all Sigil of Flame damage (was initial damage only) and no longer causes multiple applications to overlap.
- Soul Cleave now strikes all enemies in an arc in front of you (was 5) and damage reduced beyond 5 targets.
- Soul Cleave now deals 20% increased damage per soul consumed, up to 2, and costs costs 35 Fury (was 30).
- Soul Cleave no longer increases healing per soul fragment consumed.
- Spirit Bomb now has a 25 second cooldown affected by Haste.
- Spirit Bomb now deals a larger base damage amount, increasing by 20% per soul consumed.
- Spirit Bomb no longer applies Frailty unless the Frailty talent is selected.
- Perfectly Balanced Glaive now also reduces the cooldown of Fracture by 1 second in addition to its previous effect.
- Void Reaver now causes Frailty to reduce damage by 4% (was 3%) and no longer causes Soul Cleave to apply Frailty
- Vulnerability now causes Frailty to increase damage taken by 3/6% (was 2/4%).
- Frailty now causes enemies struck by Sigil of Flame, Soul Cleave, and Spirit Bomb to be afflicted with Frailty for 8 seconds (was applied by Sigil of Flame for 6 seconds).
- Volatile Flameblood now causes Immolation Aura to generate 1-5 Fury when it critical strikes (was 5-10 Fury) and also increases Immolation Aura critical strike chance by 10%.
- Ruinous Bulwark now converts 50% of healing into an absorb shield (was 100%).
- Painbringer now reduces damage by 3/6% (was 1/2% percent per stack) and duration increased to 8 seconds (was 6 seconds). No longer overlaps multiple applications.
- Several talents have changed positions in the talent tree.
- The following class tree talents have moved to the Vengeance talent tree:
- Quickened Sigils
- Sigil of Spite
- Soul Sigils
- The following talents have been removed:
- Bulk Extraction
- Extended Spike
- Illuminated Sigils
- Meteoric Strikes
- Shear Fury
- Soul Furnace
- DRUID
- Class
- New Talent: Gift of the Wild – Mark of the Wild is 100% more effective on yourself.
- Heart of the Wild has been redesigned – Perform a powerful off-role ability depending on your currently active shapeshift form.
- Bear Form: Maximum health increased by 30% for 20 seconds.
- Cat Form: Unleash an empowered Feral Frenzy on your enemy target, dealing Physical damage and additional Bleed damage over 6 sec. Awards 5 combo points.
- Moonkin Form: Call down waves of empowered falling stars upon enemies within 40 yards, dealing Astral damage over 8 seconds.
- Non-shapeshifted: Empowered Wild Growth that heals up to 5 injured allies within 30 yards of the target over 7 seconds.
- Forestwalk now has 2 ranks and increases your movement speed and healing received by 8/16% when you cast Regrowth.
- Matted Fur absorption increased by 140%. Now has 2 ranks, with rank 2 doubling the amount absorbed by rank 1.
- Skull Bash is no longer available to Restoration Druids.
- Innervate is now a capstone in the class tree.
- The following talents have been removed:
- Hero Talents
- Druid of the Claw
- Guardian
- Wildshape Mastery no longer retains 80% of your Bear Form armor and health for 6 seconds when transforming from Bear to Cat Form.
- Elune’s Chosen
- Balance
- Lunar Calling has been updated – Now increases damage dealt to Starfire’s primary target by 100% (was 160%) and no longer includes a reference to triggering Solar Eclipse.
- Keeper of the Grove
- New Talent: Sylvan Beckoning – Entering an Eclipse summons a Dryad to assist you for 8 seconds, casting Starsurge dealing astral damage and Starfall at 300% effectiveness. Your periodic heals have a chance to empower your next Swiftmend to summon a Dryad to assist you, casting Tranquility at 20% effectiveness and Regrowth onto your lowest health ally.
- New Talent: Dryad’s Dance – Dryads cause Swiftmend to cool down 25% faster. Dryads cause most of your Astral power generation to be increased by 10%.
- New Talent: Spirit of the Thicket – Ironbark summons a Dryad to channel a beam of pure nature onto your target, healing them for over 6 seconds. Your Starfall damage is increased by 8% and your Starsurge damage is increased by 8%.
- Restoration
- Durability of Nature has been redesigned – Now increases Grove Guardian duration by 20% (was Minor Cenarion ward is applied by Grove Guardians).
- Cenarius’ Might has been redesigned – Swiftmend healing is increased by 20% (was: Swiftmend grants 10% Haste for 6 seconds).
- Dream Surge has been redesigned – When Grove Guardians are summoned, they create Dream Petals on your target, healing up to 3 nearby allies (was your next direct heal summons Dream Petals, stacking up to 3 charges).
- Power of the Dream has been redesigned – Now causes Dream Surge to heal 1 additional ally.
- Early Spring reduces the cooldown of Wild Growth and Swiftmend by 1 second (was reduces the cooldown of Grove Guardians by 3 seconds).
- Protective Growth no longer has a separate aura icon for the damage reduction.
- Wildstalker
- Restoration
- Strategic Infusion now passively causes your periodic heals to have a 4% increased chance to critically heal (was a buff for 10 seconds when you cast Regrowth).
- Symbiotic Blooms no longer appear on raid frames.
- Balance
- Developers’ notes: The design of how you enter and maintain Eclipse is changing in Midnight. We’d like to introduce more gameplay to it. Eclipse before Midnight is so important that you immediately drop everything to refresh it when it ends. There’s no timing or strategy to it, and it can be a struggle during phases with high movement. In Midnight, Lunar Eclipse and Solar Eclipse are an active ability that instantly enters Eclipse for 15 seconds, has a 30 second cooldown, and can be talented to have two charges. The goal is for Balance to prepare for each Eclipse and choose the perfect moment to activate it. Depending on talents and the pacing of a fight or dungeon, you might have an Eclipse up 60-80% of the time. You’ll want to spend your time in Eclipse spending Astral Power and dealing damage, and your time out of Eclipse building resources or refreshing DoTs to prepare for your next Eclipse. Balance’s Mastery has been changed so Sunfire and Moonfire no longer increase damage targets take and Waning Twilight has been removed. This allows Balance to start dealing damage faster and improves its strength in split cleave fights. Moonfire and Sunfire’s damage will be tuned to keep them as strong, efficient damage dealing spells, but the damage of your other spells will be less conditional.
- Apex Talent: Ascendant Eclipses
- Activating an Eclipse makes your next Wrath or Starfire Instant. The first three Starsurges or Starfalls you cast during each Eclipse deal 20% increased damage.
- Your critical strikes dealt during an Eclipse cause their victims to languish for an additional 20/40% of damage dealt for 6 seconds.
- Activating an Eclipse also launches Solar or Lunar Bolts at nearby enemies that always critically strike.
- Solar Bolt: Entering Solar Eclipse launches a Solar Bolt at 1 nearby enemy that deals Nature damage.
- Lunar Bolts: Entering Lunar Eclipse launches 3 Lunar Bolts at nearby enemies that deal Arcane damage to nearby enemies. Damage reduced beyond 5 targets.
- New Talent: Improved Eclipse – Lunar Eclipse and Solar Eclipse have one additional charge.
- New Talent: Meteor Storm – Starfall deals its damage 100% faster. Choice node with Aetherial Kindling.
- New Talent: Sculpt the Stars – The cooldowns of Lunar Eclipse and Solar Eclipse are reduced by 2 seconds.
- New Talent: Total Eclipse – Entering any Eclipse has a 10/20% chance to grant the benefits of both Lunar and Solar Eclipse.
- New Talent: Elune’s Challenge – When you exit Eclipse with less than 40 Astral Power, Wrath and Starfire’s cast times are reduced by 25% for 15 seconds or until you enter an Eclipse. Choice node with Nature’s Grace.
- New Talent: Meteorites – Every time Starfall deals damage, a meteorite falls on a target in its range, dealing Astral damage.
- New Talent: Celestial Fire – Moonfire, Sunfire, and Shooting Stars damage increased by 15%.
- Mastery: Astral Invocation has been updated – Your Nature spells deal 0.75Mastery% increased damage (was 0.5 * Mastery). Your Arcane spells deal 0.75Mastery% increased damage (was 0.5 * Mastery). Moonfire and Sunfire no longer cause targets to take additional damage from your spells.
- Eclipse has been redesigned – You may draw the sun and moon into alignment for 15 seconds, empowering either your Nature or Arcane spells. Casting Wrath or Starfire changes what mode of Eclipse will be entered, and the two modes of Eclipse share a button and 32 second cooldown.
- Lunar Eclipse: Enter a Lunar Eclipse for 15 seconds. Arcane spells deal 15% additional damage and Starfire damage is increased by 40%. Casting Wrath changes this to Solar Eclipse.
- Solar Eclipse: Enter a Solar Eclipse for 15 seconds. Nature spells deal 15% additional damage and Wrath damage is increased by 40%. Casting Starfire changes this to Lunar Eclipse.
- Casting Starfire and Wrath no longer enter Eclipse.
- Developers’ notes: The intention of this change is to give Balance an element of choosing when to enter Eclipse. You cannot maintain Eclipse at all times, so your goal will be to maximize your damage while you are in Eclipse, and to spend some time between Eclipses recovering Astral Power before triggering Eclipse again.
- Umbral Intensity has been updated – Solar Eclipse increases the damage of Wrath by an additional 10%. Lunar Eclipse increases the damage of Starfire by 10%.
- Soul of the Forest has been updated – Solar Eclipse increases Wrath’s Astral Power generation by 50% and Lunar Eclipse increases Starfire’s Astral Power generation by 60%.
- Starlord has been updated – During Eclipse, Starsurge and Starfall grant you 2/4% Haste for 20 seconds (was 15 seconds) or until you enter a new Eclipse. Stacks up to 3 times. Gaining a stack does not refresh the duration.
- Touch the Cosmos has been updated – Its effect can now trigger from any Wrath or Starfire cast, not just those in Eclipse.
- Moonfire, Sunfire, and Shooting Stars damage increased by 50%.
- Starfire now deals 50% of primary target damage to nearby enemies (was 33%).
- Developers’ notes: There are no longer talents that modify this percentage. We weren’t happy with how “required” those talents could become for Starfire area-of-effect damage and when it was right to take them or not.
- Orbital Bombardment’s Stellar Flare damage increased by 30%.
- Cosmic Rapidity no longer affects Stellar Flare.
- Eclipses no longer apply activation overlays to Wrath and Starfire on your action bars.
- Developers’ notes: With the Cooldown Manager making it easier to see what Eclipse you’re in, we’re testing removing these to reduce the number of ability glows you can have active at once.
- Torghast Ability: Leaf on the Water has been updated – Now reduces the cooldown of Solar Eclipse and Lunar Eclipse by 2 seconds.
- Several talents have changed positions in the talent tree.
- The following talents have been removed:
- Astral Smolder
- Astronomical Impact
- Stellar Flare
- Umbral Inspiration
- Waning Twilight
- Warrior of Elune
- Feral
- Developers’ notes: Feral Druid is changing in Midnight to address some important mechanics that are based on information that is hidden to the player. Bleed snapshotting, where the damage a bleed deals is increased for its entire duration, is now applied only by Tiger’s Fury and Prowl. The icons of empowered bleeds change to show they’re strengthened. Bloodtalons has been removed. These changes also aim to reduce the complexity that could go into choosing the best builder to use in the moment, putting more of Ferals’ focus on maintaining bleeds and building and spending combo points. While some abilities like Brutal Slash and Adaptive Swarm have been removed, Feral has gained some new tricks that lean into their flavor as deadly hunting cats. Frantic Frenzy is a multi-target upgrade to Feral Frenzy and Blood Spattered makes them even stronger at taking down a primary target while fighting many enemies.
- Apex Talents: Unseen Predator
- When you Ferocious Bite, you have a 75% chance to flicker to a nearby enemy and deliver an Unseen Attack.
- Unseen Slash: Slash a target, dealing Physical damage and additional Bleed damage over 6 seconds. If this effect is reapplied, any remaining damage is added to the new Bleed.
- Unseen Swipe: Swipe nearby targets, dealing Physical damage. Damage reduced beyond 5 targets.
- Unseen Attacks increase your damage done by 8/15% for 5 seconds. Additional applications extend this effect.
- Tiger’s Fury causes you to perform an Unseen Attack after your next 2 combo point generating attacks. Rip and Unseen Attack damage increased by 30%.
- New Talent: Panther’s Guile – Mastery increased by 2%.
- New Talent: Lacerating Claws – Bleed damage increased by 10%.
- New Talent: Blood Spattered – Ferocious Bite’s damage to its primary target increased by 2% for each enemy affected by your Rip, up to 10.
- New Talent: Chomp – Chomp your target, causing Physical damage. Chomp can only be used when you have less than 30 Energy. 20 second cooldown.
- New Talent: Hunger for Battle – When an enemy afflicted by your Rip dies, gain 10 Energy and your damage dealt is increased by 5% for 8 seconds, stacking up to 5 times.
- New Talent: Focused Frenzy – Reduces the cooldown of Feral Frenzy by 15 seconds. Choice node with Frantic Frenzy.
- Frantic Frenzy: Replaces Feral Frenzy – Flicker to 5 nearby enemies in front of you and claw all enemies around them for physical damage and additional Bleed damage over 6 seconds. 45 second cooldown. Choice node with Focused Frenzy.
- Sudden Ambush has been updated – Finishing moves have a 4% chance per combo point spent to guarantee your next Rake, Shred, or Swipe critically strikes all targets.
- Developers’ notes: This retains the increased damage and extra combo points without snapshotting.
- Ashamane’s Guidance has been updated – Now reduces the cooldown of Incarnation: Avatar of Ashamane by 30 seconds.
- Druid of the Claw: Tear Down the Mighty has been updated – No longer reduces the cooldown of Feral Frenzy. Instead, damage dealt by Chomp increased by 20%.
- Predatory Swiftness is now learned at level 30 (was a talent).
- Thrash damage increased by 50% and its cooldown is now 6 seconds.
- Swipe damage decreased by 20%.
- Omen of Clarity no longer effects Thrash, only Shred and Swipe.
- Developers’ notes: This is to remove Moment of Clarity snapshotting for Thrash’s bleed.
- Savage Fury now lasts 8 seconds (was 6 seconds).
- Rampant Ferocity now damages all nearby targets, not only those afflicted by Rip.
- Saber Jaws now increases the extra damage from spending extra Energy on Ferocious Bite by 50% (was 60%). This does not affect PvP combat.
- Apex Predator triggers less often with a single Rip active and triggers more often when multiple Rips are active.
- Developers’ notes: This is a continuing effort to make Apex Predator targeted more at area-of-effect and funnel damage scenarios. It should be good on bosses, but you might take other talents in pure single target.
- Many talents have changed positions in the talent tree.
- Berserk: Heart of the Lion icon changed.
- The following talents have been removed:
- Adaptive Swarm
- Berserk: Frenzy
- Bloodtalons
- Brutal Slash
- Lion’s Strength
- Unbridled Swarm
- Guardian
- Developers’ notes: Guardian Druid’s Rage economy is very oversaturated, particularly during cooldowns and in multi-target contexts, resulting in excessive APM and unintuitive resource management. We’re aiming to smooth out Rage income and provide healthier outlets. Additionally, we’re pulling back in areas where survivability feels contingent on having multiple layers of defensives, and improving a smaller set of baseline abilities instead.
- Apex Talents will be available for testing in a future build.
- New Talent: Gift of an Ancient Guardian – Ironfur increases your Mastery by 5%.
- New Talent: Ward of the Forest – Barkskin increases your maximum health by 20%, but its duration is reduced by 40%.
- New Talent: Persistence – When you shapeshift out of Bear Form, its health and armor bonuses slowly decay over 8 seconds.
- New Talent: Memory of Ysera – Heal for 1% of your maximum health each time you spend 40 Rage.
- New Talent: Red Moon – Channel the White Lady’s wrath to deal Arcane damage to your target; casting Mangle extends its duration by 1 second and generates 8 Rage. Replaces Moonfire. 30 second cooldown.
- New Talent: Sundering Roar – Roar with earthshattering ferocity, dealing Physical damage, resetting the cooldown of Thrash, and allowing it to stack 5 additional times for 12 seconds; when Sundering Roar ends, any excess stacks of Thrash immediately deal their remaining damage. 60 second cooldown.
- New Talent: Waking Nightmare – Awaken memories of past conflicts, causing a Dread Shade to take form nearby. While active, shades slowly travel toward your target, dealing Nature damage to nearby enemies and mirroring your Thrash casts.
- New Talent: Harnessed Rage – Mangle has 1 additional charge, and when Maul is cast at 80 Rage or above, its chance to activate Gore is increased by 100%.
- New Talent: Front of the Pack – Stampeding Roar’s radius is increased by 30%, and your movement speed is increased by 5%.
- New Talent: Memory of Ysera – Heal for 1% of your maximum health each time you spend 40 Rage.
- New Talent: Ward of the Forest – Barkskin increases your maximum health by 30%, but its duration is reduced by 20%.
- Berserk has been redesigned – Go berserk for 15 seconds, reducing the cooldowns of Mangle, Thrash, and Growl by 50% and the cooldown of Frenzied Regeneration by 100%.
- Galactic Guardian has been redesigned – Your damage has a 5% chance to trigger a free automatic Moonfire on that target.
- Moonfire: When this occurs, the next Moonfire you cast generates 8 Rage and deals 300% increased direct damage.
- Red Moon: When this occurs, you gain 1 charge of Lunar Wrath. Spending Rage while Red Moon is active consumes a stack to deal additional Arcane damage to its target and heal you.
- Vulnerable Flesh has been redesigned – Maul and Raze damage increased by 15%.
- Survival Instincts now has two charges baseline (was a talent).
- Ursol’s Warding is now a 1-point talent.
- The following talents have been removed:
- Berserk: Persistence
- Berserk: Unchecked Aggression
- Earthwarden
- Improved Survival Instincts
- Thorns of Iron
- Restoration
- Developers’ notes: We are significantly reducing the number of buffs Restoration Druid can apply to allies to make raid frames and target frames easy to parse and always show your important effects. Restoration Druid’s Mastery will also be much more effective per healing over time effect active, as they can now only apply up to 5 heal over time effects to allies. We are also streamlining several cooldowns and actives we felt were redundant with other tools in the kit by either removing them or combining them with other abilities. Finally, we are reducing the amount of maintenance buffs by making targeted changes to Lifebloom talents and offering a way to maintain Efflorescence automatically on your Lifebloom target.
- Apex Talents: Everbloom
- Lifebloom stacks every 5 seconds, up to 3 times.
- 30% of Lifebloom’s healing splashes to 2 allies within 30 yards.
- Lifebloom bursts into a Blooming Frenzy when you consume Soul of the Forest, causing it to bloom 8 times in rapid succession.
- New Talent: Nature’s Bounty – Regrowth heals all allies affected by Regrowth for 30% of its healing.
- New Talent: Lifetreading – Replaces Efflorescence. Efflorescence healing increased by 30%, and it now automatically grows beneath your Lifebloom target’s feet.
- New Talent: Intensity – When Regrowth critically heals, it is 300% effective instead of the usual 200%.
- Flourish has been redesigned – Now a passive talent that upgrades Tranquility, causing it to extend your heal over time effects by 2 seconds each time it heals. Available directly below Tranquility.
- Wild Synthesis has been redesigned – Now increases the healing of Grove Guardians and Efflorescence by 35%.
- Cultivation has been redesigned – Rejuvenation heals instantly for 21% Spell Power on targets below 60% health.
- Grove Guardians have been redesigned – Casting Swiftmend or Wild Growth summons a Treant that casts Nourish on that target or a nearby ally periodically. Lasts 8 seconds.
- Mastery: Harmony now increases your healing by 11.4% per heal over time effect (was 6%). Note that this benefit falls off over time, and is most effective on your first heal over time.
- Photosynthesis no longer causes Lifebloom to increase the healing rate of your spells by 10%. Chance to bloom increased to 8%.
- Tranquility direct healing increased by 40% and no longer applies a heal over time effect to allies.
- Tranquility duration increased to 6 seconds (was 5 seconds) and time between each periodic heal reduced to 1 second (was 1.25 seconds).
- Incarnation: Tree of Life now has its duration paused while channeling Tranquility.
- Developers’ notes: We are combining Soul of the Forest and Power of the Archdruid to make Soul of the Forest a more interesting decision point in raid environments and introduce some fresh gameplay. We are also increasing the base healing of Regrowth and Wild Growth to compensate for these changes.
- Soul of the Forest increases the healing of your next Rejuvenation or Regrowth by 100% (was 150%). No longer affects Wild Growth.
- Power of the Archdruid has been redesigned – Now improves Soul of the Forest to cause your next Rejuvenation or Regrowth to apply to 2 additional allies within 20 yards of the target.
- Wild Growth healing increased by 40%.
- Regrowth healing increased by 70%.
- Regrowth’s heal over time duration reduced to 6 seconds (was 12 seconds).
- Rampant Growth increases Regrowth’s healing over time by 100% (was 50%).
- Nature’s Swiftness increases Regrowth’s healing by 100% (was 200%).
- Rejuvenation now shows an upgraded icon for its duration when empowered by Soul of the Forest or Incarnation: Tree of Life.
- Abundance now displays the number of stacks on Regrowth’s icon on the action bar.
- Swiftmend relocated to the Restoration talent tree (was learned at level 11).
- Omen of Clarity relocated to the Restoration talent tree (was learned at level 12).
- Verdant Infusion now updates Swiftmend’s tooltip to communicate the heal over time extension amount.
- Several talents have changed positions in the talent tree.
- The following talents have been removed:
- Budding Leaves
- Cenarion Ward
- Dreamstate
- Flash of Clarity
- Grove Tending
- Invigorate
- Overgrowth
- Spring Blossoms
- Twinleaf
- Undergrowth
- Forest’s Flow
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