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Seřazeny chronologicky.
Všeobecné
[Requires Launcher Update] Fixed a broken patch that caused all spells to appear in general and broke ranking.
Talenty a kouzla
Wild Wrath now triggers from Steady Shot (or Locust Shot) instead of off WIld Quiver
Munitions Expert no longer affects the cast time of Steady Shot. This interaction gave far too much power to Steady Shot when using Quick-Draw while making Steady Shot way too weak when using Armor-Piercing. With this change, this enchant will no longer make or break Steady Shot for your build.
Compound Shot now has a 2 second cast time (reduced by Ranged haste) and a 6 second cooldown (down from 10). It also has a brand new mechanic: Compound Shot can be recast to trigger a Combo Shot, dealing instant damage that pierces all enemies in front of you and makes them bleed for 15 seconds.
[Bloodbath] - Bloodbath now deals damage to all targets within 8 yards of you, instead of in front of you.
Thunder Slam now reduces the damage of your Thunder Clap by 40%, changed from 30%, but Lightning Blade from Thunder Slam now increases the damage the target takes from your Thunder Clap by 100%, up from 80%.
Fixed an issue where Holy Hell was benefitting more spells than clarified in the tooltip. It should now only increase the damage of Conflagrate when Holy Fire is on your target.
Fixed an issue where Secrets of the Farstrider was not affecting the damage of Gunslinger Barrage.
Hydromancers Conductor now also increases the damage of your next Electrocute damage by 25% (10% against players) per stack. In addition, the duration of Water Nova has been increased to 8 seconds, up from 6 seconds.
Increased the base damage of Water Nova and Electrified Water Nova by 50% from the Legendary Mystic Enchant Hydromancer. Spell power scaling remains unchanged.
Hasty Stormstrike now reduces the cooldown of Wind Strike by 0.2 seconds, from 0.4 seconds. This addresses an issue where Hasty Stormstrike was twice as powerful for Wind Strike when compared to Stormstrike since Wind Strike has half the cooldown of Stormstrike.
Harbingers Bile now deals 10% reduced damage versus players, changed from 20%.
Wrath of the Plague now deals 10% reduced damage versus players, changed from 20%.
Multi-Shot (Focused Burst) now deals 30% reduced damage versus players, changed from 40%.
Explosive Shot now deals 50% reduced damage versus players, changed from 60%.
Mutilate (Titan) now deals 30% reduced damage versus players, changed from 20%. (It is also receiving an overall damage increase. See separate changelog entry.)
Knight of the Eclipse Solar Burn can no longer be dispelled.
Solar Burn (Knight of the Eclipse) now deals 35% reduced damage versus players, changed from 25%.
[Alar] Frostbolt now deals 25% reduced damage versus players, changed from 15%. (It is also receiving an overall damage increase. See separate changelog entry.)
[Area 52] Frostbolt now deals 30% reduced damage versus players, changed from 20%. (It is also receiving an overall damage increase. See separate changelog entry.)
Ice Lance now deals 20% reduced damage versus players, changed from 15%. (It is also receiving an overall damage increase. See separate changelog entry.)
Dragon Roar now deals 40% reduced damage versus players, changed from 30%. (It is also receiving an overall damage increase. See separate changelog entry.)
Guarded by the Light Mystic Enchant no longer affects Divine Shield.
Wind Strike now deals 15% reduced damage versus players, changed from 25%.
[Area 52] Increased the base health of level 70 characters by 300.
Removed 3 and added 3 new Crows Cache location for TBC.
Crows Rage debuff now lasts until you enter a city or teleport to another continent.
While under the effects of Crows Rage, after getting hit by a knockback from a player you gain Crows Stability, granting you 15 sec immunity against other knockback effects. (This basically works as a 15 second diminishing return timer for knockbacks.)
Chaos Meteor disorient no longer breaks on Ignite damage. (To make it more useful for builds that would trigger Ignite by using the meteor.)
Predatory Instincts now reduces area of effect damage by 10/20%, changed from 15/30%.
Veiled Shadows now also gives Fade a 2 sec immunity to movement impairing effects.
Blind is now a physical debuff instead of a poison one. (This does not affect bosses or creatures in the world that uses a blind spell)
Prismatic Cloak is now a 2 point talent, changed from 3.
Kidney Shot now has a 35 sec cooldown, changed from 40.
Improved Kidney Shot is now a 2 point talent, changed from 3. It now reduces Kidney Shot cooldown by 5/10 sec.
Winters Chill now only gets dispelled one stack at a time, changed from all at once.
Ice Floes now heals for 4% base health, changed from 5%.
Sacred Duty now increases the duration of Divine Shield by 1/2/3 sec.
Guarded by the Light no longer increases the duration of Divine Shield.
Fixed an issue where Shadowmeld did not stop your own Starfall from damaging.
Moonglow now lasts for 10 sec, changed from 8.
Fixed an issue where Pure Shadow had an unintended damage increase. This change results in a damage reduction of approximately 3% for builds using this enchant.
The first hit of Chain Lightning now also gets reduced by area of effect reductions. Previously only the jumps did. (For example during Crows Rage.)
Lightning Strikes Twice now reduces the damage of Chain Lightning by 40%, up from 35%.
The Ancestral Healing talent can now trigger from any direct Nature healing spell.
Chain Lightning now loses 40% damage per jump, up from 30%.
The effect of Tidal Waves now scales with the amount of charges it has. Tidal Waves now reduces the cast time of Healing Wave by 10% per charge and increases the critical effect chance of Lesser Healing Wave by 10% per charge. This means that triggering Tidal Waves with Chain Heal will grant 30% cast time reduction (or crit) for the first spell, 20% for the second spell and 10% for the third spell - rather than previously giving 20% for two spells.
Tidal Waves is now a 3 point talent, down from 5. It now has a 33/66/100% proc chance (from 20/40/60/80/100%) and increases the healing coefficient of affected spells by 4/8/12% (from 2/4/6/8/10%).
Tidal Waves now has three charges when triggered by Chain Heal. It still has two charges when triggered by Riptide. This change is intended to buff this talent in PvE.
Reaching Recovery no longer reduces the healing the initial healing of Chain Heal while Tidal Force is active.
Improved the tooltip of the Tidal Mastery enchant.
[New Capstone]: Tidal Mastery - Healing Wave criticals add 2 seconds, Lesser Healing Wave 1 second and Chain Heal criticals 0.5 seconds to the duration of Tidal Force.
Tidal Force now has a 90 second cooldown, up from 80. The Tidal Mastery talent now also reduces the cooldown of Tidal Force by 6/12/18/24/30 seconds in addition to its previous effects.
Fixed double-dipping issues for Lifebloom. This means the final heal will not get reduced twice by healing reductions (including dampening), and that it wont be increased twice by talents.
Increased the periodic healing of LIfebloom by approximately 22% and reduced its mana cost by 25%. These buffs are intended to offset the healing lost on the final bloom from the double dipping bugfix.
Fixed a bug where some triggered healing spells whose healing is based on the preceding heal (such as Living Seed and Ancestral Awakening) would double dip with healing modifiers. This meant they could get their healing reduced twice by healing reduction effects such as Mortal Strike, or increased twice by healing increases such as the Gift of Nature talent. These spells will now always heal for the amount indicated by the tooltip.
The Improved Frostbolt talent now also increases the damage of Ice Lance.
Mana Shield now absorbs for 10% less.
Increased the spell damage coefficient of Frostbolt to 0.58, up from 0.55.
Increased the spell damage coefficient of Ice Lance to 0.1, up from 0.08.
Demonic Pact is now a 3 point talent, changed from 5 points. Its buff is now a Capstone effect and reads: With the final rank of this talent, your summoned demons critical strikes apply the Demonic Pact to itself and its owner, increasing spell damage by 5% and a lesser effect to party and raid members. This effect has a 20 sec cooldown. Does not work on Enslaved demons. (The raid wide buff will be as strong as a Totem of Wrath.)
Heavyweight now reduces your attack speed by 3% per stack (from 5%) and increases your damage by 1% per stack (from 2%). The combination of this buff and and nerf are meant to take down its AoE potential slightly while keeping their single-target damage strong.
Curse of Agony has been reworked. Its damage increase now scales linearly with each tick of Curse of Agony, instead of having 3 distinct damage levels (start, mid, end). Initial, final, and overall damage all remain the same.
Improved Whirlwind Mystic Enchantment now provides 4% damage increase to Whirlwind from 2% but no longer reduces the cooldown of Whirlwind.
Mutilate (Titan) from the Titanic Mutilate Legendary Mystic Enchantment now deals 110% Weapon Damage from 90%.
Slam now deals 110% weapon damage from 100%.
Increased the magic threat generated in Mana-Forged Barrier by upwards of 30%.
Fixed an issue where Power Surge would sometimes end too early or persist even after casting.
There is no longer any limit on Paladin Hand spells being active at the same time.
Consecration is now a Level 1 ability, changed from level 20.
Hand of Salvation now lasts for 6 sec, changed from 4 sec.
Touched by the Light, Tactical Mastery and Critical Block are now exclusive. These talents are iconic and build-defining tank talents that are so powerful that having access to multiple at the same time would be far too powerful. Just as Defensive Stance, Bear Form and Righteous Fury do no stack, neither do these talents.
The triggered Shroud of Light heal from Touched by the Light has been reworked. Instead of healing for 50% of the amount of the original healing spell, it now heals for 30% of the incoming damage that triggered the heal. This heal also has a 10% attack power and 40% healing power scaling. With this change this effect will be a significantly more impactful and versatile defensive tool for Righteous Fury-based tanks, rivaling Critical Block in terms of power.
Critical Block now also works with Righteous Fury.
Touched by the Light now increases the power of your next self-cast heal by up to 20% per stack (stacking up to 3 times), up from 10% per stack (stacking up to 3 times).
Fixed an issue where Critical Block in very rare cases could work without using a Shield.
Corrected the tooltip of Defensive Stance and Righteous Fury to state that it increases your chance to block FIerce Blows by 60%. (This means that Shield tanks reaching the avoidance soft-cap (having a combined block, dodge, parry and chance to be missed of 102.4%) almost certainly will be protected against unmitigated Fierce Blow hits as well. This makes Shield tanks significantly better at withstanding Fierce Blows and makes their damage taken less spiky)
The effect from the Undaunted Legendary Enchantment allowing Victory Rush to be cast after using Last Stand no longer overwrites the Improved Victory Rush talent. This means that if Improved Victory Rush triggers right before or after you Last Stand you will now be able to Victory Rush twice.
Improved Thunder Clap now reduces the rage cost of Thunder Clap by 4/8/12, up from 1/2/3.
Improved Spell Reflection has been renamed to Shield Cover and has been buffed. It is now a three-point talent which reads as follows: Reduces your damage taken by 1/2/3% and increases your block value by 4/7/10%. Capstone Bonus: Using Spell Reflection or Shield Block also reduces all Magic damage taken by 30% for 3 seconds.
Redoubt has been tweaked. Its passive block value increase has been moved to the Shield Cover talent. Redoubt now instead passively increases your chance to block attacks by 4/7/10%. Its proc now triggers from blocking attacks and increases Strength by 4/7/10% and reduces physical damage taken by 2/4/6% (instead of previously increasing block chance). This change means that Shield tanks will be able to reach block cap without relying on a random proc, making them more stable and reliable.
Soul Leech will now heal for 25% of the damage dealt, down from 30%.
Fixed an issue where Bear Form stamina increase was not reduced as intended in 1v1. Bear Form now only gives 10% increased stamina in 1v1 arena.
Lacerate no longer resets its periodic tick timer when it is refreshed. This means incorporating Lacerate into your rotation means you no longer need to perfectly time the use of Lacerate to get the maximum usage out of this ability.
The armor contribution increase of Bear Form has been increased from 20% to 40% and the armor contribution increase of Dire Bear Form has been reduced from 90% to 75%. This will make Bear tanks less powerful in high-level content, where their performance has surpassed other tank archetypes, while making them better at the lower levels.
Reduced the threat generated from Swipe by 20%. This AoE and spammable ability was far too strong for both Single and Multi-target situations and was the best option to use in both. Its threat modifier had far superceded any other Bear Ability. Knocking its threat mod should not cause any threat problems in AoE but will no longer make it the best ability to use in Single Target.
The Feral Resilience mystic enchant now gives 6% (from 10%) increased armor contribution from cloth and leather items while in Bear Forms, making its power more in-line with other enchants.
Natural Reaction now gives 5/10/15% of your Agility as Dodge Rating, down from 8/16/24%. This talent was overloaded and made Bears scale a little too well with high stats.
[New Capstone]: Improved Steady Shot - Steady Shots fired while remaining fully stationary are guaranteed to trigger this talent and will also make the empowered shot pierce 30% of the targets armor.
The Rapid Killing damage increase after killing an enemy now increases the damage of Steady Shot in addition to Aimed Shot, Arcane Shot and Chimera Shot. The damage is increased by 10/20/30% (from 10/20%) and now lasts for two shots instead of just one.
Rapid Killing is now a three point talent. It reduces the cooldown of Rapid Fire by 20/40/60 seconds (from 30/60) and now also increases your Hunter shot damage against targets below 35% health by 4/8/12%.
The Rapid Killing mystic enchant now increases your Hunter shot damage against targets below 35% health by 4%.
Ranged Weapon Specialization now increases the damage of your Hunter Shots by 2/4/6%, up from 1/2/3%.
Hunting Party now also gives +2/4/6% ranged attack power.
Using Chimera Shot on a target afflicted by your Viper Sting now also refreshes the duration of your Viper Sting.
The Sting effects triggered by Chimera Shot have been renamed to better convey what effects they work with. For example the Serpent Sting effect is now named Serpent Sting - Chimera rather than Chimera Shot - Serpent to better indicate that its damage scales with modifiers to Serpent Sting rather than Chimera Shot.
The Physical damage of Chimera Shot has been increased significantly from 130% to 210% of ranged weapon damage.
The Physical damage of Chimera Shot now also benefits from the Barrage and Improved Barrage talents and enchants.
Arcane Torrent now breaks Stealth effects.
Změny předmětů
[Pending Restart] The following NPCs have been added to their respective locations, alongside their Mark counterparts: The Horde and Alliance Fortifications Surveyer in Thrallmar and Honor Hold (Hellfire Peninsula) and the Horde and Alliance Twin Spire Surveyer (Zangarmarsh). These vendors will offer their items for Honor instead of the Marks required, while the tower events are inactive.