Welcome to the next Era of Adventure: Season 8 Chapter 2 Complete Overview
Heroes!
Prepare to embark on a thrilling new adventure: Season 8 Chapter 2 brings revolutionary transformation to Ascension, tearing down the limitations of character building and laying the foundations for true multiclass potential. With a focus on improving foundational systems, Chapter 2 invites you to discover the boundless possibilities of cross-class.

Overview
- Multiclass Hybridization Overhaul
- ALL Hybridization updates coming to Area 52 and Thrall!
- Attack Power and Spell Power Scaling to all Abilities
- All abilities now scale with both AP and SP
- A % of the original scaling is added to the other power stat
- Expertise Removed
- Didn’t enhance classless gameplay
- Made it more difficult to mix spell and physical abilities
- Prevented true classless hybridization
- Universal Hit Rating
- Talents, Spells, and Enchantments that affect Hit now affect ALL forms of damage
- Hit Rating is being standardized between all forms of damage
- Previously: 10 Hit Rating = 1% Hit chance for Melee
- Previously: 8 Hit Rating = 1% Hit chance for Casters
- Now: 8 Hit Rating will grant 1% Hit chance of ALL
- Weapon Damage Scaling from Spell Power
- Mental Quickness Rework
- For Heroes who want to wear mixed or hybrid stat gear
- Maintains traditional hybrids
- CC can No Longer Miss
- Agility gives Spell Crit
- Intellect now gives Melee Crit
- Draft Improvements
- Find Lucky Cards at Max Level
- Using Hands of Fate or Card Swaps
- Chance to find Lucky Cards Dramatically Increased
- Chance to find Legendary Skill Cards from Sealed Packs increased by x2
- New: Level 1 Ability Skill Cards
- Hand of Fate Turn-Ins for Specs you haven’t unlocked yet
- Helping Heroes get more Skill Cards for cheaper
- Unlocked Skill Shop
- Has all common through epic skill cards
- Get them for Darkmoon Tickets
- Increased Marks of Ascension from Callboard Quests
- Choose Mastery Abilities without taking the Mastery
- Card Swaps now give you 3 choices
- Safety Check to not get shown the same ability to unlearn twice in a row with Card Swaps
- Abilities no longer require talent essences in draft
- New Draft Card Art
- Find Lucky Cards at Max Level
- Primary Stat Upgrades
- Primary Stats offer additional bonuses based on the weapon you equip in your main hand
- Base Health Increase
- The base health of all all Heroes increased by 20%
- This is the beginning of expanding healer playstyles
- Worldforged RE Improvements
- All Worldforged RE's coming to Area 52 and Thrall!
- Tooltips Revealed for all Worldforged REs
- Hints added for all Worldforged REs
- New: Tank and Healer REs
- New: 980 Rare Worldforged REs
- Streamlined Enchantment Acquisition
- Worldforged Caches
- Improvements to Legacy Enchantments
- Cleaning up Green Enchantments
- Leveling Improvements
- Heirloom Items added to Ascension
- Marks of Ascension added to Open World Quests
- Lesser RE’s improve Draft Mode
- Callboard Improvements
- New UI and Improved Aesthetics
- Weekly Overview
- Complete Quests for Gold or Bazaar Tokens
- Horizontal Progression
- New: Tier Slot Unlocking
- New: Custom Tier Sets
- Improved Itemization
- Personal Loot Caches
- PvP Gear Overhaul
- Rating Req Removed from PvP Gear
- Added Prestigious PvP Gear
- Temple of Kotmogu released
- Faster Timeline
- Chapter 2 goes all the way through Naxx
- Expanding Seasonal Reward Section
- Seasonal Rewards are being added to

Multiclass Hybridization Overhaul
- Attack Power and Spell Power Scaling to all Abilities
- All abilities now scale with both AP and SP
- A % of the original scaling is added to the other power stat
- Expertise Removed
- Didn’t enhance classless gameplay
- Made it more difficult to mix spell and physical abilities
- Prevented true classless hybridization
- Universal Hit Rating
- Talents, Spells, and Enchantments that affect Hit now affect ALL forms of damage
- Hit Rating is being standardized between all forms of damage
- Previously: 10 Hit Rating = 1% Hit chance for Melee
- Previously: 8 Hit Rating = 1% Hit chance for Casters
- Now: 8 Hit Rating will grant 1% Hit chance of ALL
- Weapon Damage Scaling from Spell Power
- Mental Quickness Rework
- For Heroes who want to wear mixed or hybrid stat gear
- Maintains traditional hybrids
- CC can No Longer Miss
- Agility gives Spell Crit
- Intellect now gives Melee Crit

Season 8 Chapter 2 brings a complete Multiclass Hybridization Overhaul to Ascension, adding baseline cross-class potential to every single damaging ability in the game.
First, all damaging abilities on Ascension now scale with both Attack Power and Spell Power. With this update, Heroes can now choose any combination of damaging abilities knowing that those skills will do damage regardless of what gear you’re wearing. Specifically:
- A % of the original scaling is added to the other power stat
Example:
- Fireball has .48 Spell Power scaling, and now additionally has .36 Attack Power scaling
- Execute has .27 Attack Power Scaling, and now additionally has .27 Spell Power Scaling

Second, Expertise is removed from the game, and Hit Rating becomes Universal.
Before, it was too difficult to use physical and magic abilities together in a single build. Heroes who tried had to max out Expertise, Spell Hit, and Melee Hit. Now, you only need to focus on getting General Hit Rating, and Hit Rating will affect all damage you deal: ranged, spell, and melee. This removes the burden of mixing different types of abilities, and lets you play how you want
Third, Weapon Damage now scales from either Attack Power or Spell Power, whichever you have more of: this allows caster builds to still make use of abilities that rely on Weapon Damage like Cleave, Aimed Shot, or Sinister Strike. This opens up all new types of Spellsword archetypes.

Fourth, Mental Quickness has been reworked to allow existing hybrids to continue to play as they are. Mental Quickness is now tailored for Heroes who want to wear gear that has both Attack Power and Spell Power on it.

Fifth, Crowd Control Abilities like Interrupts or Fears can no longer miss. This benefits both PvE and PvP:
PvE: Healers who want to contribute to interrupt mechanics no longer need to collect Hit Rating to do so. This removes a frustrating additional step for Healers to contribute in PvE
PvP: Having your CC ability miss and losing a fight because of it didn’t feel like an earned defeat. With this change, PvP is less affected by RNG and more skill-based.
Sixth, two stat tweaks now allow agility and intellect to better serve cross-class synergy
- Agility now gives a small amount of spell crit
- Intellect now gives a small amount of melee crit

These changes set the foundation for true multiclass synergies on Ascension, unlocking new archetypes for Heroes to explore and master.
Primary Stat Upgrades
Choosing your Primary Stat now comes with additional benefits to help fully customize your hero.

Each Primary Stat now offers additional benefits based on the weapon you have in your main hand. The bonus will vary depending on if it’s a 1h or 2h weapon.
Draft Enhancements
- Find Lucky Cards at Max Level
- Using Hands of Fate or Card Swaps
- Chance to find Lucky Cards Dramatically Increased
- Chance to find Legendary Skill Cards from Sealed Packs increased by x2
- New: Level 1 Ability Skill Cards
- Hand of Fate Turn-Ins for Specs you haven’t unlocked yet
- Helping Heroes get more Skill Cards for cheaper
- Unlocked Skill Shop
- Has all common through epic skill cards
- Get them for Darkmoon Tickets
- Increased Marks of Ascension from Callboard Quests
- Choose Mastery Abilities without taking the Mastery
- Card Swaps now give you 3 choices
- Safety Check to not get shown the same ability to unlearn twice in a row with Card Swaps
- Abilities no longer require talent essences in draft
- New Draft Card Art
Since Season 8’s release, many changes have rolled out to improve Draft Mode. Chapter 2 continues to fix key problems with Draft to expand on these changes.

Live Draft Changes
To improve draft mode, the following upgrades have been applied throughout the past few months. These changes are live right now:
Heroes can now find their slotted Lucky Cards at max level using Hands of Fate and Card Swaps. The function of this change is to allow Heroes to continue progressing their build even at level cap. Additionally, the chance to find your slotted Lucky Cards has been significantly increased.
The chance to find Legendary Skill Cards from Sealed Packs has increased by x2, and Heroes can now collect more Skill Cards for cheaper by being able to turn in Hands of Fate quests for specializations they haven’t unlocked yet. This helps heroes get more Skill Cards for less marks, and ensures that Heroes aren’t at a disadvantage just because they don’t have all 20 specs unlocked.
You can now find Skill Cards for level 1 spells, expanding the ways you can customize your build. You can find these cards from Sealed Packs, and from the new unlocked Skill Card Shop. Silas Darkmoon now offers every single skill card of Common, Uncommon, Rare, or Epic quality for purchase for Darkmoon Tickets, so you can collect tickets and buy exactly what you need.

Next, the Marks of Ascension you gain from Callboard quests has been increased. This helps Heroes get the marks they need to continue progressing their draft build.
Heroes can now choose abilities that have a Mastery like Seal of Righteousness, Flametongue Weapon, and Ice Ward without taking the Mastery. This makes sure Heroes can still get the specific spell they want, without increasing their chance to see other spells in that category: for example, if you only need Seal of Righteousness for your Templar of Flame build and you don’t want to see other Seals when you draft.
Coming with Chapter 2
The following Draft Changes come with the start of Season 2
Card Swaps now offer you three choices instead of one, giving you more chances to find spells relevant to your build. This change helps Card Swaps feel good to get.

Additionally, a safety check is now in place to ensure that Card Swaps avoid asking you to unlearn the same ability twice in a row where possible. This helps mitigate those pesky situations where two skill cards back-to-back asked you to unlearn an essential skill.
Next, abilities no longer require Talent Essences in Draft. This means you can take talent spells like Arcane Power, Thunderstorm, Chaos Bolt, Moonkin Form, etc. without spending a talent essence. This change not only helps streamline draft (so you never run into a situation where you can’t learn a skill because you don’t have any talent essences available), but also makes room for you to learn and use abilities you might otherwise avoid because they take up a precious talent essence.
Finally, new Draft Card Art aims to make Draft feel uniquely Ascension, as well as improving readability and lending a more immersive feel to Draft.
These changes glue together existing draft systems, and improve the flow of Draft Mode as a whole. They aim to ensure that you’re always moving towards a better draft build, while removing friction from the system.
Worldforged RE Improvements
- All Worldforged RE Tooltips Revealed
- Hints added to all Worldforged REs
- To help you find them
- Worldforged Caches
- Find Key Fragments by doing what you enjoy
- Dungeons, Raids, PvP, etc
- Collect 5 to get a Worldforged Key
- Find a Worldforged Cache to get exactly what you want
- Find Key Fragments by doing what you enjoy
- New: Tank and Healer Worldforged REs
- New: Rare Worldforged REs
- Upgrades to Existing Classic REs
Worldforged RE’s have been massively improved since the start of Season 8. Chapter 2 continues to remove the frustrating elements from previous renditions of the system. You can now clearly see the effects of all Worldforged enchantments, as their tooltips have been revealed: helping you find exactly what’s relevant to you. Additionally, every Worldforged RE now has a hint on where to find it, so you can set off to find the enchantments that are right for you.
Originally, Worldforged RE’s were designed to be these secret, hidden little enchantments that would get Heroes excited to adventure out in the open world, explore, and have fun discovering them. However, it quickly became apparent that while such a thing worked in Elden Ring, it wasn’t compatible with Ascension. The changes to Worldforged Enchantments change the dynamic to match the general community vibe of wanting to browse the collection for an enchantment you’re interested in, identify a clear path to achieving it, and then set out to achieve it.

Worldforged Caches are the first step in a clearer path to obtaining Worldforged RE’s: with these caches, you can get enchantments just by doing content you love.
You can now find Worldforged Key Fragments from content you enjoy such as Raids or PvP. If you collect 5 fragments, you can transform them into a key that opens Worldforged Caches hidden throughout the world. Each Worldforged Cache has its respective enchantment hidden within, so as long as you’ve got a key, you can find the chest that’s exactly the Worldforged RE you’re looking
This changes the dynamic of getting an enchantment you want from farming it to doing whatever you want to get it. Get Key Fragments, find the Cache you’re looking for, and grab your favorite Worldforged Enchantments!


New Tank and Healer REs
New Tank and Healer Worldforged Enchantments arrive with Season 8 Chapter 2 to expand the multiclass options you have when playing Tanks and Healers. These enchantments are designed to be cross-class in nature while also being easy to roll in Draft. This ensures that if you want to play them, you can–and you won’t have too much trouble getting the skills you need to do so. Check out the full video for more details!


Rare Worldforged Enchantments
To further expand the potential of mixing and matching any ability you choose, Rare Worldforged Enchantments allow you to augment ANY spells in your kit with enhancements that power up your whole build. They have a chance to drop when you continually kill a certain enemy type with the same spell–for example, if you kill a bunch of Elementals with Backstab, you’ll have a chance to find the Elemental-Bound Backstab RE.
This creates a dynamic where you can decide what your favorite spells in your kit are, find the Rare Worldforged REs that empower them, and know that by doing so, your entire build will benefit. They’re an additional measure to ensure multiclass viability, and are expansive enough to allow heroes to mix and match them in unique and unexpected ways.
There are 980 new Rare Worldforged enchantments: 8 for every damaging spell in the game. You get them by killing certain monster types with the same spell:
- Elementals drop ‘Elemental-Bound’ versions of spells,
- Necrotic drops from Undead.
- Demonic, from Demons.
- Wizard’s and Fighters from Humanoids.
- Primal from Beasts.
- Draconic from Dragons.
- Gigantic from Giants.

Legacy Mystic Enchantment Buffs
Legacy Mystic Enchantments receive buffs to ensure their viability in Chapter 2. Older iconic enchantments will see their numbers improved, although their base identities will remain the same. This ensures that if you love them, you can keep playing them

Cleaning up Green REs
With the release of Chapter 2, many awkward Green Mystic Enchantments will be removed from the collection to keep it clean and ensure that what you see actually benefits your build.

Leveling Improvements
- Heirloom Items
- Marks of Ascension to Open World Quests
- Lesser RE’s
For Heroes who love the adventure, the following changes make both leveling and prestiging a lot more fun:
First, Heirloom Items are live in-game, and can be purchased from Chromie for Prestige Tokens. These items level up with you, ensuring that you always have a viable piece of gear equipped while leveling, so you can focus on the adventure instead of micromanaging your character.

Second, Marks of Ascension have been added to all Open World Quests. This evens out the mark gain between prestiging out in the open world and other methods, helping Heroes who prefer the classic adventure to get the marks they need to succeed.

Finally, Lesser RE’s are new Mystic Enchantments that teach you ‘lesser’ versions of essential spells like Flamestrike or Healing Touch. This allows all Heroes the ability to get spells essential for leveling up without affecting their draft build.

Weekly Prestige Challenge
A brand new Weekly Prestige Challenge arrives with Chapter 2:
Every week, a mode will be selected from one of Ascension's Challenge Modes:
- Ironman
- Survivalist
- Nightmare
- Resolute
Once you accept the quest from the Call Board, you'll be able to attempt this challenge as a Prestige run to obtain rewards!
This new weekly quests aims to offer heroes more fun and interesting ways to prestige, as well as offering more reasons to set out into the Open World.
Callboard Improvements
- New UI and Improved Aesthetics
- Weekly Overview
- Complete Quests for Gold or Bazaar Tokens
The Call Board is an essential Ascension feature that is critical to your adventure. As such an important part of Ascension, it’s getting an upgrade to make sure it’s clear and easy to use. A New UI makes the Callboard easier to navigate and see what quests and rewards you can get, and a Weekly Overview lets you see quests that you missed and complete them for Gold or Bazaar Tokens.

Horizontal Gear Progression
- Tier Set Slot Unlocking
- New Tier Sets
- Itemization Updates
- Personal Loot Caches
Playing the way you want is fun. However, trying new builds on Ascension can be difficult for a number of reasons. This can be particularly frustrating if you’re not sure what classless Hero you want to play, or if you’re trying several new things to find out what’s the most fun.
Horizontal Gear Progression ensures that you have access to gear for any number of builds you want, so that you can play multiple builds at the same level. This makes sure that you’re never locked to one spec just because you spent so much time getting the Gear and RE’s for it.
Tier Slot Unlocking
A new Vendor in major cities allows you to purchase tier set tokens for gold as long as you obtained the piece in a raid first. If you run Molten Core and get a tier set helm, you’ll unlock a token on the vendor that lets you buy other tier helms for gold. This transforms gear progression into Meta Progression, meaning if you collect a tier set for one spec, you can buy all other tier sets for any build you want to try.
Tier Slot Unlocking respects your progress and progression, removing the burden of trying or playing different builds.

New Tier Sets
Similarly, brand new custom tier sets provide gear support for builds that need them most. New tier sets in Molten Core and Blackwing lair support Hybrids, Righteous Fury Tanks, Bear Tanks, and more. These new tier sets ensure that no matter what build you want to play, you can find gear that supports it–so you can take it to new heights.

Itemization Updates
Continuing in the same vein, many new items expand Vanilla itemization to ensure you can outfit your unique classless build. New items in Onyxia, upgrades to existing Vanilla items in Mythic raids, and more continue to improve the options you have when gearing your Hero.

Ascended Difficulty is now challenging
- Absolutely ball busting
- A respectable challenge worthy of the highest tiers of PvE Heroes
Ascended Raids are the hardest difficulty on Ascension. As such, it should be an absolutely ball-busting challenge for the strongest of all PvE Heroes to overcome. Clearing an Ascended raid should feel like an incredible achievement, and as Season 8 progresses into chapter 2, Ascended takes its place as the ultimate challenge. Season 8’s Onyxia stands as the first taste of what an Ascended raid will look like moving forward. It’s gonna be hard. It will require you to minmax. And clearing it will feel GREAT.
PvP Progression Overhaul
- Rating Req Removed
- Added Prestigious PvP Gear
- Temple of Kotmogu
Season 8 Chapter 2 overhauls PvP Progression to make the climb to the top fun and engaging. It also brings Arenas back to relevance by increasing point gain dramatically, and introducing new Prestigious Gear.
Prestigious PvP Gear is a new type of gear that requires arena rating. It has marginally improved stats over its non-prestigious counterpart, but more importantly, it serves as proof that you’ve made it to the highest echelons of PvP combat. To prepare for its implementation, all normal PvP Gear has its arena rating requirement removed. This serves the double purpose of getting more Heroes into powerful gear, which should serve to make Arena Fights fairer, more engaging, and more meaningful.
With these changes in place, the Temple of Kotmogu arrives as the testing ground for your power! Available on live realms right now, this exciting Deathmatch Battleground takes some heavy inspiration from king of the hill style game modes: grab one of four glowing orbs, hold onto it for as long as you can, and wrack up points for your team. You get more points the more towards the center of the ring you are, encouraging risky business Heroes to hang out in the middle under heavy fire.
Faster Timeline
- S8 Ch2 will go through to Naxxramas
Finally, a faster timeline will see Chapter 2 move all the way through Naxxramas, helping heroes plan and organize to dominate the next leg of this Season’s journey.
Expanding the Seasonal Reward Collection
Additional rewards are coming to the Seasonal Reward collection, as well as additional challenges to complete! With Chapter 2, you’ll have more challenges to complete, more points to gain, and more rewards to collect.

Area 52 Updates
With the release of Season 8 Chapter 2, all Worldforged Enchantments and the Hybrid Updates are coming to Area 52!
Get ready to enjoy tons of new builds and playstyles available on Free Pick!
Conclusion
Chapter 2 overhauls the very foundations of what it means to play Classless WoW, solving core, foundational classless problems and unlocking your ability to play any sort of hero you can imagine. From unleashing wild new archetypes with the Multiclass Hybridization Overhaul, to ensuring you can get the gear you need with Horizontal Progression, Chapter 2 unlocks all kinds of ways to play the way you want. With a release date set for February 10th, it won’t be long before you can enjoy all of the upcoming changes, so let us know in the comments below what you’re most excited about for Chapter 2. Until next time, Heroes, we’ll see you in Azeroth. Take it easy.
Changelog
- All Abilities now Scale with Attack Power and Spell Power. This is balanced such that spell casts will scale best with spell power, melee abilities will scale best with attack power, but they will still scale with either or allowing you to customize more effectively.
- Expertise has been removed and creatures and bosses have had their parry and dodge chance reduced accordingly.
- Expertise has been replaced on all items, enchants, food buffs, set bonuses, and talents.
- Weapon DPS now scales with your spell power as well as your attack power. Battlemage?
- Intellect now gives a small amount of melee critical strike chance.
- Agility now gives a small amount of spell critical strike chance.
- All Hit talents now give general hit instead of specific ranged, melee, or spell hit.
- Buffed Hit Rating Contributing to now give 1% Hit from 8 Hit Rating, this is from 10 to 1%
- Melee, Ranged, and Spellcasters now require a static 14% Hit.
- Primary Stat Bonuses are now clearly shown in the tooltips on the Primary Stats in Character Advancement.
- Added Primary Stat Weapon Bonuses while wearing 1 Handed or 2 Handed weapons:
- Devastating Strikes - Strength 1-Handed Bonus: When wielding a One-Handed Weapon, your Armor Penetration is increased by 20%.
- Heavy Swings - Strength 2-Handed Bonus: When wielding a Two-Handed weapon your auto-attacks are 10% slower but your melee and ranged abilities deal 10% more damage.
- Agile Strikes - Agility 1-Handed Bonus: When wielding a One-Handed weapon, your damaging melee and ranged abilities’ global cooldown is reduced by 10%.
- Fatal Wounds - Agility 2-Handed Bonus: When wielding a Two-Handed weapon, your physical critical strike damage bonus is increased by 20%.
- Devastating Spells - Intellect 1-Handed Bonus: When wielding a One-Handed weapon, your spell damage is increased by 5%.
- Magic Acceleration - Intellect 2-Handed Bonus: When wielding a Two-Handed weapon, your spell haste is increased by 12%.
- Empowered Mending - Spirit 1-Handed Bonus: When wielding a One-Handed weapon, your healing is increased by 5%.
- Spiritual Acceleration - Spirit 2-Handed Bonus: When wielding a Two-Handed weapon, your spell haste is increased by 10% and spell critical strike chance by 3%.
- Staff Mastery 10% Haste has been removed and baked into the Primary stat Intellect bonuses at a greater value. This will allow you to get 12% spell haste using any 2-handed weapon when using Intellect.
- Increased Spell Power on Held in off-hand items to balance out the removal of the Spell and Healing % increase that used to be on them.
- Added 3% Crit to Held in off-hand items (like Jin’do’s Bag of Wammies). This will happen instead of letting them be enchanted right now due to some client restrictions that will require some more time to work around.
- Added 1 Spirit per level to Hero Class. Reduced Spirit per level from Int and Spirit Primary Stat allocation from 2 to 1 per level. Implication of this is Agility/Strength should have slightly less mana problems, especially while levelling.
- Agility allocation now grants 1 attack power per level instead of 1 Strength per level. This is to facilitate a greater identity between Strength and Agility.
- Strength allocation now grants 1 attack power per level instead of 1 Agility per level. This is to facilitate a greater identity between Strength and Agility.
- Primary Stat: Agility allocation now also makes Agility increase your critical strike damage bonus by a percentage equal to your agility divided by your level. If you for example have 300 agility and are level 60, you gain 300/60 = 5% increased critical strike damage bonus.
- Rebalanced Hybrid gear to ensure the margins are there to not be overly useful for Pure Melee. To accomplish this the AP from Strength, Agility or attack power was lowered and Spell Power has been increased. This also aims to balance out Hybrid DPS to be more balanced towards spells over just sheer auto attacks. Hybrids will be balanced with these changes in mind.
- Ammo now stacks up to 5000.
- Fixed an issue where spells that refreshed the duration of DoT/HoT effects behaved differently. All spells now follow the most common behavior of recalculating AP/SP and haste when they are refreshed.
- Fixed an issue where Pets were not really gaining any default mana regen at all, they now receive a portion of stamina and intellect as MP5.
- Systemically buffed caster weapon DPS to be more comparable to melee weapon DPS. Caster weapons often didn't have properly scaling weapon DPS at all. This change aims to enhance variety in item choice. This means using a spell power weapon is no longer a detrimental DPS loss for hybrids and can be now even favorable in some situations like spell-heavy hybrid rotations.
- Fixed an Issue where Prayer of Preservation could tick more than 3 times during its channel time. This caused the heal to be far more powerful than intended.
- Fixed an issue where smart targeting on the Preservation heal from the Prayer of Preservation legendary enchant wasn't working properly. It should now properly prioritize healing low health allies.
- Reduced the level scaling of Preservation heal by 10%. This is to counterbalance the power provided by the heal now correctly prioritizing low health allies, to ensure the rotation of healing doesn't feel skewed towards Preservation rather than Prayer of Preservation.
- Fixed an issue where in the scenario there was more than one user of Prayer of Preservation in a group, you could consume each other's Preservation buffs. You will now only be able to consume the preservations that you cast yourself.
- Fixed an issue where Good Fortune Mystic Enchantment in combination with Light's Grace and Serendipity would cause your Prayer of Preservation to not correctly tick 3 times per channel.
- Disabled Swashbuckling in Shapeshift forms. This caused too many balance and design problems due to how feral weapon mechanics work.
- Versatile Power now gives 2% Spell critical strike chance when Expose Weakness is active. This was a conversion to Mystic Enchant and most are being reworked.
- Stormstrike Nature, Fire, Frost damage from Stormstrike has been moved into the Improved Stormstrike Talent. This is to ensure Stormstrike does not become a default for anyone utilizing Nature, Fire, Frost damage in the new hybrid paradigm.
- The Improved Stormstrike effect is now increasing Nature, Fire, and Frost damage by 10%. Down from 20% Nature, and 10% Fire/Frost.
- Channelled Rage now extends the duration of Shamanistic Rage by 3 seconds when critically striking with spells and has a 5 second internal cooldown. Melee critical strikes now reduces the cooldown of Shamanistic Rage by 5 seconds and has no internal cooldown.
- Combat Experience now grants 1/2/3% critical strike chance instead of 2/4/6% intellect. Its capstone has been changed and now gives +0.5 Intellect per level (30 Intellect at level 60, 35 Intellect at level 70). This should make it more relevant for those with less Intellect on their gear and more specialised for them.
- Divine Strength Capstone effect has been changed to: Divine Strength now gives 2/4/6% Strength and 1/2/3% Stamina. This talent was non-choice.
- Off-Hand attacks now deal 75% damage baseline up from 50% baseline. Additionally, talents that increase off-hand damage no longer stack. If you wanted to dual wield, these talents were non-choice.
- Added New Talent Dual Wield Mastery. This Tier 1 Fury talent increases your melee attack speed by 2/4/6/8/10%. It has a capstone effect that makes off-hand attacks deal full damage.
- Added a Mind Flay Bonus damage mode to Goldrinn's Fury to add a lever for balance and make up for loss of conversion.
- Mace of the Dragon Knight reduced haste per stack from 67 to 42. With the rework, this item became far too powerful.
- Spell Shredder: Increased the attack power and spell power coefficients of the Elemental Rends of Spell Shredder.
- Consecrated Strikes: No longer provides bonus spell damage based on your Strength. Systemically removing conversions from these Mystic Enchantments with the Hybrid Overhaul in mind.
- Knight of the Eclipse: Lunar Knight AND Solar Knight damage bonus buffed from 50% to 80%.
- Frozen Power talent now increases your Fire, Nature, and Frost damage by 3/6/9% on targets affected by your Frostbrand Weapon, down from 4/8/12%.
- Lowered Freezing Strike Frostbrand Weapon bonus damage from from 30% to 15%. With the hybrid overhaul, Frostbrand Weapon has become more powerful with the Hybridization Update and this enchantment would become non-choice for those wanting to incorporate Frostbrand into their build in a meaningful way.
- Clarified the tooltip of Freezing Strikes that Fingers of Frost from this caps at 2 stacks.
- Snowblind: Ice Prism Shatter ICD reduced to 1 second, down from 2 seconds.
- Fixed a bug where Freezing Strikes worked with any rank of Fingers of Frost. It now correctly requires the final rank.
- New Talent: Sidearm Specialization. Replaces Dual-Wield Specialization in Fury Warrior tree. Now increases your armor penetration by 3/6/9% and your chance to hit with spells and abilities by 1/2/3%.
- Piercing Shots now provides a bleed equivalent to 8/16/25% from 10/20/30%. The talent is largely unchanged.
- Mortal Shots reduced to 5/10/15% critical strike damage bonus, down from 7/14/20%. This comes in tandem with the opening up of the primary stat bonus that adds 20% critical strike damage to ranged, so this is still net gain critical damage done potential.
- Benediction (Tier 1 Retribution talent) internal cooldown has been reduced to 3 seconds from 5 seconds.
- Arcane Arrows can now be triggered by ranged abilities.
- Arcane Arrows range increased from 30 to 35.
- Orc racial ability Blood Fury attack power and spell power reduced by 50%. With the co-efficient hybridization changes this is slightly stronger than it was before.
- Talent: Mental Dexterity now gives 7/14/20% Intellect to ranged and melee haste rating. Capstone: Increases the spell critical rating granted by Agility by an additional 10% and the melee critical strike rating granted by Intellect by an additional 10%. This rework aims to make it a strong pick for melee hybrids wearing items with Intellect and avoid the issues that could arise with extremely unintuitive gearing strategies.
- Decreased the scaling of Shadowflame. It previously had unintendedly high scaling coefficients.
- Burning Darkness no longer increases the damage of Corruption.
- Burning Darkness: Shadowburn damage bonus has been increased from 10% to 25%.
- Fixed an issue where Armor mods were not affecting Ranged Physical attacks.
- Endless Agony: Now provides 5% and 4% damage increase to Curse of Doom and Curse of Agony, up from 4% and 3% per stack.
- Improved Curse of Agony now longer increases critical strike damage bonus. The capstone now only enables the ability to critically hit. This talent was actually not intended to provide this crit mod post caster rework and only enable critical hits of the spell.
- Improved Curse of Agony now increases the damage of Curse of Agony by 10/20/30%, up from 5/10/15%.
- Shadow Power: Deep Shadow now increases damage done to the target by 6%, down from 12, but now lasts 4 seconds, up from 3 seconds.
- Harbinger of Pestilence disease bonus damage changed to 15% per stack, down from 20%.
- Increased the coefficient of Venomous Fury by 100%. From 0.06 AP/SP to 0.12 AP/SP.
- Absolution: Now also Increase radius of mass dispel 2/4/5 yards.
- Improved Berserker Rage: Capstone now grants 50 rage, up from 30.
- Improved Expose Armor: Increased the armor penetration to 3%, up from 2%.
- Mana Feed: Now also gives 5% missing mana to the pet every 5 sec.
- Shadow Affinity: Now reduces the mana cost of all your Shadow spells by 2/4/6%. Capstone Bonus: Reduces threat generated by 20%. This does not stack with other similar capstone bonuses.
- Subtlety: Now also gives 1/2/3% haste. Capstone Bonus: Reduces threat generated by 20%. This does not stack with other similar capstone bonuses.
- Healing Grace: Now gives 1/2/3% critical strike chance. Capstone Bonus: Reduces threat generated by 20%. This does not stack with other similar capstone bonuses.
- Stoicism: Now also has 1/2/3% reduced chance to be critically hit.
- Dark Pact: Removed the shared cooldown with Life Tap.
- Improved Drain Soul: Now also Increases damage of Drain Soul by 5/10%.
- Invigoration: Now also has the Replenishment effect to increase options for mana maintenance.
- Shadow Waste Bolt now has a 15% reduced base damage and scaling, but Waste base damage over time and scaling has been increased by 50%. This was just a better version of Shadow Bolt. Now, successfully weaving in Shadow Waste Bolts into your rotation should increase your overall damage.
- Savage Strikes now has 3 talent ranks each which grants increased critical strike chance of Counterattack, Mongoose Bite, Raptor Strike and Wing Clip by 7%/14%/20%.
- Additionally the Savage Strikes mystic enchantment has been reduced to 3% critical strike chance to Counterattack, Mongoose Bite, Raptor Strike and Wing Clip from 4%.
- Point of No Escape is now a 3 point talent, granting 2% increased damage on targets afflicted by Black Arrow, Counterattack, Concussive Shot, Frost Trap, Freezing Trap and Freezing Arrow.
- Point of No Escape Mystic Enchant now grants 2% increased damage on targets afflicted by Black Arrow, Counterattack, Concussive Shot, Frost Trap, Freezing Trap and Freezing Arrow.
- Added a new talent Hunting for Sport - This talent increases your Counterattack, Mongoose Bite and Raptor Strike damage by 5/10/15%.
- Improved Counterattack now also grants an additional 5/10/15% Counterattack damage.
- Improved Counterattack capstone has now been replaced with - Your Mongoose Bite and Raptor Strike critical hits now lower the internal cooldown of Killer Instinct.
- Expunge now allows your Mongoose Bite to add a stack of the Cobra Venom debuff to a target that already has an existing Cobra Venom debuff.
- Counterattack has had its base damage increased by 10%.
- Added 20% weapon damage scaling to the triggered direct damage of Seal of Vengeance. This means it will benefit from attack power as well as spell power. With this change its scaling extreme weapon speed is also reduced, making its power more consistent.
- Manafiend: You now get 5% of your intellect as spell damage per stack, down from 10%.
- Manafiend’s Delirium now stacks every 2 seconds, up from 1 second. This doubles the uptime of Delirium and reduces the time spent in the low power Recovery phase, making damage be less bursty but more sustained.
- Mana-Charged Strike now triggers after spell casts, rather than on your next melee swing. Opening up more weapon options to explore, such as using staves for 10% haste and getting quicker spell casts out without losing out on the opportunity of triggering Mana-Charged Strikes and thus getting into delirium quicker. Previously Mana Fiend users would have to choose weapons with appropriate weapon swing speeds to be able to Mana-Charged strike quicker to get more damage from the Strike itself but also have a faster rate of triggering Delirium.
- Mana Fiend now no longer grants 15% more Intellect.
- Reduced the base mana cost of Delirium by 15% to compensate for the loss of 15% total intellect scaling granted by Mana Fiend, allowing for more Legendary Mystic Enchantment options available for Mana-Forged-Barrier tanks to choose from.
- Controlled Burn now fully refreshes the duration of Immolate instead of adding 6 seconds to it. This is to correct unintended snapshotting behavior. It will now “recast” the immolate every time it is refreshed.
- The proc from Master of Shadows now inherits the critical strike chance from the triggering ability. The Shadow damage proc will now only critically hit when your abilities critically hit. This incentivises pushing for higher critical strike chance, and keeps the build invested into Agility like before.
- Fixed an issue where the Dragon Fury buff from Dragon Warrior was being consumed by Dragon Roar.
- Devouring: Devouring Epic Enchant now reduces the duration of Devouring Plague by 6 seconds. From 24 down to 18 seconds. The application of your Warlock damage over time effects now resets the duration of your Devouring Plague spell on the target.
- Elemental Lord now also increases your damage with the selected shock ability by 100%.
- Elemental Lord can now also trigger the Elemental buffs from critical hits from Lava Burst. In addition, the chance to reset the Lava Burst when casting the empowered Flame Shock has been increased to 60%, while the periodic proc chance remains at 20%.
- Elemental Lord: Fixed a bug where the instant part of Flame Shock would not have a chance to reset Lava Burst if you already didn't have the Elemental Lava buff from casting an empowered Flame Shock already.
- Elemental Aftershock now lasts for 3 seconds, down from 4 seconds, instead the base and scaling of Elemental Aftershock has been increased by approximately 40%, while also increasing the level scaling significantly.
- Elemental Frost from Elemental Lord now causes your tethered elemental to restore 1% maximum mana to the owner, down from 3%.
- Added New Talent: Battlemage - Your melee attacks have a chance to restore 7%/14%/20% of your base mana and grant Replenishment to your party. This effect can only occur once every 10 seconds. Capstone Bonus: With the final rank of this talent you can weave melee attacks inbetween your casted spells with no reset. This talent will be used for Int users to still be able to have cast time not reset swing timer with investment.
- Wind Rager: Wind Strike no longer applies 20% Nature damage taken debuff, it now copies behavior of Stormstrike
- Thunder Slam: Lightning Blade no longer applies 20% Nature damage taken debuff, it now copies behavior of Stormstrike
- Mana-forged Barrier no longer grants permanent Stun immunity.
- The absorb effectiveness of Mana-forged Barrier is now halved against magic damage. This is intended to bring Mana-forged Barrier tanks' magic mitigation more in line with that of other tank archetypes.
- Invocation now grants Stun immunity while active.
- Inducing Trauma now fully refreshes the duration of Rend instead of adding 4 seconds to it. In addition, Mutilate now also refreshes the duration of Rend.
- Righteous Flames: Increased damage and scaling on Holy Fire (Righteous Flames) by 10%
- Righteous Flames: Inner Fire stacks are now reduced by 25%, down from 50%. This aims to increase the overall power of the Legendary Mystic Enchant while also making mob hits in dungeons less punishing.
- Fixed a bug causing Titanic Power from Fury of the Titans would affect some unintended spells but not be consumed by those spells.
- Fixed a bug where Heroic Strike would benefit and consume Titanic Power from Fury of the Titans.
- Increased the damage buff to your next Wrath or Starfire after using Eclipse Strike from Knight of the Eclipse to 100% stacking 2 times, up from 50% stacking 2 times.
- Darkmaster: Your Drain Life can now critically hit.
- Darkmaster: Necromancer's Touch now increases targets damage taken from Drain Life by 25%, up from 20%. (10% against players).
- Wild Wrath can now also be triggered by Chimera Shot in addition to Steady Shot.
- Wild Wrath now restores 25% base mana up from 12% base mana.
- Wild Wrath now increases the damage dealt by Wrath by 8% per stack.
- Wild Wrath now refreshes the duration of your Insect Swarm and also resets the cooldown of your Chimera Shot when cast at full stacks.
- Reduced the scaling of Lightning Shield by 15%.
- Static Shock now has a 2 second internal cooldown, but now has a 5/10/15% proc chance per point, up from 4/8/12%.
- Wind Rager now reduces the effect of Empowered Stormstrike and Hasty Stormstrike by half.
- The tooltip of Hasty Stormstrike no longer states specifically it reduces Wind Strike, the tooltip is now listed in Wind Rager legendary Mystic Enchant instead.
- Astral Storm now grants 15% missing mana when used against monsters.
- Damage done of ammo was increased by flat +5 damage per second on all projectiles
- Fire Watch: Exploding Storm now increases the damage dealt with Explosive Trap and Immolation Trap by 25% per stack, up from 20%.
- Fire Watch: Increased Scaling of Fire Watch proc by 10%.
- Increased the coefficient of Fire Watch by 20%, from 15% SP/AP to 18% SP/AP. This should bump the single target slightly higher, and put it in a safe spot due to its high AoE potential.
- Fixed an issue where Intellect and Agility of a pet was not contributing to their critical strike chance.
- Warden of Demon Reach stack cap changed to 4, down from 5.
- Master of Elements talent now gives spell critical strike chance, changed from Fire critical strike chance.
- Lava Sweep: Eruption now increases your chance to critically strike with Pyroblast and Fire Blast by 8% per stack, up from 4%.
- Hellish Pursuit: Hellfire will now reduce the cooldown of Burning Rush by 1 second.
- Bright Lights now gives 4% spell haste and 4% Holy damage up from 3%.
- Lifetap can now trigger a stack of Soulbender. Giving more flexibility in its rotation.
- Legendary Mystic Enchants and talents with a Primary Stat or Swashbuckling Requirement should now follow those requirements properly.
- Removed Additional Rake scaling from Arugal's Gift.
- Astral Bomber Astral Bomber now also transforms Starsurge into Astral Plasma, an ability doing Astral Damage.
- Astral Bomber: Scoring 2 critical hits in a row with Astral Flare resets the cooldown of Astral Plasma.
- Astral Bomber: Lunar phase of Astral Bomber has been slightly reworked. Now it reads: During Lunar Eclipse, your Astral Flare and Astral Plasma hits grant you a stack of Solar Bomber. You lose all stacks of Solar Bomber when Eclipse (Solar) ends.
- Astral Bomber: Increased damage and scaling of Astral Flare by 10%
- Astral Bomber: Increased damage and scaling of Astral Plasma by 15%
- Thunder Slam: Lowered the damage reduction of Thunder Clap from the Overloaded Blade (Passive) from 45% to 35%.
- Protection Paladin's Combat Expertise now gives 1/2/3% Hit Chance in place of the expertise it had.
- Protection Warrior's Vitality now increases your chance to hit by 1/2/3%, your stamina by 1/2/3%, and your Strength by 1/2/3%.
- Protection Warrior's Vitality is renamed to Resolve to prevent name overlap with other talents.
- Weapon Expertise now gives 1/2% hit in addition to the melee 1/2% critical strike chance.
- Warrior Precision now gives critical strike chance to all spells and abilities while in Berserker Stance, instead of just ranged and melee critical strike chance.
- Renamed Warrior's Precision to Fervor and gave it a new icon.
- Molten Earth: Added a new mechanic to Molten Earth called Super Hot. When you deal a critical strike with a Fire spell you gain Super Hot. Super Hot increases the damage dealt by your next Lava Lash by 20%.
- New Talent: Improved Trueshot Aura grants 1/2% personal attack power and 1/2% Hit Chance when your Trueshot Aura is active.
- New Talent: Improved Rampage grants you 1/2% personal critical strike chance and 1/2% melee haste when your Rampage is active.
- Hellish Pursuit. Added: Each Hellfire pulse that deals damage reduces the active cooldown of Burning Rush by 2.5 seconds.
- Thunder Slam: Veins of Lightning now increases the damage dealt by your Lightning Blade by 10% per stack, stacking up to 5 times and lasting for 6 seconds.
- Guardians of the Grove: Treants won't cast swiftmend anymore (they just used it randomly on targets with nothing to consume). And when you cast swiftmend you reduce the cooldown of Force of Nature by 6 seconds.
- Upped the Mind Flay mod on Goldrinn's Focus from 25% per stack to 66% per stack. This is to make Mind Flay more competitive in Curse of Arugal type builds.
- Separated the Mind Flay and Mind Sear on Goldrinn's Focus mods, Mind Sear is now 20% per stack.
- Unbounded Mind Flay is no longer usable with Curse of Arugal.
- [Improved Stings Mystic Enchant] Reduced the damage increase of Serpent Sting to 8%, down from 10%. This brings the power gain of this Mystic Enchant more in line with other Rare Mystic Enchants.
- Vampire Lord: Beacon of Shadow no longer increases Unholy Light heal (it's now just baked into the base heal since it only hits tanks).
- Hot Streak is split into 2 buffs now.
- Pyroblast! Makes your next Pyroblast instant cast. This is only consumed with an instant cast Pyro and will not be consumed by a hardcasted pyro.
- Hot Streak increases the damage your next Pyroblast hit deals. In addition, Hot Streak proc now also reduces mana cost of your next Pyroblast by 50%
- The Improved Felhunter talent capstone now reduces the cooldown of Shadowbite by 4.5 seconds. This allows Shadowbite to line up with the Felhunter's GCD.
- Talent: Quick Reflexes now has a threat reduction capstone. This threat reduction capstone does not stack with other threat reduction capstones.
- Snake Form: Change Deadly Poison bonus damage from 1 to 2%. This was much lower in the parses than Instant and was an opportunity to emphasize poison variants more.
- Snake Form: Reduced Energy of Serpent Strikes to 40 from 45.
- Snake Form: Reduced Coefficient of Poisonous Strikes and made it scale with Instant Poison Talents. This is to make it more oriented for poison builds versus other variants that benefited from the passive on-hit damage.
- The base damage of the area of effect proc when using Stormstrike with Stormborn has been increased by 35%.
- Stormborn now no longer reduces the cooldown of Stormstrike by half while you have Stormborn active from using Elemental Mastery. Instead using the Legendary Mystic Enchant reduces the cooldown passively by 3 seconds. This is to introduce a more consistent rotation instead of varying greatly depending on the uptime of your Elemental Mastery.
- Stormborn now reduces the cooldown of Elemental Mastery by 10 seconds when dealing damage with Lightning Shield, up from 5 seconds.
- Stormborn: now reduces the cooldown of Elemental Mastery by 6 seconds when dealing damage with Lightning Bolt or Chain Lightning, up from 3 seconds, and now also reduces the cooldown of Shamanistic Rage.
- Stormborn: damage is lowered when damaging more than 5 targets, up from 3 targets.
- Talisman of Binding Shard (Tank Necklace) Added a new effect increasing resistances based on damaging spell's school of magic and reduced base resistance.
- Critical Cycles now increases the damage of Moonfire (DoT) and Insect Swarm (DoT) by 50% against monsters from 30%.
- Celestial Fury now correctly increases the damage per stack.
- Wrath damage against monsters is increased by 16%.
- Starfire damage against monsters is increased by 16%.
- Starsurge damage against monsters is increased by 16%.
- Knight of the Eclipse: Increased the damage and scaling of Solar Burn (DoT) effect from Knight of the Eclipse by 10%.
- Applied the quadratic scaling for combo points on Solar Burn. This greatly buffs the damage of 5 combo point Solar Burns but nerf the damage of 1 to 3 combo point eviscerates.
- Frozen Chaos: Frozen chaos buff now stacks up to 4 times, up from 3.