View all of our changes in a minimal format.
Sorted in chronological order.
Talents & Abilities
[Pending Restart] - Growing Light now increases the healing transferred to your Beacon of Light by 20/40/60% for 10 seconds, up from 6 seconds.
[Pending Restart] - Growing Light now heals 3 nearby targets, down from 5.
[Pending Restart] - Tranquility now lasts for 6 seconds down from 8 seconds.
[Pending Restart] - Healing Stream Totem now lasts for 45 seconds and has a 30 second cooldown.
[Pending Restart] - Blooming Growth has been reworked - Swiftmend procs Natures Grace and gives your next Regrowth 50% additional crit. Blooming growth procs on 3 targets (down from 5) in a 10 yard range (down from 8).
[Pending Restart] - Holy Radiance has been reworked - Your Greater Heal now heals for 30% less while this Mystic Enchantment is active. Your Flash Heal and Penance no longer transfers a % of their heal amount to renewed targets. However the amount transferred by your Greater Heal has been increased from 25% to 35%. Additionally Penance can now be cast on targets affected by your Renew to consume the effect and trigger a strong additional heal.This intends to curb some of the immense tank and raid healing capabilities of Holy Radiance and bring it more in line with other builds.
[Pending Restart] - Divine Illumination now also increases the critical effect chance of your Holy healing spells by 20% while active.
[Pending Restart] - Improved Devotion Aura now increases the healing done on all targets affected via your aura by 2/4/6% up from 1/2/3%. This does not stack with similar effects like tree of life passive effect, but provides an alternative means to obtaining this raid buff.
[Pending Restart] - Tidal Force now makes Healing Wave heal the target again for 40% of the original amount healed after 1 second, up from 25%.
[Pending Restart] - Copious Power has been increased to 5/10/15% from 4/8/12%.
[Pending Restart] - The cooldown reduction from effectively healing with Holy Light on Beacon of Divinity has been increased to 3 seconds from 2.
[Pending restart] - Brilliance Aura now restores 2% missing mana, changed from 1% max mana.
[Pending restart] - Brilliance Aura now has a 1.5 minute cooldown, up from 1 minute.
[Pending restart] - Mind Mastery now increases the duration of Brilliance Aura by 2/4/6, down from 3/6/9.
[Pending restart] - Fixed an issue where some dominated undead spells scaled with talent and Mystic Enchants from their master such as Improved Mind Blast triggering a healing taken reduction effect being triggered from your pet.
[Pending Restart] - Preparation no longer resets the cooldown of Dismantle.
[Pending Restart] - “Quickness” Night Elf (Racial) now grants 2% dodge, from 2% chance to be missed.
[Pending Restart] - Fixed an issue where Earth Shield was not able to trigger from fierce blows and other similar triggered effects.
[Pending Restart] - Impact Mystic Enchantment no longer has an individual roll chance per Mystic Enchantment equipped. It now increases the chance to trigger the talent by 3% per Mystic Enchantment.
[Pending Restart] - Soulbender no longer reduces the cooldown of Shadowburn as a baseline on the Mystic Enchantment. It now increases the cooldown of Shadowburn by 0.5 seconds per stack, making the effect stronger for its intended use and less potent for other builds to just pick it up for the cooldown reduction to Shadowburn.
[Pending Restart] - The energy cost of Dispatch has been reduced to 50, down from 60.
[Pending Restart] - Serrated Blades now has a 5/10/15% chance to trigger from 4/7/10%.
[Pending Restart] - The damage of Dispatch has been increased by approximately 7%
[Pending Restart] - Demonic Aegis now increases the effectiveness of Fel Armor by 40/80/120% up from 33/66/100%.
[Pending Restart] - Improved Soul Leech now restores 3% missing mana from 2% maximum mana.
[Pending Restart] - Soul Leech now heals you for 15% of the damage dealt, down from 25%. This talent became far too versatile in many case scenarios.
[Pending Restart] - Pure Shadow now reduces the damage when hitting 5 or more targets. It now functions similarly to Stormborn, hitting 5 targets will result in 5 hits, each hit being equal to the damage it would deal to a single target. The total damage past 5 targets will be increased by half a target for every target added. This means that when hitting 10 targets, pure shadow’s hit will deal 7.5 targets worth of damage, each hit of the 10 targets being hit equal to 75% of what it would have done to a single target. Hitting more than 10 targets does not increase the overall damage done from Shadow Crash, this is unchanged.
[Pending Restart] - The threat modifier Wind Slam has been increased and the effect can no longer be dodged or parried.
[Pending Restart] - Improved Fire Blast now increases the damage of 5/10%.
[Pending Restart] - Hot Hands now makes Hot Streak only increase the damage of your Pyroblast by 30%.
[Pending Restart] - Improved Soul Leech now restores 3% missing mana from 2% maximum mana.
[Pending Restart] - Soul Leech now heals you for 15% of the damage dealt, down from 25%. This talent became far too versatile in many case scenarios.
[Pending Restart] - Pure Shadow now reduces the damage when hitting 5 or more targets. It now functions similarly to Stormborn, hitting 5 targets will result in 5 hits, each hit being equal to the damage it would deal to a single target. The total damage past 5 targets will be increased by half a target for every target added. This means that when hitting 10 targets, pure shadow’s hit will deal 7.5 targets worth of damage, each hit of the 10 targets being hit equal to 75% of what it would have done to a single target. Hitting more than 10 targets does not increase the overall damage done from Shadow Crash, this is unchanged.
[Pending Restart] - The threat modifier Wind Slam has been increased and the effect can no longer be dodged or parried.
[Pending Restart] - Improved Fire Blast now increases the damage of 5/10%.
[Pending Restart] - Hot Hands now makes Hot Streak only increase the damage of your Pyroblast by 30%.
[Pending Restart] - Reduced the spell power scaling of Twilight Paragon from 70% down to 55%, but more than tripled the base damage. This reduces the power at higher tiers of content while keeping the spell nearly as strong in early tiers.
[Pending Restart] - Lacerate now has a 1% attack power scaling per stack per tick, up from 0%. In addition, fixed a bug where Lacerate would reset its periodic tick timer when it is refreshed.
[Pending Restart] - Feral AP on weapons will be visually removed from weapons but will still be active until a later change, a much larger rework to Feral Forms and how they function will launch closer to Season 8.
[Pending Restart] - The mana gained from Spiritual Attunement is now doubled while Mana-Forged Barrier is active.
[Pending Restart] - Power Surge can now trigger while casting or channeling spells, this means that it can now also trigger during invocation.
[Pending Restart] - Corrupted Bear Form now reduces the damage of your Shadow Bolts by 15% while active.
[Pending Restart] - Corrected the tooltip of Berserk, it now correctly states that it doubles the effectiveness of Savage Defense while active.
[Pending Restart] - Savage Defense now scales with 6% of attack power, and 3% of maximum health.
[Pending Restart] - Reduced the Stamina increase from Bear Form and Dire Bear Form to 15%, down from 20%.
[Pending Restart] - Starburst Barrage stacks can now also be obtained from casting Arcane Barrage.
[Pending Restart] - Fixed an issue where all “Steady (Insert Spell)” had 51% pushback reduction instead of the 50%.
[Pending Restart] - Clarified the talents of many Beast Mastery and Demonology talents that used “Summoned Demon” or “Tamed Pet'' in their description to explicitly list the name of the tamed / summoned / tethered creatures so it will be easily searchable in the Hero Architect/Character Advancement. Hunter Beast Mastery pets will now be referred to Tamed Beast from now on.
[Pending Restart] - Stormshield from Stormhammer now reduces the damage you take by 12%, up from 10%. In addition, the duration of the Stormshield buff has been increased to 15 seconds, up from 10 seconds.
[Pending Restart] - Fixed an issue where Righteous Vengeance was able to trigger proc effects. This generalized behavior of procs triggering procs is unintended unless stated otherwise. You can read more about procs and triggered spells on our wiki: https://project-ascension.fandom.com/wiki/Procs_and_triggered_spells
[Pending Restart] - Increased the damage bonus to Holy Fire from Righteous Fire to 12% per stack, up from 10%.
Pending Restart] - Arcane Synergy stacks are now gained on casting each missile from Arcane Missiles. Changed from Arcane Missiles hitting the target.
[Pending Restart] - Fixed the tooltip of Improved Imp to clarify the damage bonus also applies to Wild Imps.
[Pending Restart] - Fixed the tooltips of Demonic Influence and Demonic Persistence to clarify the damage bonus also applies to Wild Imps.
[Pending Restart] - Reduced the movement speed reduction effect from Tamed Dragonkin Chromatic Drakonid to 25%, down from 75%, and reduced its damage to the equivalent Brood Power: Blue from other dragonkin.
[Pending Restart] - Fixed an issue where Timebreak from Tamed Dragonkin Infinite Whelp would increase spell and ranged haste by 6%, instead of the intended 2%.
[Pending Restart] - Fixed an issue where effects that refreshed your Shadow Word: Pain talent would not refresh the duration on Misery. Additionally, the Misery effect can now also be triggered from Mind Blast.
[Pending Restart] - Calibrate Aim now correctly benefits from all effects of Hawk Eye.
[Pending Restart] - Lightning Strikes Twice and Endless Lightning no longer works together. Endless Lightning increased your chance to proc Lightning Overload by 20% (60% for critical strikes) for every target hit over 3 targets, which could also trigger more effects like Lightning Mastery (epic enchantment).
[Pending Restart] - Pyroshot now lasts for 10 seconds up from 8 seconds.
[Pending Restart] - Boomer now has a higher proc chance, but can only trigger once every 8 seconds, up from every 3 seconds. In addition, triggering Boomer now also grants you 3% spell critical strike chance for 5 seconds. In addition, fixed an issue where this spell did not have level scaling and fixed a spell power scaling bug causing it to do less damage at higher levels.
[Pending Restart] - Enchantments that reduce the cost of a certain school by a % amount will no longer stack with other enchantments that also reduce the same school amount. This means that equipping both Faithful Cardio and Athletic Icing will not reduce the physical school resource cost by 8%, it will remain at 4% reduced cost.
[Pending Restart] - Intervene now taunts up to 3 enemies attacking the target to attack you instead. It now requires Defensive Stance or Righteous Fury.
[Pending Restart] - Safeguard now causes your target to take reduced damage, changed from sharing the damage.
[Pending Restart] - Fiery Payback disarm chance is now a capstone. The disarm duration has been reduced from 4 to 3 sec.
[Pending Restart] - Clarified the tooltip of Piercing Shots to state the full name of each ability.
[Pending Restart] - Fixed tooltips of many boss spells inside of Steamvaults.
[Pending Restart] - Increased the ranged attack power scaling of the instant damage of Black Widow Strike to be equal to Mongoose Bite. It now has a 74.5% ranged attack power scaling from 55% ranged attack power scaling.
[Pending Restart] - Increased the base damage of Mongoose Bite and Counterattack by 9%.
Mystic Enchants
[Pending Restart] - Elemental Overpower now lasts for 12 seconds up from 8 seconds.
[Pending Restart] - Increased the base damage and scaling of Elemental Shredder from the Spell Shredder enchantment by 10%
[Pending Restart] - Fixed an issue with Spell Shredder where the Elemental Shredder procs did not benefit from Strength of Arms.
[Pending Restart] - Increased the attack power and spell power coefficients and Base damage of Charred Bite by 40%. However, the maximum amount of Stacks has been reduced to 3, down from 5. With the significant ramp time, it was far too punishing to drop stacks with an even longer time to get them back up to max stacks. This change should ultimately decrease the ramp with more focus on other aspects of the build resulting in a significant damage increase for most and increasing viability on fights with movement.
[Pending Restart] - Casting Scorch 5 times, will cause your Cat Form to have a significantly reduced global cooldown.
[Pending Restart] - Activating Berserk with Lucifur equipped now allows you to trigger Devils Claw for 15 seconds. Allowing for instant on-demand burst damage.
[Pending Restart] - Devils Claw attack power Coefficient has been reduced to 23% from 26%.
[Pending Restart] - Devils Claw spell damage Coefficient has been reduced to 21% from 24.3%.
[Pending Restart] - Shock and Awe Rare Mystic Enchantment has been deprecated (will be removed in-game sometime after this changelog goes live). Shamanistic Focus (talent) capstone bonus has been replaced with: Your Shaman Shock spells gain up to 20% of your attack power as bonus damage and your Flame Shock periodic damage gains up to 6% of your attack power as bonus damage. This capstone effect is equal to having 3 Shock and Awe enchantment.
[Pending Restart] - Elemental Blade (Fire) now provides an additional 5% attack power scaling to your Earth and Ice Shock.
[Pending Restart] - Fixed an issue with Ice Shock from Elemental Assassin causing it to deal 30% more damage over time than intended. Additionally, the direct damage of Ice Shock now has a 30% base spell damage coefficient and a base 7% spell damage scaling to its damage over time effect, changed from 22% and 11% respectively. These spell power scalings are now scaled up further by combo points.
[Pending Restart] - Elemental Blade (Earth) and Elemental Blade (Ice) now provide an additional 5% attack power scaling to your Flame Shock.
[Pending Restart] - All buffs and debuffs from Arcane Gunslinger now trigger on missile channel / cast instead of on target hit to improve fluidity of the build.
[Pending Restart] - The direct damage contribution to your Shaman Shock from Elemental Assassin has been increased to 50% per stack from 40%.
[Pending Restart] - Arcane Shelling and Arcane Gunslinger buffs now last for 20 seconds up from 12. These changes aim to reduce the egregious ramp of the spec while also improving the performance of the build overall.
[Pending Restart] - Arcane Shelling now increases the damage taken from Arcane Barrage by 20%, up from 15% per stack, and 85% from Arcane Bullet up from 50%. The maximum amount of stacks has been reduced to 3, down from 5.
[Pending Restart] - The chance to trigger Missile Barrage from the Arcane Gunslinger stacks have been increased to 25% per stack from 20% per stack. The maximum amount of stacks has been reduced to 4 stacks, down from 5.
[Pending Restart] - Increased the damage contribution to Arcane Barrage from the Arcane Gunslinger stacks to 20% from 15%. The maximum amount of stacks has been reduced to 4, down from 5.
[Pending Restart] - Increased the attack power and spell damage coefficient of Arcane Bullet to 33% from 22%.
[Pending Restart] - Fixed an issue where Secrets of the Farstrider was providing too low of an increase to Gunslinger Barrage. The base damage of Gunslinger Barrage has been reduced by 30%. This should still result in a slight increase in damage.
[Pending Restart] - The base damage and scaling of Ice Prism Shatter have been increased by 33%.
[Pending Restart] - Fixed an issue where consuming the Empowerment of Light buff with Smite from the Epic Mystic Enchant Swift Justice wouldn't consume Holy Specialization stacks.
[Pending Restart] - Holy Specialization is now triggered as two separate buffs, Divine Haste and Divine Criticals. This makes it easier to understand its behavior alongside proc effects such as Surge of Light and Empowerment of Light. Divine Haste: Reduces the cast time of your next Holy spell by 10% (per stack). Divine Criticals: Increases your critical strike chance of your next Holy Spell by 3% (per stack).
[Pending Restart] - Spellsurge now procs on cast instead of on buff applications, this prevents situations where casting certain buffs would result in huge mana gained for the party you were in.
[Pending Restart] - Ice Prism damage over time effect from Snowblind can now spread to nearby targets when hit with Cone of Cold or Frostbolt. As a reminder, there is still an ICD on the Ice Prism Shatter proc, meaning you will not be able to shatter all 5 at once, but this will drastically improve target swapping, rarely needing to recast Ice Prism on a target after killing a nearby target.
[Pending Restart] - Improved Feral Spirits capstone now applies the “Storm Charged’ buff to both of your feral spirits, instead of to a singular Feral Spirit. Additionally, the damage of the Improved Feral Spirits capstone has been increased by 50% and can now critically strike.
[Pending Restart] - Fixed an issue where Stormstrike and Lava Lash would extend the duration of Pack Alpha by 5 seconds instead of the intended 2.5 seconds. In addition, removed the internal cooldown of Pack Alpha.
[Pending Restart] Stormborn now also causes you to reduce the cooldown of Elemental Mastery by 3 seconds when dealing damage with Lightning Shield. In addition, casting Lightning Bolt or Chain Lightning while at 3 or more stacks of Maelstrom Weapon further reduces the cooldown of Elemental Mastery by 3 seconds. These effects require the final rank of Shamanism.
[Pending Restart] Avatar of Lightning now no longer works while you have Stormborn equipped.
[Pending Restart] The attack power scaling added to Lightning Shield from Stormborn has been increased to 20%, up from 10%.
[Pending Restart] Stormborn damage now deals 20% more damage at level 60 to monsters, and 40% more damage at level 70 to monsters, but hits to each additional target above 3 now deals reduced damage. This means that on 3 targets you deal 3 times the damage of a single target, but on 4 targets you deal a total of 3.5 times the damage of a single target. This allows the damage to stay strong for a single target and cleave, while not being overpowered in mob groups.