Wrath of the Lich King

Oninuva

You can change this now in User CP.
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This thread will be for wrath of the lich king info.

World of Warcraft: Wrath of the Lich King, colloquially known as WLK, WotLK, Wrath, or Xpac2, is the second World of Warcraft expansion, officially announced on the 3rd of August 2007 at BlizzCon. The majority of expansion content takes place in Northrend, and centers around the plans of the Lich King.

Highlights include the increase of the level cap to level 80, introduction of the Death Knight hero class, new Inscription profession, as well as new PvP and world PvP content. No additional playable races are planned, though many new NPC races will be featured.

No public beta has been announced yet ; the game itself is planned for release in 2008.

The expansion introduces a new continent on Azeroth - the harsh, icy Northrend is under the control of the Lich King, and is home to the majority of the expansion's new content.

Northrend is a croissant-shaped continent in northern Azeroth. The continent is roughly half the size of the Eastern Kingdoms, but is expected to match Outland in length and width. Although Northrend is known for its snow and ice, developers stated that parts of the continent will not be frozen over, such as the springtime Howling Fjord and the jungle-like Sholazar Basin.

Flying mounts will also be usable in Northrend, currently the plan is to allow players to fly by level 78 instead of at 70. Blizzard said they want to "keep us grounded and guide us on foot for a while", so we can enjoy all the hard work they put into the land and not just "fly over it".


More info will be added soon..
 

C-Death

I love you
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third thread about this...
 

konerboy

Run piggy Run!
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I've heard that they might added a dragon flying mount and made flying mounts usable in whole WOW.

beside that they would open mount hyjal and some new places in Cavers of time.


and Anub'arak the Crypt lord would be kill-able

200px-Anub%27arak.jpg
 

Halo_king116

Working As Intended
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I like the idea of having all the WOTLK stuff in one place, as long as it's updated. I am very bad at keepign myself updated on new information. :eek:

I can't wait for WOTLK. Sure, all my old gear will disappear (Working so hard), but it'll be worth it in teh end.


Have a good one! :)
 

Dakho

()[o__o]()
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Tuskar are going to be a separate faction that one can gain rep with. They won't be playable.
 

Ashcat

Hellooo
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You can actually use your flying mount from outland in Northrend, and I'm kinda sure the new flying mounts will be available at 77, not 78.

All Raids will be available to raid in 10mans, or 25mans, similar to Heroic and Normal modes for instances. 10m and 25m progression are seperate.

The early tier of raiding will be a redone naxxramas, the middle tier will be Uldur (similar to the Uldaman isntance, and Uldum, having to do with the titans, and ancient iron dwarves, ect) and the final tier of raiding will be the Icecrown Citadel where Arthas is.

There will be some evil sister city of Ironforge, which I dont know much about yet.

Death Knights will be available to create after reaching lvl55 with a character, and will start out at lvl55 with their own spells, and have their own starting zone which I think is around plaguelands. Death Knights have a rune system of 6 rune slots which can be fitted with Blood Runes, Unholy Runes, and Frost Runes, which can be used for spells and regenerate like rogue energy. They also use Runic Power, which is generated like warrior rage. Runic Power is sorta like combo points, a lot of Death Knight spells consume all Runic Power and increase the effect accordingly. Death Knights will be one of the first classes to use diseases for damage, and have abilities that increase in effect when there are diseases on the target

Death Knight spells:

Army of the Dead - Summons multiple skeletal minions in an area

Death Grip - Taunts the target, and pulls is to the Death Knight. Yes, it actually pulls the target to you, and can be used in pvp too.

Death Coil - A mimic of Holy Shock.. cant be used offensively against undeads

Anti Magic Shield - Reduces damage of the next spell cast on you by 75%, then turns the damage absorbed into Runic Power

Raise Dead - Turns a corpse into a Skeletal Minion pet for 2 minutes. If used on a player, the player has the option to control the skeleton, gaining access to its abilities. Some abilities of the skeleton are stun, charge, fear, rend, and various dieseases

Death & Decay - A target AoE damage over time, similar to the paladin Consecration spell. Each time an enemy takes damage from this spell, there is a chance they will be feared

Ice Shackles - Immobilizes a target. When the imobilize fades, the target will be slowed. The slow looses effect as its duration runs out.

Strangulate - Does minor damage and silences the target up to 5 seconds, based on the amount of Runic Power consumed


The new pvp battleground, which I honestly dont know much about yet, will be between Wolf creature thingies, and Oracles (the new evolution of murlocs >.<). This battleground will be different because it isnt horde vs. alliance, and players can choose which side they want to be on, or even change sides later on. I assume this means alliance and horde might be playing together in the next bg.

Players can also do quests or pvp in vehicles. Some of the vehicles Ive heard about so far are 1man gnomish flying machines or wyvern bombers. 5person tanks, where 1 person drives, and 4 people operate weaponry like giant cannons and turrets and such... think of those dwarven siege machines.

Lastly, this is uncomfirmed but I have heard that there will be legendary ground mounts available for 10,000g
 

BlargIAmDead

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Although Northrend is known for its snow and ice, developers stated that parts of the continent will not be frozen over, such as the springtime Howling Fjord and the jungle-like Sholazar Basin.

A "jungle-like" habitat in Azeroth's Arctic Circle? I'd like to see how they justify that.

But it looks like they're going to build up the Nerubians, and I'm in favor of that. I never saw the point behind the Qiraji; why invent a new race of ancient, terrifying, intelligent underground bugs, when you have a perfectly good one already? :)
 

punwisp

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You can actually use your flying mount from outland in Northrend, and I'm kinda sure the new flying mounts will be available at 77, not 78.

All Raids will be available to raid in 10mans, or 25mans, similar to Heroic and Normal modes for instances. 10m and 25m progression are seperate.

The early tier of raiding will be a redone naxxramas, the middle tier will be Uldur (similar to the Uldaman isntance, and Uldum, having to do with the titans, and ancient iron dwarves, ect) and the final tier of raiding will be the Icecrown Citadel where Arthas is.

There will be some evil sister city of Ironforge, which I dont know much about yet.

Death Knights will be available to create after reaching lvl55 with a character, and will start out at lvl55 with their own spells, and have their own starting zone which I think is around plaguelands. Death Knights have a rune system of 6 rune slots which can be fitted with Blood Runes, Unholy Runes, and Frost Runes, which can be used for spells and regenerate like rogue energy. They also use Runic Power, which is generated like warrior rage. Runic Power is sorta like combo points, a lot of Death Knight spells consume all Runic Power and increase the effect accordingly. Death Knights will be one of the first classes to use diseases for damage, and have abilities that increase in effect when there are diseases on the target

Death Knight spells:

Army of the Dead - Summons multiple skeletal minions in an area

Death Grip - Taunts the target, and pulls is to the Death Knight. Yes, it actually pulls the target to you, and can be used in pvp too.

Death Coil - A mimic of Holy Shock.. cant be used offensively against undeads

Anti Magic Shield - Reduces damage of the next spell cast on you by 75%, then turns the damage absorbed into Runic Power

Raise Dead - Turns a corpse into a Skeletal Minion pet for 2 minutes. If used on a player, the player has the option to control the skeleton, gaining access to its abilities. Some abilities of the skeleton are stun, charge, fear, rend, and various dieseases

Death & Decay - A target AoE damage over time, similar to the paladin Consecration spell. Each time an enemy takes damage from this spell, there is a chance they will be feared

Ice Shackles - Immobilizes a target. When the imobilize fades, the target will be slowed. The slow looses effect as its duration runs out.

Strangulate - Does minor damage and silences the target up to 5 seconds, based on the amount of Runic Power consumed


The new pvp battleground, which I honestly dont know much about yet, will be between Wolf creature thingies, and Oracles (the new evolution of murlocs >.<). This battleground will be different because it isnt horde vs. alliance, and players can choose which side they want to be on, or even change sides later on. I assume this means alliance and horde might be playing together in the next bg.

Players can also do quests or pvp in vehicles. Some of the vehicles Ive heard about so far are 1man gnomish flying machines or wyvern bombers. 5person tanks, where 1 person drives, and 4 people operate weaponry like giant cannons and turrets and such... think of those dwarven siege machines.

Lastly, this is uncomfirmed but I have heard that there will be legendary ground mounts available for 10,000g

I read on the WoW Site that you raise a ghoul, not a skeleton.
 

Dakho

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To the last poster... quote tags are fun.

As to the quraji, I guess Blizzard's way of thinking is you wouldn't find an arctic wolf in the middle of the desert, and you wouldn't find a coyote in the middle of Alaska. They're similar yet different, as many types of species are.

Also, since this is an info thread, the new quest mechanics:

Blizzard Site -
"Just one example of the new mechanics you can expect from the expansion is the new vehicle-based content, which puts an interesting spin on some of the concepts originally developed for PvP siege gameplay. Certain types of vehicles and mounts can now carry passengers, making it possible for players to, for example, break a prisoner out of a tightly guarded compound by attempting a daring escape on horseback. While the NPC steers the horse, the player lobs explosives at a pack of pursuing worgen. In another quest, the roles are reversed as the player takes to the skies in a flying machine to track down and rescue survivors of a catastrophic event. Even beyond the ability for vehicles to hold passengers, Wrath of the Lich King introduces an aerial combat system that will add a new dimension to gameplay."


If you don't feel like reading all that, mounts can have passengers and that will be integrated into questing.


Edit: Found some cool info regarding Death Knights.

Raise Dead: The death knight can raise a ghoul companion from the corpses of fallen creatures, as well as those of both friendly and enemy players. If cast on a friendly player, that player will have the opportunity to actually play as the ghoul, controlling its movements and actions.
Army of the Dead: This channeled spell raises a group of undead followers who will attack the death knight’s enemies but only exist very briefly before disintegrating.
Summon Deathcharger: Every death knight can summon the level-40 version of a deathcharger land mount. At higher levels, they can complete a quest to learn the epic version.

From Blizzard as well. That raise dead ability looks to be really awesome, should be fun to control a ghoul. =)
 

garet10

Active Member
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next mount is

The deathknight Is like the Necromancer in Diablo 2. raising minions and summons stuff.
Blizz Finish DIABLO 3 ok. Thanks.

It's a Dragonkin for horde and a Naga for alliance, LOL. and cost 5000 gold for mount and 15000 gold training.:eek:
 

Blackveiled

Formerly, Ban-Lord
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The deathknight Is like the Necromancer in Diablo 2. raising minions and summons stuff.
Blizz Finish DIABLO 3 ok. Thanks.

It's a Dragonkin for horde and a Naga for alliance, LOL. and cost 5000 gold for mount and 15000 gold training.:eek:

Death Knights are nowhere near Necromancers in Diablo II. In WoW, death knights will have a variety of specs, Blood, Frost, and Unholy. Basically, Blood is DPS, Blood gives Death Knights like a boost on their DPS with abilities like Blood Strikes, etc and there diseases' damage. Frost, is tanking pretty much. Unholy, is more necromantic / disease base. Blood once more, are weapon and diseases.
 

Ashcat

Hellooo
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This information was datamined from the Expansion's alpha client. You can expect a lot of them to be changed before they go public.

Deathknight

Black Ice - Increases your Frost and Shadow spell damage by X%

Bone Armor: The caster is surrounded by 4 whirling bones. Each bone reduces the damage from the next spell or melee attack by 40% but is then consumed. Lasts 5 min.

Chromatic Rune Mastery: Whenever a Blood, Frost or Unholy Rune activates, it has a 6% chance of converting into a Chromatic Rune. This Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec.

Degeneration: Instantly attack the target, dealing $s1% weapon damage and inflicting a disease dealing X damage over Y sec. This disease will corrupt an existing heal over time spell, removing it and dramatically increasing the damage dealt. While afflicted by this disease, other heal over time effects on the target will have no effect.

Army of the Dead - Summons an entire legion of your best Ghouls to fight by your side

Death and Decay - X shadow damage inflicted every Y sec to all targets in the effected area for Z sec. Has a chance to cause affected targets to cower in fear.

Dirge - Whenever you kill a diseased target that yields experiance or honor you have a 5% chance of the corpse rising as a free Ghoul. You can have a maximum of 2 Ghouls at one time

Blood Gorged - When you are above 75% health, you do an additional 3% damage with any melee weapon

Dancing Runeblade - Summons a second Runeblade that fights on its own for 1 sec per 10 Runic Power, doing the same strikes that you do

Rage of Rivendare - You do 2% additional weapon damage to diseased targets

Unholy Blight - A creeping swarm of unholy insects surrounds the caster for a 10 yard radius. All enemies caught in the swarm take 120 damage and are plagued with a disease that can stack up to 3 times. Lasts for 1 sec per 10 Runic Power


Hungering Cold - A wave of cold leeches all heat from the earth, freezing all enemies in the cone-shaped area, and causing 10 damage per Runic Power. The frozen terrain persists for 1 sec per 10 Runic Power and will freeze enemies that attempt to cross it

Druid

Improved Moonkin Form - Party member's critical strikes while under the effects of moonkin aura have a chance to increase spell haste rating briefly

Improved Tree of Life - Increases your Armor while in Tree of Life Form by X%, and increases the effect of your Bark's Blessing by X%
(Bark's Blessing is what will be replacing Tree of Life Aura. It is the same thing, but is only applies to target under the effects of your heals.)

Living Seed - When you gain a critical effect from your Swiftmend, Regrowth, Nourish or Healing Touch spell you have a X% chance to plant a Living Seed on the target for Y% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts Z sec.

Spark of Nature - Increases the critical effect chance of your Swiftmend and Nourish spells by X%.

Nourish - Heals a friendly target for X. Heals for an additional Y if Rejuvenation is on the target.

Flourish - Heals friendly party or raid members within X yards of the target for Y over Z sec. The healing is applied quickly at first, and slows down as the Flourish reaches its full duration

Blinding Swarm - A swarm of insects that inflicts X Nature damage to targets standing in the swarm. Chance to hit reduced by Y while standing in the swarm

Nature's Fury - Converts X% of your bonus healing into bonus spell damage. In addition, your Wrath and Starfire spells have a Y% chance of applying the Nature's Fury debuff on the target. The Nature's Fury debuff increases Nature and Arcane damage done to the target by 2%. Lasts 10 sec. Stacks up to 3 times

Starfall - You summon a flurry of stars from the sky on all targets within 30 yards of the caster, each doing X Arcane damage, and an additional Y Arcane to all nearby targets within 10 yards. Maximum 20 stars. Lasts Z sec

Infected Wounds - Your Shred, Maul and Mangle attacks have a X% chance to cause an Infected Wound in the target. The Infected Wound reduces the movement speed and casting speed of the target by Y%. Stacks up to 5 times. Lasts Z sec

Berserk - Removes all Stun, Fear, Snare and Movement Impairing Effects and increases your energy regeneration rate by 100% while in Cat form, and increases your total health by 20% while in Bear form. After the effect ends, the health is lost. Effect lasts 20 seconds

Mage

New Permasfrost - Adds a Chill effect to your Icy Touch and Mind Freeze, reducing movement speed by 30% for 6 sec."

New food = sweet potato pie and strudles
New water = something stupid who cares

Netherwind Presence - Gives your Arcane Missiles, Arcane Barrage, Arcane Blast, Fireball, Frostbolt and Frostfire Bolt spells a X% chance to cause the next Arcane Blast, Fireball, Frostbolt or Frostfire Bolt to be instant

Arcane Barrage - Launches several missiles at the enemy target, causing X Arcane damage

Burnout Increases - your spell critical damage bonus with all Fire spells by X% but every time you critical with a Fire spell you lose an additional Y% of your total mana

Living Bomb - The caster becomes a living bomb, causing X Fire damage to all enemies within Y yards every Z sec. After N sec, a fiery explosion occurs causing an additional M Fire damage to all enemies within O yards

Chilled to the Bone - Increases the damage caused by your Frostbolt and Ice Lance spells by X% and reduces the movement speed of all chilled targets by an additional Y%

Tundra Stalker - You deal 2% more melee damage to targets under the effects of Icy Touch, Chains of Ice, Howling Blast or Hungering Cold

Deep Freeze - Stuns the target for X sec. Only usable on Frozen targets

Paladin

Martyr - Redirect all harmful spells and damage directed at friendly targets to yourself for X sec.

New Divine Intervention - Instantly ressurects a target. Can be used while dead.

Seal of Onslaught - Gives your attacks a chance to ignore X of your targets armor

Priest

Divine Providence - Increases the amount healed by Circle of Healing, Binding Heal, Prayer of Healing and Prayer of Mending by X%

? - Gives you a chance to gain a X% bonus to your Spirit after gaining a critical effect chance from your Mind Blast or Shadow Word: Death spells. For the duration, your mana will regenerate at a Y% rate while casting. Lasts Z sec

Penance - Launches a volley of holy light at the target, causing X Holy damage to an enemy, or Y healing to an ally every Z sec for M sec

Mind Rot - Drains X mana from the target over Y. Mana drain, Z points every 5 seconds

Rapture - Causes your party members to gain mana equal to X% of the healing done by your Greater Heal, Flash Heal and Penance spells

Guardian Spirit - Calls upon a guardian spirit to heal and watch over the friendly target. The spirit heals the target for 624 every 2 sec, and also prevents the target from dying by sacrificing itself. Lasts X sec

Growing Pains - Converts X% of your bonus healing into bonus spell damage. In addition, your Mind Flay has a Y% chance to refresh the duration of your Shadow Word: Pain on the target

Dispersion - You disperse into pure shadow energy, reducing all damage taken by X%. You are unable to attack or cast spells, but you regenerate Y% health and mana every 1 sec for Z sec

Shaman

Mind Shock - Shocks an enemy with concussive force, inflicting Nature damage and slowing attack and casting speeds by X% for Y.Time between attacks increased by Z%.

Warrior

Bladed Armor - You gain X attack power for every 1000 points of your armor value

Spell Deflection - Reduces all spell damage taken by Y% for 10 sec following a successful parry

Titan's Grip - Allows you to equip two-handed axes, maces and swords in one hand, but you attack X% slower then normal

Strength of Arms - Increases your Strength and total health by X%

Bladestorm - Instantly Whirlwind all nearby targets and for the next X you will perform a whirlwind attack every Y seconds. While under the effects of Bladestorm, you can move but cannot perform any other attacks or abilities but you do not feel pity or remorse or fear and you cannot be stopped unless killed

Heroic Leap - Leap through the air and slam down on all enemies within X yards of the target area, causing Y% weapon damage and dazing them for Z

Sword and Board - When your Devastate and Shield Slam abilities deal damage they have a X% chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by Y% for Z sec

Shockwave - Sends a wave of force in front of the warrior, causing X (damage based off attack power) damage and stunning all enemy targets within Y yards in a frontal cone for Z sec. This ability causes a high amount of threat

Sudden Death - Your critical strikes give you a X% chance to be able to use your execute ability unrestrained by your targets health percentage for Y sec.

Warlock

Lovestruck - While the Succubus is active, physical attacks done to you or your Succubus have a chance to heal you or your Succubus instead of doing damage. The healing caused by Love Struck will not exceed 50% of the Warlock or Succubus' total health. This effect has a 6 second cooldown.

Mind Twisting - Deals X damage and knocks the targets up in the air

Nightmare - Assault the target's mind, causing a powerful nightmare that deals X Shadow damage to all enemies within 10 yards of the target. Lasts Z sec

Everlasting Affliction - Your Corruption, Siphon Life and Seed of Corruption spells gain an additional X% of your bonus spell damage effects, and your Drain Life and Shadow Bolt spells have a Y% chance to reset the duration of your Corruption spell on the target

Atrocity - You devastate the area, causing Corruption (Rank 8? to all targets within 15 yards. In addition, your Corruption spell will do 434 Shadow damage to the target when it finishes its duration

Decimate - Your next Shadow or Fire spell is instant cast, and does damage in the form of Chaos damage, ignoring all resistances, absorption, and immunity mechanics. After the end of the Decimated cast, you become exhausted, disabling you from casting a spell of the same school for 3 sec.

Eternal Flames - Your Searing Pain and Incinerate spells have a X% chance to refresh the duration of your Immolate spell on the target, and increases the critical strike damage of your Destruction spells by an additional Y%

Demonic Pact - Increases your Spirit by X% while your Demon is active. In addition, your pet attacks have a Y% chance to increase your party's total Health and Damage by Z%. Stacks up to 3 times. Lasts M sec

Metamorphosis - You transform into a Demon, with full health and mana. While in Demon Form, you gain Demonic abilities (Shadow Cleave, Shadowbolt Volley, and some AoE Immolation?) and your armor is increased to 360%, but your pet no longer is summoned. When leaving Demon Form, your health and mana is returned back to normal and your pet is re-summoned.

General:
- Intellect, Spirit and Stamina buff scrolls now provide buffs equal to their equally levelled class spells.
- Many existing mob abilities now have more descriptive tooltips when linked.

Druid:
- Entangling Roots can now be used indoors as well.
- Base damage of Maul, Rake and Ravage has been increased.
- Demoralizing Roar now removes more attack power than before.
- Soothe Animal is now instant cast.
- Tiger's Fury no longer costs energy, but now has a 30 second cooldown.
- Hurricane cooldown has been removed.
- Frenzied Regeneration now only has one rank. Frenzied Regeneration will now restore 0.1% of your max health per rage instead.
- Ferocious Bite's damage for extra energy now scales with attack power.
- Nature's Grasp can now be used indoors as well.
- Nature's Reach now reduces threat generated by your Balance spells by 15/30% in addition to it's old effect.
- Brambles now gives your Thorns and Treants a 5/10/15% chance to daze the target for 3 seconds when dealing damage in addition to it's old effect.
- Omen of Clarity is now a passive effect instead of a self-cast buff.
- Feral Charge is now available in Cat Form as well.
- Improved Mark of the Wild has been reduced to a 2 point talent, increasing the effect of Mark of the Wild by 20/40%.
- Nature's Focus has been reduced to a 3 point talent, now reducing chance to be interrupted by 23/46/70%.
- Subtlety has been reduced to a three point talent, now reducing threat and reducing the chance your spells will be dispelled by 10/20/30%
- Improved Tranquility now reduces the cooldown of your Tranquility spell by 25/50% in addition to it's old effect.
- Improved Faerie Fire works for spells too now.
- Survival of the Fittest's effect has been doubled.
- Tree of Life can cast the new Flourish spell. Old extra healing aura has been removed and replaced with Bark's Blessing, which increases healing done on target's of your healing spells by 25% of your spirit for 8 seconds.
- Mangle (Bear) now increases the damage of your Maul ability instead of the Shred ability.


Hunter:
- Scare Beast's tooltip now shows the correct cast time.
- Damage caused by the pet ability Bite has been reduced, it's Focus cost has been reduced as well, and it's cooldown has been removed.
- Screech renamed Demoralizing Screech.
- Furious Howl's buff range increased to 20 yards.
- Shell Shield no longer reduces your turtle's attack speed.
-Steady Shot's bonus damage slightly reduced. Scaling unchanged.


Mage:
- Invisibility's fade time changed to four seconds from five seconds
- Polymorph now has a percentage of base mana cost instead of fixed cost.
- Slow Fall now has a percentage of base mana cost instead of fixed cost.
- All Teleport: <destination> and Portal: <destination> spells now have a percentage of base mana cost instead of fixed cost.
- Mana Gem spells are now simply called "Conjure Mana Gem (Rank #)".
- Arcane Focus now only gives 1% Arcane spell hit chance per point, but will now reduce mana cost of Arcane spell by 1% per point as well.
- Magic Attunement now increases your Arcane spells ranges by 3/6 yards, in addition to it's old effect.
- Prismatic Cloak now reduces the fade time on your Invisibility spell by 1/2 seconds in addition to it's old effect.

Paladin:
- Cooldown on Turn Undead and Turn Evil removed.

Priest:
- Mind Soothe now only has one rank and works on targets of all levels.
- Mind Soothe now has a percentage of base mana cost instead of fixed cost.
- Mind Control now only has one rank and works on targets of all levels.
- Mind Control now has a percentage of base mana cost instead of fixed cost.
- Mind Vision now has a percentage of base mana cost instead of fixed cost.
- Psychic Scream now has a percentage of base mana cost instead of fixed cost.
- Shackle Undead now has a percentage of base mana cost instead of fixed cost.
- Holy Fire now deals more of it's damage on the initial cast, but it's damage over time duration and damage have been reduced. It should still result in a net increase in damage dealt.
- Lightwell cast time reduced to 0.5 seconds.
- Lightwell cooldown reduced to 5 minutes.
- Power Infusion cooldown reduced to 2 minutes.
- The amount of charges on Lightwell has been increased to 10.
- Inspiration can now proc from the Penance spell, in addition to all the old spells that could proc Inspiration.
- Searing Light now also increases the damage of Holy Nova and Penance.
- Shadow Resilience now reduces physical damage taken instead of it's old effect.
- Shadow Focus reduced to give 1% Shadow spell hit per point, but will now additionally reduce Shadow spell costs by 2% per point. Talent now has 3 points total to spend on it, down from 5.
- Spirit Tap now gives a 33/66/100% chance to proc, total talent points that can be put into the talent reduced to 3.
- Improved Spirit Tap added, this new talent gives your Mind Blast and Shadow Word: Death spells a 50/100% chance to give 50% extra spirit and 25% mana regeneration while casting for 8 seconds.
- Improved Shadow Word: Pain now increases the damage dealt by 5/10% instead of it's old effect.
- Mind Flay's range has been increased to 30 yards.
- Shadow Form now reduces threat generated by 30% in additional to it's old effects.
- Mental Strength now increases your Intellect by 3/6/9/12/15% instead if it's old effect.
- Pain Suppresion cooldown increased to 3 minutes.
- Focused Mind now also affects Mind Sear.
- Shadow Power's extra crit chance reduced to 2/4/6/8/10%, but Shadow Power now increases the critical damage bonus of the affected spells by 10/20/30/40/50%.
- Circle of Healing now has a 8 second cooldown.
- Enlightenment now increases spell damage and healing by 1/2/3/4/5% in addition to it's old effects.
- Vampiric Touch now gives mana to your party members for 2% of your shadow damage dealt, down from 5%.


Rogue:
- The stun from Mace Specialization now has a 6 second cooldown.

Warlock:
- Demon Skin/Armor now increase healing on the Warlock by 20% instead of giving health regeneration.
- Demon Armor no longer increases Shadow Resistance.
- Fel Armor now allows 30% of your mana regeneration to continue while casting, but no longer increasing the effects of healing you receive.
- Howl of Terror now has a percentage of base mana cost instead of fixed cost.
- Cataclysm now increases the chance to hit of your destruction spells by 1/2/3/4/5%.
- Improved Shadow Bolt's damage increase reduced to 3/6/9/12/15%.
- Soul Siphon now affects Drain Soul as well.
- Pyroclasm now also works with Conflagrate.
- Aftermath now has two ranks, giving a 5/10% chance to daze.
- Improved Fire Bolt and Improved Lash of Pain have been combined into the new talent Demonic Power. This talent takes the place of Improved Fire Bolt.
- Fel Intellect and Fel Stamina have been combined into the new talent Fel Vitality. This talent takes the place of Fel Intellect.
- Improved Curse of Weakness, Dark Pact and Mana Feed have had their tooltips clarified.
- Improved Succubus now reduces the chance your Succubus will have her Seduction spell interrupted by 25/50/75%, but will no longer increase the effects of Soothing Kiss and Lash of Pain.
- Soul Link now only shares 15% of the damage taken, and no longer increased damage dealt by the demon or it's master. Soul Link moved to tier 3 of the Demonology tree.
- Master Demonologist: Imps now provide 1/2/3/4/5% fire damage and fire crit, Voidwalker provides 2/4/6/8/10% damage reduction, Succubi now provide 1/2/3/4/5% shadow damage and shadow crit, Felhunter now provides 0.2 resistance per level and rank, Felguards will now provide 1/2/3/4/5% extra damage and damage reduction.
- Unstable Affliction's Silence effect reduced to 3 second duration.
- Shadowfury's Stun effect now lasts 3 seconds.

Warrior:
- Shield bash now deals damage equal to 20% of Attack Power
- Thunder Clap's damage increases as you get more Attack Power.
- Rend's Scaling with weapon damage has been improved.
- Sunder Armor's threat now scales with attack power.
- Rend has had it's duration reduced. Total damage dealt is unchanged.
- Rend's damage is dealt quickly at first, then slows as it reaches its full duration.
- Challenging Shout cooldown reduced to 3 minutes.
- Revenge's tooltip has been clarified.
- The bonus damage dealt by Cleave and Heroic Strike has been increased.
- There is now only one rank of the Overpower ability. Bonus damage removed.
- Spell Reflection now costs 15 rage
- The stun from Mace Specialization now has a 6 second cooldown.
- Improved Rend's name changed to Bloodletting, it now also affects the Bloodbath skill.
- Death Wish no longer grants fear immunity.
- Anticipation now increases your chance to dodge by 1% per point, instead of increasing your defense skill.
- Iron Will now reduces the duration of Stun and Charm effects on you by 10/20/30% instead of giving you a chance to resist these effects.
- Improved Bloodrage now increases rage generated by 25/50%.
- Improved Shield Bash now also increases your Shield Slam damage by 5/10%.
- Improved Disarm now reduces the cooldown on your Disarm and Shield Break abilities by 5/10/15 seconds, and additionally will cause any targets you've disarmed to take 5/10/15% extra damage.
- The amount of charges on Sweeping Strikes has been reduced to 3.
- Poleaxe Specialization now also increases the damage your critical strikes with Polearms and Axes do by 1% per point in addition to it's old effect.
- Improved Revenge now increases the damage dealt by your Revenge ability by 8/16/25% in addition to it's old effect.
- Concussion Blow now causes damage equal to 25% of your attack power and has had it's cooldown reduced to 30 seconds. In addition the damage caused by Concusion Blow generates high threat.
- Last Stand's cooldown reduced to 2 minutes.
- Blood Craze now regenerates 2/4/6% of your health after being the victim of a critical strike.
- Bloodthirst now recoverd 1.5% of your max health per hit. Bloodthirst now has only one rank.
- Improved Disciplines (Rank 1) now reduces your cooldowns on Retaliation, Reckless and Shield by 5 minutes and increases their duration by 3 seconds.

Unknown:
- The mob ability Shadow Cleave now lists "Requires Demon Form".
 
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