Improved Life Tap
MovedIncreases the amount of Mana awarded by your Life Tap spell by 10%.
Classic Increases the amount of Mana awarded by your Life Tap spell by 10%.
Classic location: Affliction 2/3 → Affliction 1/1
Classic → Forever
Browse new talents, moved positions, changed effects, and talents removed from the current snapshot. Compare the recorded beta text with the Classic reference tree.
Showing 478 of 478 changes
CLASS CHANGES
Increases the amount of Mana awarded by your Life Tap spell by 10%.
Classic Increases the amount of Mana awarded by your Life Tap spell by 10%.
Classic location: Affliction 2/3 → Affliction 1/1
Improves your chance to hit by 1% and reduces all threat you generate by 4%.
Classic Reduces the chance for enemies to resist your Affliction spells by 2%.
Classic location: Affliction 1/2 → Affliction 1/2
Reduces the casting time of your Corruption spell by 0.4 sec and increases the damage it deals by 2%.
Classic Reduces the casting time of your Corruption spell by 0.4 sec.
Classic location: Affliction 1/3 → Affliction 1/3
Increases all periodic damage done by your Warlock spells by 1%.
You gain Soul Harvest for 10 sec if a victim is killed while afflicted with your Drain Soul. Soul Harvest allows your Mana to regenerate at 50% of normal speed while you are casting spells, and grants a 50% increase to your Mana regeneration.
Increases health drained or damage done by your Drain Life, Drain Soul, and Wrack spells by 7%.
Increases the damage done by your Bane of Agony by 5%.
Classic Increases the damage done by your Curse of Agony by 2%.
Classic location: Affliction 3/1 → Affliction 3/1
Gives you a 23% chance to avoid interruption caused by damage while channeling or casting your Drain Life, Drain Mana, Drain Soul, or Wrack spells.
Classic Gives you a 14% chance to avoid interruption caused by damage while channeling the Drain Life, Drain Mana, or Drain Soul spell.
Classic location: Affliction 3/2 → Affliction 3/2
Increases the effect of your next Curse of Weakness or Bane of Agony by 50%, or your next Curse of Exhaustion by 20%. Lasts 30 sec.
Classic Increases the effect of your next Curse of Weakness or Curse of Agony by 50%, or your next Curse of Exhaustion by 20%. Lasts 30 sec.
Classic location: Affliction 3/3 → Affliction 3/3
Increases the critical strike damage bonus of your Corruption, Bane of Agony, Bane of Doom, Drain Soul, Drain Life, Siphon Life, and Wrack spells by 33%.
Increases the critical effect chance of your Shadow spells by 1%.
Gives your Corruption, Drain Soul, Drain Life, and Wrack spells a 2% chance to cause you to enter a Shadow Trance after damaging the opponent. The Shadow Trance reduces the casting time of your next Shadow Bolt spell by 100%.
Classic Gives your Corruption and Drain Life spells a 2% chance to cause you to enter a Shadow Trance state after damaging the opponent. The Shadow Trance state reduces the casting time of your next Shadow Bolt spell by 100%.
Classic location: Affliction 4/2 → Affliction 4/2
Reduces the target's movement speed by 30% for 12 sec. Only one Curse per Warlock can be active on any one target.
Classic Reduces the target's movement speed by 10% for 12 sec. Only one Curse per Warlock can be active on any one target.
Classic location: Affliction 5/3 → Affliction 4/3
Transfers 11 health from the target to the caster every 3 sec. Lasts 30 sec.
Classic Transfers 15 health from the target to the caster every 3 sec. Lasts 30 sec.
Classic location: Affliction 5/2 → Affliction 5/2
Increases the damage done or health drained by your Drain Life, Drain Soul, and Wrack spells by 4% per each of your other Affliction effects active on the target, up to a maximum increase of 12%.
Increases the damage dealt or life drained by your Shadow spells by 1%.
Classic Increases the damage dealt or life drained by your Shadow spells by 2%.
Classic location: Affliction 6/2 → Affliction 6/3
Tears the target apart from within, dealing 36 Shadow damage every 1 sec and increasing the damage they take from your other Shadow damage over time effects by 10%. Lasts 6 sec.
Increases the effect of your Curse of Weakness by 6%.
Gives you a 50% chance to get a 100% increase to your Mana regeneration for 10 sec if the target is killed by you while you drain its soul. In addition your Mana may continue to regenerate while casting at 50% of normal.
Increases the Health drained by your Drain Life spell by 2%.
Increases the range of your Affliction spells by 10%.
Causes 15% of the Mana drained by your Drain Mana spell to damage the opponent.
Increases the speed reduction of your Curse of Exhaustion by 5%.
Drains 150 of your pet's Mana, returning 100% to you.
Increases the amount of health transferred by your Health Funnel spell by 20%, reduces its health cost by 15%, and reduces all threat your Health Funnel generates by 50%. Allows Health Funnel to be used regardless of your demon's health.
Classic Increases the amount of Health transferred by your Health Funnel spell by 10%.
Classic location: Demonology 2/1 → Demonology 1/1
Increases the damage of your Imp's Firebolt spell by 10% and the effect of its Fire Shield spell by 10%.
Classic Increases the effect of your Imp's Firebolt, Fire Shield, and Blood Pact spells by 10%.
Classic location: Demonology 1/2 → Demonology 1/2
Increases your total Stamina by 3%.
Classic Increases your total Stamina by 3% but reduces your total Spirit by 1%.
Classic location: Demonology 1/3 → Demonology 1/3
Increases all damage done by your Imp, Voidwalker, Succubus, Incubus, and Felhunter pets by 2%.
Classic Increases the damage done by your Voidwalker, Succubus, Incubus, and Felhunter's melee attacks by 4%.
Classic location: Demonology 4/3 → Demonology 1/4
Increases the effectiveness of your Demon Skin and Demon Armor spells by 15%.
Increases the maximum health and Mana of your Imp, Voidwalker, Succubus, Incubus, and Felhunter by 5%, and increases your maximum Mana by 5%.
Classic Increases the maximum Health of your Imp, Voidwalker, Succubus, Incubus, and Felhunter by 3%.
Classic location: Demonology 3/3 → Demonology 2/3
You heal your pet for 8% of all spell damage you deal. When you gain Mana from Life Tap, your summoned demon gains 50% of the Mana you gain.
When activated, sacrifices your summoned Demon to enhance the opposing aspect of your power, granting you an effect that lasts 2 hrs. The effect is canceled if any Demon is summoned. Imp: Increases your Shadow damage by 15%. Voidwalker: Restores 2% of your total Mana every 4 sec. Succubus/Incubus: Increases your Fire damage by 15%. Felhunter: Restores 3% of your total Health every 4 sec.
Classic When activated, sacrifices your summoned demon to grant you an effect that lasts 30 min. The effect is canceled if any Demon is summoned.Imp: Increases your Fire damage by 15%.Voidwalker: Restores 3% of total Health every 4 sec.Succubus/Incubus: Increases your Shadow damage by 15%.Felhunter: Restores 2% of total Mana every 4 sec.
Classic location: Demonology 5/2 → Demonology 3/2
Reduces the casting time of your Imp, Voidwalker, Succubus, Incubus, and Felhunter Summoning spells by 2 sec and the Mana cost by 20%.
Classic Reduces the casting time of your Imp, Voidwalker, Succubus, Incubus, and Felhunter Summoning spells by 2 sec and the Mana cost by 20%.
Classic location: Demonology 4/2 → Demonology 3/3
Reduces the cooldown of your Soul Fire spell by 45%. When you cast Shadow Bolt or Searing Pain on an enemy below 35% health, they deal 3% increased damage, and for the next 10 sec your Soul Fire spell has its cast time reduced by 20% and costs no Soul Shards.
Your next Imp, Voidwalker, Succubus, Incubus, or Felhunter Summon spell has its casting time reduced by 5.5 sec and its Mana cost reduced by 50%.
Classic Your next Imp, Voidwalker, Succubus, Incubus, or Felhunter Summon spell has its casting time reduced by 5.5 sec and its Mana cost reduced by 50%.
Classic location: Demonology 3/2 → Demonology 4/3
Your Searing Pain generates 17% less threat and brands the target for 10 sec. Your pet's next 2 attacks against the target generate high threat and deal 65 to 68 Fire or Shadow damage based on the pet.
Increases the Attack Power reduction of your Felhunter's Tainted Blood, the healing of its Devour Magic, and the detection level of its Paranoia by 10%, and reduces the cooldown of its Spell Lock by 2 sec.
When active, 30% of all damage taken by the caster is taken by your Imp, Voidwalker, Succubus, Incubus, or Felhunter Demon instead. In addition, both the Demon and the master will inflict 3% more damage. Lasts as long as the Demon is active.
Classic When active, 30% of all damage taken by the caster is taken by your Imp, Voidwalker, Succubus, Incubus, or Felhunter demon instead. In addition, both the demon and master will inflict 3% more damage. Lasts as long as the demon is active.
Classic location: Demonology 7/2 → Demonology 5/2
Increases your spell damage and your Demon pet's spell damage by up to 33% of your level while you have a summoned Demon pet active.
Grants both the Warlock and the summoned demon an effect as long as that demon is active. Imp - Increases Fire damage done by 2%. Voidwalker - Reduces Physical damage taken by 2%. Succubus/Incubus - Increases Shadow damage done by 2%. Felhunter - Reduces Magic damage taken by 2%.
Classic Grants both the Warlock and the summoned demon an effect as long as that demon is active.Imp - Reduces threat caused by 4%.Voidwalker - Reduces physical damage taken by 2%.Succubus/Incubus - Increases all damage caused by 2%.Felhunter - Increases all resistances by.2 per level.
Classic location: Demonology 6/3 → Demonology 6/3
Your Demonic Sacrifice effect is no longer cancelled by summoning a different Demon pet. Resummoning the sacrificed pet will still cancel the effect.
Increases the amount of Health restored by your Healthstone by 10%.
Increases the maximum Mana of your Imp, Voidwalker, Succubus, Incubus, and Felhunter by 3%.
Reduces the Attack Speed and Casting Speed penalty of your Subjugate Demon spell by 2% and reduces the resist chance by 2%.
Increases the bonus Fire damage from Firestones and the Firestone effect by 15%.
Increases the amount of damage absorbed by your Spellstone by 15%.
Increases the range of your damaging spells by 10%.
Classic Increases the range of your Destruction spells by 10%.
Classic location: Destruction 4/2 → Destruction 1/1
Your Shadow Bolt critical strikes increase Shadow damage taken by the target from your attacks by 4% for 12 sec.
Classic Your Shadow Bolt critical strikes increase Shadow damage dealt to the target by 4% until 4 non-periodic damage sources are applied. Effect lasts a maximum of 12 sec.
Classic location: Destruction 1/2 → Destruction 1/2
Reduces the casting time of your Shadow Bolt, Immolate, and Incinerate spells by 0.1 sec and your Soul Fire spell by 0.4 sec.
Classic Reduces the casting time of your Shadow Bolt and Immolate spells by 0.1 sec and your Soul Fire spell by 0.4 sec.
Classic location: Destruction 2/2 → Destruction 1/3
Reduces all damage taken by 2%.
Reduces the Mana cost of your Destruction spells by 3%.
Classic Reduces the Mana cost of your Destruction spells by 1%.
Classic location: Destruction 1/3 → Destruction 2/2
Increases the initial damage of your Immolate spell by 10% and your Conflagrate spell has a 20% chance to Daze the target, reducing the target's movement speed by 50% for 5 sec.
Classic Gives your Destruction spells a 2% chance to daze the target for 5 sec.
Classic location: Destruction 2/3 → Destruction 2/3
Increases the critical strike damage bonus of your Destruction spells by 20%.
Classic Increases the critical strike damage bonus of your Destruction spells by 100%.
Classic location: Destruction 5/3 → Destruction 3/2
Instantly blasts the target for 65 to 73 Shadow damage. If a non-trivial target dies within 8 sec of being hit with Shadowburn, the caster gains a Soul Shard.
Classic Instantly blasts the target for 91 to 104 Shadow damage. If the target dies within 5 sec of Shadowburn, and yields experience or honor, the caster gains a Soul Shard.
Classic location: Destruction 3/4 → Destruction 3/3
Gives you a 23% chance to resist interruption caused by damage while casting or channeling any Destruction spell.
Classic Gives you a 35% chance to resist interruption caused by damage while channeling the Rain of Fire, Hellfire or Soul Fire spell.
Classic location: Destruction 4/1 → Destruction 4/1
Increases the critical strike chance of your Searing Pain spell by 3% and the damage done by all your Destruction spells by 3%.
Classic Increases the critical strike chance of your Searing Pain spell by 2%.
Classic location: Destruction 4/4 → Destruction 4/2
Ignites a target that is already afflicted by your Immolate spell, dealing 88 to 110 Fire damage and consuming your Immolate effect.
Classic Ignites a target that is already afflicted by Immolate, dealing 249 to 316 Fire damage and consuming the Immolate spell.
Classic location: Destruction 7/2 → Destruction 4/3
Gives your Soul Fire spell a 13% chance to Stun the target for 3 sec, and your Rain of Fire and Hellfire spells a 13% chance over their duration to Stun targets they damage for 3 sec.
Classic Gives your Rain of Fire, Hellfire, and Soul Fire spells a 13% chance to stun the target for 3 sec.
Classic location: Destruction 5/1 → Destruction 5/1
Afflicts the target for 5 min, causing 15% of all damage done by the Warlock to other targets to also be dealt to the cursed target. Bane of Havoc is limited to 1 target, and only one Bane per Warlock can be active on any one target.
Increases the critical strike chance of your Conflagrate spell by 8%.
Hitting an enemy with Conflagrate increases all Shadow damage you deal by 2% for 20 sec, and hitting an enemy with Shadowburn increases all Fire damage you deal by 2% for 20 sec. In addition, Conflagrate has a 20% chance not to consume Immolate, and Shadowburn has a 20% chance to instantly refund a Soul Shard.
Deals 99 to 113 Fire damage to your target and an additional 25% damage if the target is afflicted by Immolate.
Reduces the casting time of your Imp's Firebolt spell by 0.5 sec.
Reduces the cooldown of your Succubus' and Incubus' Lash of Pain spell by 3 sec.
Increases the critical strike chance of your Destruction spells by 1%.
Increases the initial damage of your Immolate spell by 5%.
Increases the damage done by your Fire spells by 2%.
CLASS CHANGES
Increases the amount healed by your Holy Light, Flash of Light, and Holy Shock spells by 4%.
Classic Increases the amount healed by your Holy Light and Flash of Light spells by 4%.
Classic location: Holy 3/1 → Holy 2/1
Gives your Flash of Light, Holy Light, and Light's Vigil spells a 35% chance to not lose casting time when you take damage.
Classic Gives your Flash of Light and Holy Light spells a 14% chance to not lose casting time when you take damage.
Classic location: Holy 2/2 → Holy 2/2
Increases the damage done by your Seals and Judgements by 5%.
Classic Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 3%.
Classic location: Holy 2/3 → Holy 2/3
Reduces the duration of Fear and Disorient effects on you by 15%.
Classic Increases your chance to resist Fear and Disorient effects by an additional 5%.
Classic location: Holy 3/4 → Holy 2/4
Grants you immunity to Silence and Interrupt effects. Lasts 6 sec.
Allows 10% of your Mana regeneration to continue while casting.
Reduces the mana cost of your Cleanse and Purify spells by 10% and reduces the cooldown of your Exorcism and Holy Wrath spells by 17%.
Your Holy Shock and Flash of Light critical hits reduce the cast time of your next Holy Light cast within 15 sec by 0.5 sec.
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 20% chance to gain Mana equal to 50% of the base cost of the spell.
Classic After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 20% chance to gain Mana equal to the base cost of the spell.
Classic location: Holy 4/2 → Holy 4/2
When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.
Classic When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.
Classic location: Holy 5/2 → Holy 4/3
Improves your chance to hit with Holy spells by 6%.
Blasts the target with Holy energy, causing 129 to 139 Holy damage to an enemy, or 110 to 118 healing to an ally.
Classic Blasts the target with Holy energy, causing 204 to 220 Holy damage to an enemy, or 204 to 220 healing to an ally.
Classic location: Holy 7/2 → Holy 5/2
Gives your Holy spells 5% increased damage against the first 4 enemies that enter your Consecration.
Increases the critical strike chance of your Holy Shock and Holy Strike spells by 3%, and all other spells by 1%.
Classic Increases the critical effect chance of your Holy spells by 1%.
Classic location: Holy 6/3 → Holy 6/3
Applies Light's Vigil to the target for 30 sec. Your next Holy Shock cast on them triggers no cooldown and causes enemy targets to suffer 175 to 189 Holy damage and refund 75% of Light's Vigil's Mana cost, or allied targets to heal their party for 325 to 343. The Paladin may only have one Light's Vigil active per party.
Consecrates the land beneath Paladin, doing 64 Holy damage over 8 sec to enemies who enter the area.
Gives the target of your Lay on Hands spell a 15% bonus to their armor value from items for 2 min. In addition, the cooldown for your Lay on Hands spell is reduced by 10 min.
Increases the effect of your Blessing of Wisdom spell by 10%.
Increases the duration of your Judgement of Light and Judgement of Wisdom by 10 sec.
Increases your armor value from items by 2%.
Classic Increases your armor value from items by 2%.
Classic location: Protection 2/4 → Protection 1/2
Damaging melee attacks against you have a 10% chance to increase your chance to block by 6%. Lasts 10 sec or 5 blocks.
Classic Increases your chance to block attacks with your shield by 6% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.
Classic location: Protection 1/3 → Protection 1/3
Improves your chance to hit by 1%.
Classic Increases your chance to hit with melee weapons by 1%.
Classic location: Protection 2/1 → Protection 2/1
Reduces the cooldown of your Blessing of Protection by 1 min and increases the duration of your Blessing of Freedom by 3 sec.
Classic Reduces the cooldown of your Blessing of Protection by 60 sec and increases the duration of your Blessing of Freedom by 3 sec.
Classic location: Protection 2/2 → Protection 2/2
Increases your Defense Skill by 4.
Classic Increases your Defense skill by 2.
Classic location: Protection 3/4 → Protection 2/4
When Seal of Fury's shield is fully absorbed, restore 60 Mana, increased by 15% per level the attacker is above you, up to 45%.
While Righteous Fury is active, all damage taken is reduced by 2%.
Classic Increases the amount of threat generated by your Righteous Fury spell by 16%.
Classic location: Protection 3/2 → Protection 3/2
Increases the amount of damage absorbed by your shield by 10%, and gives your blocks a 33% chance to restore 6% of your maximum Mana. May only occur once every 3 sec.
Classic Increases the amount of damage absorbed by your shield by 10%.
Classic location: Protection 3/3 → Protection 3/3
Increases your total Stamina by 2% and reduces the cooldown of your Divine Shield, Divine Protection, and Templar's Bulwark spells by 30 sec.
Finishes the remaining cooldown on your Judgement ability and reduces the Mana cost of your next Judgement by 100%.
Increases the damage you deal with one-handed melee weapons by 3%.
Classic Increases the damage you deal with one-handed melee weapons by 2%.
Classic location: Protection 6/3 → Protection 4/2
When activated, this ability grants you an absorb shield equal to 100% of your maximum health for 8 sec. Applies Forbearance for 1 min. Cannot be cast while Forbearance is active.
Gives you a 8% chance to gain an extra attack after Blocking a melee attack and a 20% chance to gain an extra attack after being the victim of a non-periodic critical strike.
Classic Gives you a 20% chance to gain an extra attack after being the victim of a critical strike.
Classic location: Protection 5/3 → Protection 5/3
Increases the threat generated by your Holy Strike ability 5%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 2% for 6 sec.
Increases chance to block by 20% for 10 sec, and deals 110 Holy damage for each attack blocked while active. Damage caused by Holy Shield causes 20% additional threat. Each block expends a charge. 4 charges.
Classic Increases chance to block by 30% for 10 sec, and deals 65 Holy damage for each attack blocked while active. Damage caused by Holy Shield causes 20% additional threat. Each block expends a charge. 4 charges.
Classic location: Protection 7/2 → Protection 7/2
Increases the armor bonus of your Devotion Aura by 5%.
Places a Blessing on the friendly target, increasing total stats by 10% for 5 min. Players may only have one Blessing on them per Paladin at any one time.
Increases the effect of your Concentration Aura by an additional 5% and gives all group members affected by the aura an additional 5% chance to resist Silence and Interrupt effects.
Places a Blessing on the friendly target, reducing damage dealt from all sources by up to 10 for 5 min. In addition, when the target blocks a melee attack the attacker will take 14 Holy damage. Players may only have one Blessing on them per Paladin at any one time.
Increases your Parry chance by 1%.
Classic Increases your Parry chance by 1%.
Classic location: Retribution 2/3 → Retribution 1/2
Reduces the Mana cost of all instant cast spells and abilities by 2%.
Classic Reduces the Mana cost of your Judgement and Seal spells by 3%.
Classic location: Retribution 1/3 → Retribution 1/3
Decreases the cooldown of your Judgement ability by 1 sec.
Classic Decreases the cooldown of your Judgement spell by 1 sec.
Classic location: Retribution 2/1 → Retribution 2/1
Reduces the mana cost of your Consecration, Holy Wrath, Exorcism, and Hammer of Wrath spells by 20%.
Improves your chance to get a critical strike with melee attacks by 1%.
Classic Increases your chance to get a critical strike with melee weapons by 1%.
Classic location: Retribution 3/2 → Retribution 2/3
Gives your damaging melee attacks a chance to reduce the target's Attack Power by 67, and increase your Attack Power by 1% for 30 sec.
Classic Gives the Paladin's damaging melee attacks a chance to reduce the target's Strength and Agility by 5%
Classic location: Retribution 3/1 → Retribution 3/1
Gives your Judgement ability a 33% chance to return 20% of the Mana cost of the judged seal.
Gives the Paladin a chance to deal additional Holy damage equal to 70% of normal weapon damage. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec. Unleashing this Seal's energy will judge an enemy, instantly causing 68 to 73 Holy damage, 137 to 145 if the target is stunned or incapacitated.
Classic Gives the Paladin a chance to deal additional Holy damage equal to 70% of normal weapon damage. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec.Unleashing this Seal's energy will judge an enemy, instantly causing 68 to 73 Holy damage, 137 to 146 if the target is stunned or incapacitated.
Classic location: Retribution 3/3 → Retribution 3/3
Increases movement speed and mounted movement speed by 8%. This does not stack with other movement speed increasing effects.
Classic Increases movement and mounted movement speed by 4%. This does not stack with other movement speed increasing effects.
Classic location: Retribution 3/4 → Retribution 3/4
All critical strikes against you cause 5% of the damage taken to the attacker as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health.
Classic All spell criticals against you cause 15% of the damage taken to the caster as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health.
Classic location: Retribution 4/1 → Retribution 4/1
Increases the damage of your Holy Strike ability by 20% and causes it to refresh all Judgement effects on the target.
Increases your Physical and Holy damage dealt by 1% for 30 sec after landing a non-periodic critical strike. Stacks up to 3 times.
Classic Gives you a 3% bonus to Physical and Holy damage you deal for 8 sec after dealing a critical strike from a weapon swing, spell, or ability.
Classic location: Retribution 6/2 → Retribution 5/2
Puts the enemy target in a state of meditation, incapacitating them for up to 6 sec. Any damage caused will awaken the target. Only works against Humanoids.
Classic Puts the enemy target in a state of meditation, incapacitating them for up to 6 sec. Any damage caused will awaken the target. Only works against Humanoids.
Classic location: Retribution 7/2 → Retribution 5/3
Increases your spell damage and healing by up to 33% of your Intellect.
Reduces the cast time of your Hammer of Wrath by 0.5 sec, and reduces all threat you generate by 10% while Righteous Fury is not active.
Reduces the Mana cost of your Seal spells by 20%, and when you replace your Seal of Command, Seal of Righteousness, Seal of Fury, or Seal of Justice with a different Seal, gain an Echo of that Seal. Your next melee attack applies the replaced Seal's effects, consuming the Echo.
Increases the melee attack power bonus of your Blessing of Might by 4%.
Increases the melee attack power bonus of your Seal of the Crusader and the Holy damage increase of your Judgement of the Crusader by 5%.
Increases the damage done by your Retribution Aura by 25%.
Increases Holy damage done by party members within 30 yards by 10%. Players may only have one Aura on them per Paladin at any one time.
CLASS CHANGES
Reduces the cast time of your Wrath spell by 0.1 sec and its Mana cost by 10%.
Classic Reduces the cast time of your Wrath spell by 0.1 sec.
Classic location: Balance 1/1 → Balance 1/2
Increases the periodic damage and healing done by your spells and abilities by 1%.
Reduces the Mana cost of your damaging spells by 8%.
Classic Reduces the Mana cost of your Moonfire, Starfire, Wrath, Healing Touch, Regrowth and Rejuvenation spells by 3%.
Classic location: Balance 5/3 → Balance 2/1
Increases the damage and critical strike chance of your Moonfire spell by 5%.
Classic Increases the damage and critical strike chance of your Moonfire spell by 2%.
Classic location: Balance 2/2 → Balance 2/2
Increases your critical strike chance with spells and melee attacks by 2%.
Increases the range of your offensive Balance spells by 10% and improves your chance to hit by 2%.
Classic Increases the range of your Wrath, Entangling Roots, Faerie Fire, Moonfire, Starfire, and Hurricane spells by 10%.
Classic location: Balance 3/4 → Balance 2/4
Increases the damage done by your Entangling Roots spell by 25%, and its victims can take up to 25% more damage without interrupting the effect.
Classic Gives you a 40% chance to avoid interruption caused by damage while casting Entangling Roots.
Classic location: Balance 2/1 → Balance 3/1
Increases the duration of your Moonfire and Rejuvenation spells by 3 sec, your Regrowth spell by 6 sec, and your Insect Swarm spell by 2 sec.
The enemy target is swarmed by insects, decreasing their chance to hit with attacks by 2% and causing 48 Nature damage over 12 sec.
Classic The enemy target is swarmed by insects, decreasing their chance to hit by 2% and causing 66 Nature damage over 12 sec.
Classic location: Restoration 3/3 → Balance 4/1
Increases the critical strike damage bonus of your Arcane and Nature spells by 20%.
Classic Increases the critical strike damage bonus of your Starfire, Moonfire, and Wrath spells by 20%.
Classic location: Balance 4/2 → Balance 4/2
Reduces the cast time of Starfire by 0.1 sec and Starfire has a 3% chance to stun its target for 3 sec.
Classic Reduces the cast time of Starfire by 0.1 sec and has a 3% chance to stun the target for 3 sec.
Classic location: Balance 4/3 → Balance 4/3
Increases the maximum number of targets you may have affected by Entangling Roots by 1.
All non-periodic spell criticals grace you with a blessing of nature, increasing your spellcasting speed and reducing your global cooldown by 10% for 3 sec.
Classic All spell criticals grace you with a blessing of nature, reducing the casting time of your next spell by 0.5 sec.
Classic location: Balance 5/2 → Balance 5/2
Your Wrath spell reduces the cast time of your next 2 Starfire spells by 0.17 sec. Stores up to 4 charges. Lasts 15 sec.
Increases the damage done by your Arcane and Nature spells by 2%.
Classic Increases the damage done by your Starfire, Moonfire and Wrath spells by.
Classic location: Balance 6/2 → Balance 6/2
Transforms the Druid into Moonkin Form. While in this form, the armor contribution from items is increased by 360%, Omen of Clarity gains 100% increased chance to trigger, and all party members within 45 yards have their critical strike chance increased by 3%, exclusive with Leader of the Pack. The Moonkin cannot cast healing spells while shapeshifted. The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.
Classic Transforms the Druid into Moonkin Form. While in this form the armor contribution from items is increased by 360% and all party members within 30 yards have their spell critical chance increased by 3%. [Reduces all threat from Arcane and Nature spells by 0% while in this form]The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.
Classic location: Balance 7/2 → Balance 7/2
While active, any time an enemy strikes the caster they have a 35% chance to become afflicted by Entangling Roots (Rank 1). Only useable outdoors. 1 charge. Lasts 45 sec.
Increases the chance for your Nature's Grasp to entangle an enemy by 15%.
Increases the damage you deal with physical attacks in all forms by 2%.
Increases damage caused by your Thorns spell by 25%.
Imbues the Druid with natural energy. Each of the Druid's melee attacks has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the Mana, Rage or Energy cost of your next damage or healing spell or offensive ability by 100%. Lasts 10 min.
Reduces the cost of your Maul, Primal Bite, Swipe, Claw, and Rake abilities by 1 Rage or Energy.
Classic Reduces the cost of your Maul, Swipe, Claw, and Rake abilities by 1 Rage or Energy.
Classic location: Feral Combat 1/2 → Feral Combat 1/2
Increases your Intellect by 2%. In addition, while in Bear Form or Dire Bear Form your Stamina is increased by 4% and while in Cat Form your Strength is increased by 2%.
Classic Increases your Intellect by 4%. In addition, while in Bear or Dire Bear Form your Stamina is increased by 4% and while in Cat Form your Strength is increased by 4%.
Classic location: Feral Combat 6/2 → Feral Combat 1/3
Increases your movement speed while in Cat Form by 15%, and increases your chance to Dodge by 2%.
Classic Increases your movement speed by 15% while outdoors in Cat Form and increases your chance to dodge while in Cat Form by 2%.
Classic location: Feral Combat 3/1 → Feral Combat 2/1
Increases damage done by your Swipe ability by 10% and reduces the chance enemies have to detect you while Prowling as if you were 1 level higher.
Classic Increases threat caused in Bear and Dire Bear Form by 3% and reduces the chance enemies have to detect you while Prowling.
Classic location: Feral Combat 2/1 → Feral Combat 2/2
Increases the stun duration of your Bash and Pounce abilities by 0.5 sec and reduces the cooldown of Bash by 15 sec.
Classic Increases the stun duration of your Bash and Pounce abilities by 0.5 sec.
Classic location: Feral Combat 2/2 → Feral Combat 2/3
While in Bear Form, Cat Form, Dire Bear Form, or Moonkin Form, you gain 1 additional base Armor per level and another 0.67 base Armor for each point of defense skill beyond five times your level. This amount can be further increased by multipliers from those forms.
Classic Increases your Armor contribution from items by 2%.
Classic location: Feral Combat 2/3 → Feral Combat 2/4
Increases the damage caused by your Claw, Rake, Shred, Maul, and Swipe abilities by 5%.
Classic Increases the damage caused by your Claw, Rake, Maul and Swipe abilities by 10%.
Classic location: Feral Combat 5/1 → Feral Combat 3/2
Charge an enemy, immobilizing them and interrupting any spell they are casting for 4 sec. Leap behind an enemy.
Classic Causes you to charge an enemy, immobilizing and interrupting any spell being cast for 4 sec.
Classic location: Feral Combat 3/2 → Feral Combat 3/3
Increases your critical strike chance while in Bear Form, Dire Bear Form, or Cat Form by 3%.
Classic Increases your critical strike chance while in Bear, Dire Bear or Cat Form by 2%.
Classic location: Feral Combat 3/3 → Feral Combat 3/4
Reduces the Energy cost of your Shred ability by 6 and reduces the Rage cost of your Lacerate ability by 1.
Classic Reduces the Energy cost of your Shred ability by 6.
Classic location: Feral Combat 4/1 → Feral Combat 4/1
Bite the target for 100% normal damage plus 26.
Increases your melee Attack Power in Cat Form, Bear Form, and Dire Bear Form by 50% of your level.
Classic Increases your melee attack power in Cat, Bear and Dire Bear Forms by 50% of your level.
Classic location: Feral Combat 4/2 → Feral Combat 4/3
Gives you a 50% chance to gain an additional 5 Rage any time you get a critical strike while in Bear Form or Dire Bear Form. In addition, your non-periodic critical strikes from Cat Form abilities that generate Combo Points have a 50% chance to add an additional Combo Point.
Classic Your critical strikes from Cat Form abilities that add combo points have a 50% chance to add an additional combo point.
Classic location: Feral Combat 4/3 → Feral Combat 4/4
Increases the critical strike damage bonus of your melee abilities by 10%.
While in Cat Form, Bear Form, or Dire Bear Form, the Leader of the Pack increases the critical strike chance of all party members within 45 yards by 3%, exclusive with Moonkin Aura.
Classic While in Cat, Bear or Dire Bear Form, the Leader of the Pack increases ranged and melee critical chance of all party members within 45 yards by 3%.
Classic location: Feral Combat 7/2 → Feral Combat 5/2
Tiger's Fury now instantly grants you 20 Energy.
Increases your dodge chance by 1%, and gives you a 20% chance to gain 5 Rage each time you dodge.
Increases damage done by your melee abilities on Bleeding targets by 2%.
Causes your Primal Bite ability to strike up to 3 targets, removes its cooldown, and increases the critical strike chance of your Combo Point-generating abilities by 100%. Clears and grants immunity to Fear effects for the duration. Lasts 15 sec.
Increases the Attack Power reduction of your Demoralizing Roar by 8% and the damage caused by your Ferocious Bite by 3%.
Gives you a 50% chance to gain an additional 5 Rage anytime you get a critical strike while in Bear and Dire Bear Form.
Decrease the armor of the target by 175 for 40 sec. While affected, the target cannot stealth or turn invisible.
Gives you a 14% chance to avoid interruption caused by damage while casting Arcane and Nature spells.
Classic Gives you a 14% chance to avoid interruption caused by damage while casting the Healing Touch, Regrowth and Tranquility spells.
Classic location: Restoration 2/2 → Restoration 1/2
Gives you a 20% chance to gain 10 Rage when you shapeshift into Bear Form or Dire Bear Form. When you shift into Cat Form, you will regain 20% of the Energy you had when you were last in Cat Form, plus 2 Energy for each second you spent not in Bear Form, Cat Form, or Dire Bear Form, up to a maximum of 20 Energy.
Classic Gives you 20% chance to gain 10 Rage when you shapeshift into Bear and Dire Bear Form or 40 Energy when you shapeshift into Cat Form.
Classic location: Restoration 1/3 → Restoration 1/3
Reduces the cast time of your Healing Touch spell by 0.1 sec and increases all damage you deal by 1%.
Classic Reduces the cast time of your Healing Touch spell by 0.1 sec.
Classic location: Restoration 2/1 → Restoration 2/1
Reduces the threat generated by your Nature and Arcane spells by 10%.
Classic Reduces the threat generated by your Healing spells by 4%.
Classic location: Restoration 3/4 → Restoration 2/2
Reduces the mana cost of all shapeshifting by 10%.
Classic Reduces the mana cost of all shapeshifting by 10%.
Classic location: Balance 2/4 → Restoration 2/3
Allows 17% of your Mana regeneration to continue while casting.
Classic Allows 5% of your Mana regeneration to continue while casting.
Classic location: Restoration 3/2 → Restoration 3/2
Increases the effect of all your healing spells by 2%.
Classic Increases the effect of all healing spells by 2%.
Classic location: Restoration 5/3 → Restoration 3/3
Reduces the global cooldown by 0.5 seconds on your Rejuvenation, Swiftmend, and Wild Growth spells.
Instantly heals a target with an active Rejuvenation or Regrowth effect for an amount equal to the full duration of the periodic effect of one of those spells.
Classic an amount equal to 12 sec. of Rejuvenation or 18 sec. of Regrowth.
Classic location: Restoration 7/2 → Restoration 4/4
Increases your Spirit by 5%.
Reduces threat caused by Tranquility by 50% and its cooldown by 30%.
Classic Reduces threat caused by Tranquility by 50%.
Classic location: Restoration 5/4 → Restoration 5/4
Heals the target and their party for 336 over 7 sec. Party members must be within 43 yards of target. The amount healed is applied quickly at first, and slows down as Wild Growth reaches its full duration.
Increases the effects of your Mark of the Wild and Gift of the Wild spells by 7%.
The Enrage ability now instantly generates 5 Rage.
CLASS CHANGES
Reduces the cost of your Heroic Strike ability by 1 Rage.
Classic Reduces the cost of your Heroic Strike ability by 1 rage point.
Classic location: Arms 1/1 → Arms 1/1
Increases the Bleed damage done by your Rend ability by 12%.
Classic Increases the bleed damage done by your Rend ability by 15%.
Classic location: Arms 1/3 → Arms 1/3
Increases the Rage generated by your Charge ability by 3.
Classic Increases the amount of rage generated by your Charge ability by 3.
Classic location: Arms 2/1 → Arms 2/1
Tactical Mastery lets you retain up to an additional 3 Rage when you change stances.
Classic You retain up to 5 of your rage points when you change stances.
Classic location: Arms 2/2 → Arms 2/2
Increases the critical strike chance of your Overpower ability by 25%.
Classic Increases the critical strike chance of your Overpower ability by 25%.
Classic location: Arms 3/1 → Arms 2/4
Generates 1 Rage every 3 sec while in combat, and reduces Rage loss while out of combat by 30%.
Classic Increases the time required for your rage to decay while out of combat by 30%.
Classic location: Arms 3/2 → Arms 3/2
Your critical strikes cause your opponent to Bleed, dealing 20% of your melee weapon's average damage over 12 sec.
Classic Your critical strikes cause the opponent to bleed, dealing 20% of your melee weapon's average damage over 12 sec.
Classic location: Arms 3/3 → Arms 3/3
A brutal attack that deals 40% weapon damage. Deals an additional 80% weapon damage against Giants, Dragonkin, and mounted targets. Mounted targets are dismounted.
Increases the damage you deal with two-handed melee weapons by 1%.
Classic Increases the damage you deal with two-handed melee weapons by 1%.
Classic location: Arms 4/2 → Arms 4/2
Increases the critical strike damage bonus of your abilities by 10%.
Classic Increases the critical strike damage bonus of your abilities in Battle, Defensive, and Berserker stance by 10%.
Classic location: Arms 4/3 → Arms 4/3
Your Main Hand melee attacks against enemies afflicted by your Rend have a 4% chance to allow the use of your Overpower ability on the target. Lasts 6 sec.
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 1%. Mace/Staff: Your attacks ignore 3% of your target's armor. Sword: Your successful melee attacks have a 1% chance to trigger an extra attack on the target.
Reduces the global cooldown and cast time of your Slam ability by 0.25 sec. In addition, Slam no longer interrupts or delays your melee swing and Slam's cooldown is reduced by 1.5 sec.
Classic Decreases the casting time of your Slam ability by 0.1 sec.
Classic location: Fury 5/1 → Arms 6/1
Increases your chance to get a critical strike with Axes by 1%.
Gives you a 1% chance to stun your target for 3 sec with a Mace.
Gives you a 1% chance to get an extra attack on the same target after dealing damage with your Sword.
Increases your chance to get a critical strike with Polearms by 1%.
Increases the radius of your Battle Shout and Demoralizing Shout abilities by 10%.
Classic Increases the area of effect and duration of your Battle Shout and Demoralizing Shout by 10%.
Classic location: Fury 1/2 → Fury 1/2
Improves your chance to get a critical strike with melee attacks by 1%.
Classic Increases your chance to get a critical strike with melee weapons by 1%.
Classic location: Fury 1/3 → Fury 1/3
Reduces the duration of Stun and Fear effects inflicted on you by 3%.
Classic Increases your chance to resist Stun and Charm effects by an additional 3%.
Classic location: Protection 2/4 → Fury 2/2
Gives you a 12% chance to generate 1 additional Rage when you deal melee damage with a weapon. This effect is increased to 2 Rage for two-handed weapons.
Classic Gives you a 8% chance to generate an additional Rage point when you deal melee damage with a weapon.
Classic location: Fury 2/3 → Fury 2/3
Reduces the Rage cost of your Cleave ability by 1.
Classic Increases the bonus damage done by your Cleave ability by 40%.
Classic location: Fury 3/1 → Fury 3/1
Causes all nearby enemies to be Dazed, reducing movement speed by 50% for 6 sec.
Classic Causes all enemies near the warrior to be dazed, reducing movement speed by 50% for 6 sec.
Classic location: Fury 3/2 → Fury 3/2
Regenerates 1% of your total Health over 6 sec after being the victim of a critical strike, dealing damage with Bloodthirst, or suffering more than 20% of your maximum Health from a single attack.
Classic Regenerates 1% of your total Health over 6 sec after being the victim of a critical strike.
Classic location: Fury 3/3 → Fury 3/3
Increases your maximum Rage by 10.
Increases your off-hand weapon damage by 5%, off-hand Rage generation by 20%, and chance to hit with off-hand attacks by 2%.
Classic Increases the damage done by your offhand weapon by 5%.
Classic location: Fury 4/1 → Fury 4/1
Causes your Whirlwind to also strike with your off-hand weapon, and reduces the Rage cost of your Cleave ability by 2.
Gives you a 30% chance to deal 2% increased Physical damage for 12 sec after being the victim of any damaging attack.
Classic Gives you a 5% melee damage bonus for 12 sec up to a maximum of 12 swings after being the victim of a critical strike.
Classic location: Fury 4/3 → Fury 4/3
Reduces the Rage cost of your Execute ability by 3.
Classic Reduces the Rage cost of your Execute ability by 2.
Classic location: Fury 4/2 → Fury 4/4
Improves your chance to hit by 1%.
When activated, increases your Physical damage done by 20% and makes you immune to Fear effects, but increases all damage you take by 5%. Lasts 30 sec.
Classic When activated, increases your physical damage by 20% and makes you immune to Fear effects, but lowers your armor and all resistances by 20%. Lasts 30 sec.
Classic location: Fury 5/2 → Fury 5/2
Your Berserker Rage ability will instantly generate 5 Rage and has a 50% chance to remove all movement impairing effects when activated.
Classic The Berserker Rage ability will generate 5 rage when used.
Classic location: Fury 6/1 → Fury 6/1
Increases your melee attack speed by 5% for your next 3 swings after dealing a melee critical strike.
Classic Increases your attack speed by 10% for your next 3 swings after dealing a melee critical strike.
Classic location: Fury 6/3 → Fury 6/3
Instantly attack the target causing damage equal to 35% of your Attack Power plus 30 and increasing your movement speed by 10% for 10 sec.
Classic Instantly attack the target causing damage equal to 45% of your attack power. In addition, the next 5 successful melee attacks will restore 10 health. This effect lasts 8 sec.
Classic location: Fury 7/2 → Fury 7/2
Increases the melee attack power reduction of your Demoralizing Shout by 8%.
Increases the melee attack power bonus of your Battle Shout by 5%.
Increases your chance to Block attacks with your shield by 1% and grants you a 20% chance to generate 5 Rage when you Block.
Classic Increases your chance to block attacks with a shield by 1% and has a 20% chance to generate 1 rage when a block occurs.
Classic location: Protection 1/2 → Protection 1/2
Increases your Defense Skill by 4.
Classic Increases your Defense skill by 2.
Classic location: Protection 1/3 → Protection 1/3
Increases all the Rage generated by your Bloodrage ability by 25%.
Classic Increases the instant Rage generated by your Bloodrage ability by 2.
Classic location: Protection 2/1 → Protection 2/1
Reduces the Rage cost of your Thunder Clap ability by 2.
Classic Reduces the cost of your Thunder Clap ability by 1 rage point.
Classic location: Arms 2/4 → Protection 2/4
When activated, this ability temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost.
Classic When activated, this ability temporarily grants you 30% of your maximum hit points for 20 seconds. After the effect expires, the hit points are lost.
Classic location: Protection 3/1 → Protection 3/1
Grants you a 50% chance to generate 5 Rage when you Dodge or Parry while a shield is equipped.
Increases damage dealt by your Revenge ability by 20%.
Classic Gives your Revenge ability a 15% chance to stun the target for 3 sec.
Classic location: Protection 3/3 → Protection 3/3
Increases all threat generated in Defensive stance by an additional 5% while a shield is equipped.
Classic Increases the threat generated by your attacks by 3% while in Defensive Stance.
Classic location: Protection 3/4 → Protection 3/4
Reduces the Rage cost of your Sunder Armor ability by 1.
Classic Reduces the cost of your Sunder Armor ability by 1 rage point.
Classic location: Protection 4/1 → Protection 4/1
Reduces the cooldown of your Disarm ability by 7 secs.
Classic Increases the duration of your Disarm ability by 1 secs.
Classic location: Protection 4/2 → Protection 4/2
Your Charge ability is now usable while in Defensive Stance.
Reduces the cooldown of your Shield Wall ability by 5.5 min.
Classic Increases the effect duration of your Shield Wall ability by 3 secs.
Classic location: Protection 5/1 → Protection 5/1
Stuns the target for 5 sec.
Classic Stuns the opponent for 5 sec.
Classic location: Protection 5/2 → Protection 5/2
Increases all damage you deal by 2% while a shield is equipped.
Reduces the Rage cost of your offensive abilities by 1.
Slam the target with your shield, causing 421 to 439 damage, increased by your Block Value, and has a 50% chance of dispelling 1 magic effect on the target. Causes a very high amount of threat.
Classic Slam the target with your shield, causing 225 to 235 damage, modified by your shield block value, and has a 50% chance of dispelling 1 magic effect on the target. Also causes a high amount of threat.
Classic location: Protection 7/2 → Protection 7/2
Allows your Shield Block ability to block an additional attack and increases the duration by 0.5 second.
Reduces the cooldown of your Taunt ability by 1 sec.
Increases the damage you deal with One-Handed Melee weapons by 2%.
CLASS CHANGES
Reduces the mana cost of your Shock, Lightning Bolt, Lava Burst, and Chain Lightning spells by 2%.
Classic Reduces the mana cost of your Shock, Lightning Bolt and Chain Lightning spells by 2%.
Classic location: Elemental 1/2 → Elemental 1/2
Increases the damage done by your Lightning Bolt, Chain Lightning, and Earth Shock spells by 1%.
Classic Increases the damage done by your Lightning Bolt, Chain Lightning and Shock spells by 1%.
Classic location: Elemental 1/3 → Elemental 1/3
Reduces damage taken from Fire, Frost, and Nature effects by 3%.
Classic Reduces damage taken from Fire, Frost and Nature effects by 4%.
Classic location: Elemental 2/2 → Elemental 2/1
Reduces the cooldown of your Shock spells by 0.2 sec.
Classic Reduces the cooldown of your Shock spells by 0.2 sec.
Classic location: Elemental 3/2 → Elemental 2/2
Increases the damage done by your Fire Totems and by your Flame Shock, Fire Nova, and Lava Burst spells by 5%.
Classic Increases the damage done by your Fire Totems by 5%.
Classic location: Elemental 2/3 → Elemental 2/3
Your offensive spell critical strikes will increase your chance to get a critical strike with melee attacks by 3% for 10 sec.
Classic Your offensive spell crits will increase your chance to get a critical strike with melee attacks by 3% for 10 sec.
Classic location: Elemental 4/4 → Elemental 2/4
Reduces the cast time of your Lightning Bolt, Chain Lightning, and Lava Burst spells by 0.17 sec.
Classic Reduces the cast time of your Lightning Bolt and Chain Lightning spells by 0.2 sec.
Classic location: Elemental 6/3 → Elemental 3/3
Increases the damage done by your Fire Nova spell by 10% and reduces its cooldown by 2 sec.
Classic Reduces the delay before your Fire Nova Totem activates by 1 sec. and decreases the threat generated by your Magma Totem by 25%.
Classic location: Elemental 4/1 → Elemental 4/1
Reduces the pushback suffered from damaging attacks while casting Lightning Bolt, Chain Lightning, and Lava Burst by 23%.
Classic Gives you a 33% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage.
Classic location: Elemental 4/2 → Elemental 4/2
Increases the critical strike chance of your Lightning Bolt and Chain Lightning spells by 3%.
Classic Increases the critical strike chance of your Lightning Bolt and Chain Lightning spells by an additional 1%.
Classic location: Elemental 3/3 → Elemental 4/3
Increases the range of your Lightning Bolt, Chain Lightning, Fire Nova, and Lava Burst spells by 3 yards, and increases the range of your Flame Shock spell by 8 yards.
Classic Increases the range of your Lightning Bolt and Chain Lightning spells by 3 yards.
Classic location: Elemental 5/1 → Elemental 5/1
Gives your Lightning Bolt and Chain Lightning spells a 3% chance to cast a second, similar spell on the same target at no additional cost that causes half damage and no threat.
Your Earthbind Totem Immobilizes nearby targets for 5 sec when cast.
Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 20%.
Classic Increases the critical strike damage bonus of your Searing, Magma, and Fire Nova Totems and your Fire, Frost, and Nature spells by 100%.
Classic location: Elemental 5/2 → Elemental 6/3
You hurl molten lava at the target, dealing 150 to 192 Fire damage. If your Flame Shock is on the target, Lava Burst deals 20% increased damage.
When activated, this spell gives your next Fire, Frost, or Nature damage spell a 100% critical strike chance and reduces the mana cost by 100%.
Increases the health of your Stoneclaw Totem by 25% and the radius of your Earthbind Totem by 10%.
Classic Increases the health of your Stoneclaw Totem by 25% and the radius of your Earthbind Totem by 10%.
Classic location: Elemental 2/1 → Enhancement 1/1
Improves your chance to get a critical strike with all spells and attacks by 1%.
Classic Improves your chance to get a critical strike with your weapon attacks by 1%.
Classic location: Enhancement 2/2 → Enhancement 1/2
Increases your Intellect by 2%.
Classic Increases your maximum Mana by 1%.
Classic location: Enhancement 1/2 → Enhancement 1/3
Increases your Attack Power by an amount equal to 33% of your Intellect.
Reduces the cast time of your Ghost Wolf spell by 1 sec, and Ghost Wolf may be used indoors.
Classic Reduces the cast time of your Ghost Wolf spell by 1 sec.
Classic location: Enhancement 2/3 → Enhancement 2/3
Increases the melee attack power bonus of your Rockbiter Weapon by 7%, your Windfury Weapon effect by 13% and increases the damage caused by your Flametongue Weapon and Frostbrand Weapon by 5%.
Classic Increases the melee attack power bonus of your Rockbiter Weapon by 7%, your Windfury Weapon effect by 13% and increases the damage caused by your Flametongue Weapon and Frostbrand Weapon by 5%.
Classic location: Enhancement 5/2 → Enhancement 3/1
Reduces the mana cost of your Shock and Lightning Shield spells by 45%.
Increases your chance to dodge by an additional 2%.
Classic Increases your chance to dodge by an additional 1%.
Classic location: Enhancement 3/4 → Enhancement 3/4
Increases your Stamina by 2%.
Classic Increases your armor value from items by 2%.
Classic location: Enhancement 4/3 → Enhancement 4/1
Increases your attack speed by 5% for your next 3 swings after dealing a melee critical strike.
Classic Increases your attack speed by 10% for your next 3 swings after dealing a critical strike.
Classic location: Enhancement 4/2 → Enhancement 4/2
Instantly strike for normal weapon damage and increase the damage you deal to the target with your next Lightning Bolt, Chain Lightning, or Earth Shock spell by 20% for 12 sec.
Classic Gives you an extra attack. In addition, the next 2 sources of Nature damage dealt to the target are increased by 20%. Lasts 12 sec.
Classic location: Enhancement 7/2 → Enhancement 4/3
Gives a chance to parry enemy melee attacks, reduces all threat generated by your attacks by 30% while Rockbiter Weapon is not active, and increases all threat generated by 30% while Rockbiter Weapon is active.
Classic Gives a chance to parry enemy melee attacks.
Classic location: Enhancement 5/3 → Enhancement 5/1
Increases your spell damage and healing by up to 15% of your Intellect.
When you Stormstrike, you have a 50% chance to gain 50% mana regeneration while casting spells for 15 sec, and Stormstrike's cooldown has a 50% chance to reset each time you Dodge or Parry.
When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 4%. Stacks up to 5 times. Lasts 30 sec.
Increases your attack speed by 30% for 25 sec.
Increases your chance to block attacks with a shield by 1% and increases the amount blocked by 5%.
Increases the effect of your Strength of Earth and Grace of Air Totems by 8%.
Allows you to use Two-Handed Axes and Two-Handed Maces.
Increases the melee attack power bonus of your Windfury Totem by 15% and increases the damage caused by your Flametongue Totem by 6%.
Increases the damage you deal with all weapons by 2%.
Reduces the Mana cost of your totems and any spells that summon or move them by 5%.
Classic Reduces the Mana cost of your totems by 5%.
Classic location: Restoration 2/3 → Restoration 1/3
Allows 17% of your Mana regeneration to continue while casting.
Reduces the threat generated by your spells by 5%.
Classic Reduces the threat generated by your healing spells by 5%.
Classic location: Restoration 3/4 → Restoration 2/2
Reduces the Mana cost of your healing spells by 1% and improves your chance to hit by 1%.
Classic Reduces the Mana cost of your healing spells by 1%.
Classic location: Restoration 1/3 → Restoration 2/3
Reduces the cooldown of your Reincarnation spell by 10 min, increases your maximum health by 2%, and increases the amount of health and Mana you reincarnate with by an additional 10%.
Classic Reduces the cooldown of your Reincarnation spell by 10 min and increases the amount of health and mana you reincarnate with by an additional 10%.
Classic location: Restoration 2/1 → Restoration 2/4
Increases your target's armor value by 8% for 15 sec after getting a critical effect from one of your healing spells.
Classic Increases your target's armor value by 8% for 15 sec after getting a critical effect from one of your healing spells.
Classic location: Restoration 2/2 → Restoration 3/1
Gives you a 23% chance to avoid interruption caused by damage while casting any healing spell.
Classic Gives you a 14% chance to avoid interruption caused by damage while casting any healing spell.
Classic location: Restoration 3/2 → Restoration 3/2
The caster is surrounded by 3 globes of water. When a spell, melee, or ranged attack hits the caster or when one of the caster's healing spells gets a critical result, 2% of maximum mana is restored to the caster, expending one water globe. Only one globe will activate every few seconds. Lasts 10 min. Only one Elemental Shield can be active on the Shaman at any one time.
Increases the critical effect chance of your healing spells by 1%.
Classic Increases the critical effect chance of your healing and lightning spells by 1%.
Classic location: Restoration 4/3 → Restoration 4/1
Increases the effect of your Mana Spring Totem by 5% and increases the effect of your Healing Stream Totem by 10%.
Classic Increases the effect of your Mana Spring and Healing Stream Totems by 5%.
Classic location: Restoration 4/2 → Restoration 4/2
Summons a Mana Tide Totem with 5 health at the feet of the caster for 12 sec that restores 88 mana every 3 seconds to group members within 30 yards.
Classic Summons a Mana Tide Totem with 5 health at the feet of the caster for 12 sec that restores 170 mana every 3 seconds to group members within 20 yards.
Classic location: Restoration 7/2 → Restoration 4/3
Increases the amount healed by your Healing Wave spell by 8%.
Classic Your Healing Wave spells have a 33% chance to increase the effect of subsequent Healing Wave spells on that target by 6% for 15 sec. This effect will stack up to 3 times.
Classic location: Restoration 5/1 → Restoration 5/2
Increases the effectiveness of your healing spells by 2%.
Classic Increases the effectiveness of your healing spells by 2%.
Classic location: Restoration 6/3 → Restoration 6/3
Heals a friendly target for 485 to 533, an additional 445 over 15 sec, and increases the effectiveness of your Chain Heal casts directly on that target by 25%.
Increases your chance to hit with melee attacks and spells by 1%.
The radius of your totems that affect friendly targets is increased to 30 yd.
CLASS CHANGES
While Aspect of the Hawk is active, Auto Shot has a 2% chance of increasing ranged attack speed by 30% for 12 sec. While Aspect of the Beast is active, all melee auto attacks have a 2% chance of increasing melee attack speed by 30% for 12 sec.
Classic While Aspect of the Hawk is active, all normal ranged attacks have a 1% chance of increasing ranged attack speed by 30% for 12 sec.
Classic location: Beast Mastery 1/2 → Beast Mastery 1/2
Increases the Health and Armor of your pets by 3%.
Classic Increases the Health of your pets by 3%.
Classic location: Beast Mastery 1/3 → Beast Mastery 1/3
Increases all damage you and your pet deal by 1% while your pet is active.
Increases the Dodge bonus of your Aspect of the Monkey by 2%. Additionally, your pet gains 50% of the effect of your Aspect of the Monkey ability.
Classic Increases the Dodge bonus of your Aspect of the Monkey by 1%.
Classic location: Beast Mastery 2/2 → Beast Mastery 2/2
Increases the speed bonus of your Aspect of the Cheetah and Aspect of the Pack by 3%.
Classic Increases the speed bonus of your Aspect of the Cheetah and Aspect of the Pack by 3%.
Classic location: Beast Mastery 3/1 → Beast Mastery 2/3
Increases the movement speed of your pets by 30%.
Classic Increases the outdoor movement speed of your pets by 30%.
Classic location: Beast Mastery 3/2 → Beast Mastery 3/2
Increases the damage done by your pets and hawks by 3%.
Classic Increases the damage done by your pets by 4%.
Classic location: Beast Mastery 3/3 → Beast Mastery 3/3
Gives your Mend Pet spell a 15% chance of cleansing 1 Curse, Disease, Magic, or Poison effect from your pet each time it heals and reduces the Mana cost by 10%.
Classic Gives the Mend Pet spell a 15% chance of cleansing 1 Curse, Disease, Magic or Poison effect from the pet each tick.
Classic location: Beast Mastery 4/2 → Beast Mastery 4/1
Increases the critical strike chance of your pets and hawks by 2%.
Classic Increases the critical strike chance of your pets by 3%.
Classic location: Beast Mastery 4/3 → Beast Mastery 4/3
Command a hawk to dive-bomb your targeted enemy, dealing 32 Physical damage and continuing its assault for 18 sec. Only 2 hawks can be active at once. Summon Hawk shares its cooldown with Arcane Shot.
Command your pet to Stun the target for 3 sec on its next successful attack, which also gains 100% increased critical strike chance. Generates high threat.
Classic Command your pet to intimidate the target on the next successful melee attack, causing a high amount of threat and stunning the target for 3 sec.
Classic location: Beast Mastery 5/2 → Beast Mastery 5/2
Increases the Focus regeneration of your pets by 10% and allows 25% of your Mana regeneration to continue while casting.
Classic Increases the Focus regeneration of your pets by 10%.
Classic location: Beast Mastery 5/4 → Beast Mastery 5/4
Increases the duration of your Eyes of the Beast by 30 sec.
Increases the Armor rating of your pets by 10%.
Increases the range of your ranged weapons by 2 yards.
Classic Increases the range of your ranged weapons by 2 yards.
Classic location: Marksmanship 3/4 → Marksmanship 1/1
Increases your critical strike chance with all attacks by 1%.
Classic Increases your critical strike chance with ranged weapons by 1%.
Classic location: Marksmanship 2/3 → Marksmanship 1/3
Increased the damage of your Serpent Sting ability by 6%, reduces the cooldown of your Viper Sting ability by 2 sec, and increases the duration of your Scorpid Sting ability by 15 sec.
Classic Increases the damage done by your Serpent Sting by 2%.
Classic location: Marksmanship 4/2 → Marksmanship 2/1
Reduces the Mana cost of your Shots, Stings, and melee abilities by 3%.
Classic Reduces the Mana cost of your Shots and Stings by 2%.
Classic location: Marksmanship 1/3 → Marksmanship 2/2
Increases your Attack Power by 20% of your Intellect.
Reduces the cooldown on your Rapid Fire ability by 1 min. In addition, when you kill a non-trivial enemy or it dies while afflicted by your Serpent Sting, you gain Rapid Killing, increasing the damage of your next Shot ability within 20 sec by 10%.
Reduces the cooldown of your Arcane Shot by 0.3 sec. Does not affect the cooldown of abilities which share a cooldown with Arcane Shot.
Classic Reduces the cooldown of your Arcane Shot by 0.2 sec.
Classic location: Marksmanship 3/2 → Marksmanship 3/2
You deal 20% increased damage with all attacks while you do not have an active pet.
Increases the Ranged Attack Power of party members within 45 yards by 30. Lasts 30 min.
Classic Increases the attack power of party members within 45 yards by 50. Lasts 30 min.
Classic location: Marksmanship 7/2 → Marksmanship 4/2
Increases the critical strike damage bonus on all ranged abilities by 6%.
Classic Increases your ranged weapon critical strike damage bonus by 6%.
Classic location: Marksmanship 4/3 → Marksmanship 4/3
Hitting a target with your Serpent Sting ability grants you 25% and consuming Rapid Killing grants you 50% of your Mana regeneration while casting for the next 15 sec.
Increases the damage done by your Multi-Shot, Aimed Shot, and Volley abilities by 3%.
Classic Increases the damage done by your Multi-Shot and Volley spells by 5%.
Classic location: Marksmanship 5/2 → Marksmanship 5/3
A steady snipe that increases ranged damage by 160.
Classic An aimed shot that increases ranged damage by 70.
Classic location: Marksmanship 3/1 → Marksmanship 7/2
Increases the Ranged Attack Power bonus of your Hunter's Mark spell by 3%.
Reduces the Stamina of targets affected by your Scorpid Sting by 10% of the amount of Strength reduced.
While tracking Beasts, Demons, Dragonkin, Elementals, Giants, Humanoids, or Undead, all damage you deal to the tracked creature type is increased by 1%.
Increases your Parry chance by 2%.
Classic Increases your Parry chance by 1%.
Classic location: Survival 1/3 → Survival 1/3
When your traps are triggered, all affected targets are Entrapped, preventing them from moving for 1 sec.
Classic Gives your Immolation Trap, Frost Trap, and Explosive Trap a 5% chance to entrap the target, preventing them from moving for 5 sec.
Classic location: Survival 2/1 → Survival 2/1
Increases the critical strike chance of all your melee abilities by 2%.
Classic Increases the critical strike chance of Raptor Strike and Mongoose Bite by 10%.
Classic location: Survival 2/2 → Survival 2/2
Increases your total Health by 2%.
Classic Increases total health by 2%.
Classic location: Survival 3/2 → Survival 2/3
Gives your Wing Clip ability a 7% chance to immobilize the target for 5 sec.
Classic Gives your Wing Clip ability a 4% chance to immobilize the target for 5 sec.
Classic location: Survival 2/3 → Survival 2/4
Increases your hit chance by 1% and reduces the duration of movement impairing effects on you by 10%.
Classic Increases hit chance by 1% and increases the chance movement impairing effects will be resisted by an additional 5%.
Classic location: Survival 4/2 → Survival 3/2
Increases your chance to hit with your Trap and Feign Death abilities by 5%.
Increases your melee critical strike damage by 6% and your offhand weapon damage by 10%.
A strike that becomes active after parrying an opponent's attack. This attack deals 50% weapon damage plus 13 and immobilizes the target for 5 sec. Counterattack cannot be blocked, dodged, or parried.
Classic A strike that becomes active after parrying an opponent's attack. This attack deals 40 damage and immobilizes the target for 5 sec. Counterattack cannot be blocked, dodged, or parried.
Classic location: Survival 5/3 → Survival 4/3
Reduces the mana cost of your Trap abilities and melee abilities by 30%. In addition, your critical strikes have a 30% chance to allow 50% of your Mana regeneration to continue while casting for 30 sec.
Your attacks against targets with Hunter's Mark have a 5% chance to activate your Mongoose Bite for 5 sec.
Reduces the cooldown of your Trap and Deterrence abilities by 20%.
A powerful kick that deals 100% melee weapon damage and increases movement speed by 30% for 3 sec.
Increases your Agility by 2%.
Classic Increases your Agility by 3%.
Classic location: Survival 6/3 → Survival 6/3
Your Mongoose Bite also causes the target to Bleed for damage over 21 sec equal to 40% of the damage done by Mongoose Bite.
Increases all damage caused against Beasts, Giants and Dragonkin targets by 1% and increases critical damage caused against Beasts, Giants and Dragonkin targets by an additional 1%.
Increases all damage caused against Humanoid targets by 1% and increases critical damage caused against Humanoid targets by an additional 1%.
Decreases the chance enemies will resist trap effects by 5%.
Reduces the chance your Feign Death ability will be resisted by 2%.
Increases your critical strike chance with all attacks by 1%.
A stinging shot that puts the target to sleep for 12 sec. Any damage will cancel the effect. When the target wakes up, the Sting causes 300 Nature damage over 6 sec. Only usable out of combat. Only one Sting per Hunter can be active on the target at a time.
CLASS CHANGES
Your Smite and Penance spells deal 2% increased damage to targets afflicted with your Holy Fire.
Increases your damage with Wands by 13%.
Classic Increases your damage with Wands by 5%.
Classic location: Discipline 1/3 → Discipline 1/2
Increases the damage and healing of your instant cast spells by 1%.
Reduces the threat generated by your Holy spells by 10% and reduces the duration of Stun, Fear, and Silence effects inflicted on you by 5%.
Classic Reduces the threat generated by your spells by 4%.
Classic location: Discipline 2/1 → Discipline 2/1
Improves your chance to hit with Holy spells by 6%.
Increases the damage absorbed by your Power Word: Shield by 7%.
Classic Increases the damage absorbed by your Power Word: Shield by 5%.
Classic location: Discipline 2/3 → Discipline 2/3
Gives you a 50% chance to gain Focused Casting for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases your resistance to Interrupt effects by 20%.
Classic Gives you a 50% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases resistance to Interrupt effects by 10%.
Classic location: Discipline 2/4 → Discipline 2/4
Reduces the mana cost of your Smite, Holy Fire, and instant cast spells by 3%.
Classic Reduces the mana cost of your instant cast spells by 2%.
Classic location: Discipline 4/2 → Discipline 3/1
Allows 17% of your Mana regeneration to continue while casting.
Classic Allows 5% of your Mana regeneration to continue while casting.
Classic location: Discipline 3/3 → Discipline 3/4
Increases the Armor bonus of your Inner Fire spell by 15% and increases its total charges by 4.
Classic Increases the Armor bonus of your Inner Fire spell by 10%.
Classic location: Discipline 4/1 → Discipline 4/1
Increases your total Intellect by 3%.
Classic Increases your maximum Mana by 2%.
Classic location: Discipline 5/2 → Discipline 4/2
Reduces the cooldown on your Power Word: Shield spell by 4 sec and reduces its mana cost by 15%.
Reduces the casting time of your Mana Burn spell by 0.5 sec.
Classic Reduces the casting time of your Mana Burn spell by 0.25 secs.
Classic location: Discipline 4/4 → Discipline 4/4
Launches a volley of holy light at the target, causing 81 Holy damage to an enemy, or 184 healing to an ally, instantly and every 1 sec for 2 sec.
Your heals from Flash Heal, Binding Heal, Lesser Heal, Heal, Greater Heal, and Penance gain 2% increased critical strike chance when cast on targets with Weakened Soul, and reduce the remaining duration of Weakened Soul on their target by 1 sec.
Your critical heals create a protective shield on the target, absorbing 5% of the amount healed. Lasts 12 sec.
Infuses the target with power, increasing their spell damage and healing done by 20% for 15 sec.
Classic Infuses the target with power, increasing their spell damage and healing by 20%. Lasts 15 sec.
Classic location: Discipline 7/2 → Discipline 7/2
Increases your chance to resist Stun, Fear, and Silence effects by an additional 3%.
Increases the effect of your Power Word: Fortitude and Prayer of Fortitude spells by 15%.
Holy power infuses the target, increasing their Spirit by 17 for 30 min.
Increases your spell damage by 1% and the critical strike chance of your offensive spells by 1%.
Gives you a 23% chance to avoid interruption caused by damage while casting any spell.
Classic Gives you a 35% chance to avoid interruption caused by damage while casting any healing spell.
Classic location: Holy 1/1 → Holy 1/1
Causes an explosion of holy light around the caster, causing 26 to 30 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 49 to 57. These effects cause no threat.
Classic Causes an explosion of holy light around the caster, causing 29 to 34 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 54 to 63. These effects cause no threat.
Classic location: Holy 3/1 → Holy 3/1
After being struck by a melee or ranged critical hit, or suffering more than 30% of your maximum Health from a single attack, heal 8% of the damage taken over 6 sec. Refreshing this effect carries over any remaining healing.
Classic After being struck by a melee or ranged critical hit, heal 8% of the damage taken over 6 sec.
Classic location: Holy 3/2 → Holy 3/2
Your non-periodic critical heals increase your target's Armor by 8% for 15 sec.
Classic Increases your target's armor by 8% for 15 sec after getting a critical effect from
Classic location: Holy 3/4 → Holy 3/4
Reduces the Mana cost of your Lesser Heal, Heal, Greater Heal, Penance, and Prayer of Mending spells by 5%.
Classic Reduces the Mana cost of your Lesser Heal, Heal, and Greater Heal spells by 5%.
Classic location: Holy 4/2 → Holy 4/2
Increases your Holy damage done by 2%, and gives a 5% chance each time your Holy Fire spell deals periodic damage for your next Holy Nova to cost no Mana.
Classic Increases the damage of your Smite and Holy Fire spells by 5%.
Classic location: Holy 4/3 → Holy 4/3
Heals a friendly target and the caster for 236 to 284. Low threat.
When you cast a healing spell, gain Mana equal to 5% of the base cost of the spell if your previous heal was a different spell.
Upon death, the priest becomes the Spirit of Redemption for 15 sec. The Spirit of Redemption cannot move, attack, be attacked or targeted by any spells or effects. While in this form the priest can cast any healing spell free of cost. When the effect ends, the priest dies.
Classic Upon death, the priest becomes the Spirit of Redemption for 10 sec. The Spirit of Redemption cannot move, attack, be attacked or targeted by any spells or effects. While in this form the priest can cast any healing spell free of cost. When the effect ends, the priest dies.
Classic location: Holy 5/2 → Holy 5/2
Increases your spell healing by up to 5% of your total Spirit and your spell damage by up to 1% of your total Spirit.
Classic Increases spell damage and healing by up to 5% of your total Spirit.
Classic location: Holy 5/3 → Holy 5/3
Increases the amount healed by your spells by 3%.
Classic Increases the amount healed by your healing spells by 2%.
Classic location: Holy 6/3 → Holy 6/3
Places a spell on the target that heals them for 172 the next time they take damage or receive non-periodic healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time per caster.
Reduces the Mana cost of your Prayer of Healing spell by 10%.
Creates a holy Lightwell near the priest. Members of your raid or party can click the Lightwell to restore 800 health over 10 sec. Being attacked cancels the effect. Lightwell lasts for 3 min or 5 charges.
Improves your chance to hit with Shadow spells by 1%.
Classic Reduces your target's chance to resist your Shadow spells by 2%.
Classic location: Shadow 2/3 → Shadow 1/1
Gives you a 20% chance to gain a 100% bonus to your Spirit for 15 sec after killing a non-trivial target. For the duration, your Mana will regenerate at a 50% of normal rate while casting.
Classic Gives you a 20% chance to gain a 100% bonus to your Spirit after killing a target that yields experience. For the duration, your Mana will regenerate at a 50% rate while casting. Lasts 15 sec.
Classic location: Shadow 1/2 → Shadow 1/3
Reduces the threat generated by your Shadow spells by 10%.
Classic Reduces the threat generated by your Shadow spells by 8%.
Classic location: Shadow 2/1 → Shadow 2/1
Increases the range of your offensive Shadow spells by 10%.
Classic Increases the range of your Shadow damage spells by 6%.
Classic location: Shadow 4/3 → Shadow 2/4
Assault the target's mind with Shadow energy, causing 63 Shadow damage over 3 sec and slowing their movement speed by 50%.
Classic Assault the target's mind with Shadow energy, causing 75 Shadow damage over 3 sec and slowing their movement speed by 50%.
Classic location: Shadow 3/3 → Shadow 3/3
Your Mind Flay now deals 10% more damage, gains 5 yards increased range, but slows the target's movement speed by 35%.
Afflicts your target with Shadow energy that causes all party members to be healed for 20% of any Shadow spell damage you deal for 30 sec. Vampiric Embrace also grants a chance for your Spirit Tap talent to trigger when enemies afflicted by it die.
Classic Afflicts your target with Shadow energy that causes all party members to be healed for 20% of any Shadow spell damage you deal for 1 min.
Classic location: Shadow 5/2 → Shadow 4/2
Your Shadow damage spells have a 33% chance to increase the Shadow damage you deal by 2% for 15 sec, stacking up to 5 times.
Classic Your Shadow damage spells have a 20% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.
Classic location: Shadow 4/4 → Shadow 4/3
Silences the target, preventing them from casting spells for 5 sec and interrupting their spellcasts for 3 sec.
Classic Silences the target, preventing them from casting spells for 5 sec.
Classic location: Shadow 5/1 → Shadow 5/1
Reduces the mana cost of your Devouring Plague by 25%. Targets that die while Devouring Plague is active spreads it, jumping to a nearby enemy within 5 yards for the remaining duration.
Increases Shadow Word: Death's critical strike chance on targets at or below 20% health by 15%.
Increases your Shadow damage done by 2%.
Classic Increases your Shadow spell damage by 2%.
Classic location: Shadow 6/3 → Shadow 6/3
Assume Shadowform, increasing your Shadow damage by 10%, reducing the Mana cost of all Shadow spells by 50%, increasing the critical strike damage bonus of your Shadow spells by 100%, and reducing Physical damage taken by you by 15%. However, you may not cast healing spells while in this form.
Classic Assume a Shadowform, increasing your Shadow damage by 15% and reducing Physical damage done to you by 15%. However, you may not cast Holy spells while in this form.
Classic location: Shadow 7/2 → Shadow 7/2
Increases the percentage healed by Vampiric Embrace by an additional 5%.
CLASS CHANGES
Increases the duration of your Gouge ability by 0.5 sec.
Classic Increases the effect duration of your Gouge ability by 0.5 sec.
Classic location: Combat 1/1 → Assassination 1/1
After killing a non-trivial enemy, gives you a 20% increased critical strike chance on your next Sinister Strike, Backstab, Ambush, Mutilate, or Ghostly Strike. Lasts 20 sec.
Classic After killing an opponent that yields experience or honor, gives you a 20% increased critical strike chance on your next Sinister Strike, Backstab, Ambush, or Ghostly Strike. Lasts 20 sec.
Classic location: Assassination 1/2 → Assassination 1/2
Increases your critical strike chance with all attacks and Poisons by 1%.
Classic Increases your critical strike chance by 1%.
Classic location: Assassination 1/3 → Assassination 1/3
Increases all damage dealt by 2% against Humanoid and Giant targets.
Classic Increases all damage caused against Humanoid, Giant, Beast and Dragonkin targets by 1%.
Classic location: Assassination 2/2 → Assassination 2/2
Reduces the Energy cost of your Expose Armor ability by 5, and refunds 1 Combo Point when cast with 5 Combo Points.
Classic Increases the armor reduced by your Expose Armor ability by 25%.
Classic location: Assassination 3/2 → Assassination 3/2
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike, and Hemorrhage abilities by 4%.
Classic Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Ghostly Strike, and Hemorrhage abilities by 6%.
Classic location: Assassination 3/3 → Assassination 3/3
When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, Eviscerate, or Mutilate by 100%.
Classic When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, or Eviscerate by 100%.
Classic location: Assassination 5/2 → Assassination 4/2
Increases the chance to apply Poisons to your target by 2%, and gives Poison applications a 10% chance to not consume a charge.
Classic Increases the chance to apply poisons to your target by 2%.
Classic location: Assassination 4/3 → Assassination 4/3
Increases your maximum Energy by 5.
Classic Increases your maximum Energy by 10.
Classic location: Assassination 7/2 → Assassination 5/1
Instantly attacks with both weapons for 75% weapon damage plus an additional 13 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.
Enemies Stunned by your Kidney Shot ability take 5% increased damage from your poisons and attacks.
Classic While affected by your Kidney Shot ability, the target receives an additional 3% damage from all sources.
Classic location: Assassination 5/3 → Assassination 5/3
Finishing move that increases the damage of your Poisons by 30% and your chance to apply Poisons by 10%. Lasts longer per combo point: 1 point : 9 seconds 2 points: 12 seconds 3 points: 15 seconds 4 points: 18 seconds 5 points: 21 seconds
Increases the damage done by your Eviscerate ability by 7%.
Classic Increases the damage done by your Eviscerate ability by 5%.
Classic location: Assassination 1/1 → Combat 1/1
Increases the critical strike chance of your Backstab by 10% and your Mutilate by 5%, and gives Backstab a 15% chance to add an additional Combo Point.
Classic Increases the critical strike chance of your Backstab ability by 10%.
Classic location: Combat 2/1 → Combat 2/1
Increases your Parry chance by 2%.
Classic Increases your Parry chance by 1%.
Classic location: Combat 2/2 → Combat 2/2
Improves your chance to hit by 1%.
Classic Increases your chance to hit with melee weapons by 1%.
Classic location: Combat 2/3 → Combat 2/3
Reduces the cooldown of your Sprint and Evasion abilities by 30%.
Classic Reduces the cooldown of your Sprint and Evasion abilities by 45 sec.
Classic location: Combat 3/1 → Combat 3/1
Reduces the Energy cost of your Eviscerate ability by 10.
Increases the damage done by your off-hand weapon by 5%.
Classic Increases the damage done by your offhand weapon by 10%.
Classic location: Combat 4/3 → Combat 4/3
Increases your melee attack speed by 20% and your melee attacks strike an additional nearby opponent. Lasts 15 sec.
Classic Increases your attack speed by 20%. In addition, attacks strike an additional nearby opponent. Lasts 15 sec.
Classic location: Combat 5/2 → Combat 5/2
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Sword: Your successful melee attacks have a 1% chance to trigger an extra attack on the target. Dagger/Fist: Increases your critical strike chance by 1%. Mace: Your attacks ignore 3% of your target's armor.
Reduces the chance for your attacks to be Dodged or Parried by 1%.
Classic Increases your skill with Sword, Fist and Dagger weapons by 3.
Classic location: Combat 6/2 → Combat 6/2
Increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 2%.
Classic Increases the damage of your Sinister Strike and Eviscerate abilities by 2%.
Classic location: Combat 6/3 → Combat 6/3
Increases your chance to get a critical strike with Daggers by 1%.
Increases your skill with Maces by 1, and gives you a 1% chance to stun your target for 3 sec with a mace.
Gives you a 1% chance to get an extra attack on the same target after dealing damage with your Sword.
Increases your chance to get a critical strike with Fist Weapons by 1%.
Reduces your speed penalty from your Stealth ability by 3% and reduces its cooldown by 2 sec.
Classic Increases your speed while stealthed by 3% and reduces the cooldown of your Stealth ability by 1 sec.
Classic location: Subtlety 2/3 → Subtlety 1/1
Reduces the chance enemies have to detect you while in Stealth mode as if you were 1 level higher.
Classic Reduces the chance enemies have to detect you while in Stealth mode.
Classic location: Subtlety 1/2 → Subtlety 1/2
Increases the damage dealt by your Backstab, Garrote, Ambush, and Mutilate abilities by 5%.
Classic Increases the damage dealt when striking from behind with your Backstab, Garrote, or Ambush abilities by 4%.
Classic location: Subtlety 1/3 → Subtlety 1/3
Gives you a 33% chance to add a Combo Point to your target after Dodging an attack or fully resisting a spell.
Classic Gives you a 15% chance to add a combo point to your target after dodging their attack or fully resisting one of their spells.
Classic location: Subtlety 4/1 → Subtlety 2/1
Reduces the Energy cost of your Sap and Blind abilities by 25%.
Increases the critical strike chance of your Ambush ability by 15%.
Classic Increases the critical strike chance of your Ambush ability by 15%.
Classic location: Subtlety 3/3 → Subtlety 2/4
Gives you a 33% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.
Classic Gives you a 25% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.
Classic location: Subtlety 3/1 → Subtlety 3/1
A strike that deals 125% (180% if a Dagger is equipped in your Main Hand) weapon damage and increases your chance to dodge by 15% for 7 sec. Awards 1 combo point.
Classic A strike that deals 125% weapon damage and increases your chance to dodge by 15% for 7 sec. Awards 1 combo point.
Classic location: Subtlety 3/2 → Subtlety 3/2
Increases the radius of your Distract ability by 3 yds, and further reduces the Stealth detection of distracted enemies as though they were an additional 1 level lower.
Increases your Stealth detection as if you were 1 level higher and reduces your chance to be hit by spells and ranged attacks by 2%.
Classic Increases your Stealth detection and reduces the chance you are hit by spells and ranged attacks by 2%.
Classic location: Subtlety 5/1 → Subtlety 4/1
Adds 2 Combo Points to your target. You must add to or use those combo points within 20 sec or the combo points are lost.
Classic When used, adds 2 combo points to your target. You must add to or use those combo points within 10 sec or the combo points are lost.
Classic location: Subtlety 7/2 → Subtlety 4/2
Causes your attacks to ignore 3% of your target's Armor and increases the damage dealt by your Rupture ability by 10%.
Classic Causes your attacks to ignore 0 of your target's Armor and increases the damage dealt by your Rupture ability by 10%. The amount of Armor reduced increases with your level.
Classic location: Subtlety 4/3 → Subtlety 4/3
Reduces the Energy cost of your Cheap Shot and Garrote abilities by 10, and your Garrote ability no longer requires you to be behind your target.
Classic Reduces the Energy cost of your Cheap Shot and Garrote abilities by 10.
Classic location: Subtlety 5/3 → Subtlety 5/1
An instant strike that deals 100% weapon damage (145% if a Dagger is equipped) and causes the target to take 15% increased Rupture damage from the Rogue. Lasts 15 sec. Awards 1 Combo Point.
Classic An instant strike that damages the opponent and causes the target to hemorrhage, increasing any Physical damage dealt to the target by up to 3. Lasts 30 charges or 15 sec. Awards 1 combo point.
Classic location: Subtlety 5/4 → Subtlety 5/3
Your Sinister Strike, Ghostly Strike, and Hemorrhage abilities cause 2% more damage against targets below 35% health.
Your Backstab has a 3% chance to cause your next Ambush within 10 sec to not require Stealth.
When your Rupture ability deals periodic damage, the Energy cost of your next Hemorrhage or Backstab ability within 10 sec is reduced by 3, stacking up to 5 times.
Reduces the chance you are critically hit by melee and ranged attacks by 1% and increases the threat reduction of your Feint ability by 10%.
Gives you a 30% chance to return to stealth mode after using your Sap ability.
Increases your Attack Power by 2%.
CLASS CHANGES
Increases your damage with Wands by 13%.
Classic Increases your damage with Wands by 13%.
Classic location: Arcane 2/1 → Arcane 1/1
Improves your chance to hit with Arcane spells by 1%.
Classic Reduces the chance that the opponent can resist your Arcane spells by 2%.
Classic location: Arcane 1/2 → Arcane 1/2
Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles and a 14% chance while casting Arcane Blast.
Classic Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles.
Classic location: Arcane 1/3 → Arcane 1/3
Reduces your target's resistance to all your spells by 8 and reduces the threat caused by your Arcane spells by 15%.
Classic Reduces your target's resistance to all your spells by 5 and reduces the threat caused by your Arcane spells by 20%.
Classic location: Arcane 1/1 → Arcane 2/1
Increases all your resistances by 5 and causes all spells you fully resist to restore 1% of your total mana. Cannot trigger more often than 1 time per sec.
Classic Increases all resistances by 2 and causes all spells you fully resist to restore 1% of your total mana. 1 sec. cooldown.
Classic location: Arcane 2/2 → Arcane 2/2
Increases your Armor by an amount equal to 25% of your Intellect.
Classic Increases your armor by an amount equal to 50% of your Intellect.
Classic location: Arcane 3/3 → Arcane 2/4
Increases the range of your Arcane spells by 3 yards.
Increases the critical strike chance of your Arcane spells by 2%.
Classic Increases the critical strike chance of your Arcane Explosion spell by an additional 2%.
Classic location: Arcane 3/2 → Arcane 3/2
Blasts the target with energy, dealing 57 to 65 Arcane damage. Each time you cast Arcane Blast, the damage of all your other spells is increased by 10% and the mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 8 sec or until any other damage spell is cast.
Decreases the Mana lost per point of damage taken when your Mana Shield spell is active by 17% and increases the resistances granted by your Mage Armor spell by 25%.
Classic Decreases the mana lost per point of damage taken when Mana Shield is active by 10%.
Classic location: Arcane 4/1 → Arcane 4/1
Your Counterspell also Silences the target for 2 sec.
Classic Gives your Counterspell a 50% chance to silence the target for 4 sec.
Classic location: Arcane 4/2 → Arcane 4/2
Allows 17% of your Mana regeneration to continue while casting.
Classic Allows 5% of your Mana regeneration to continue while casting.
Classic location: Arcane 4/4 → Arcane 4/3
Gives your Arcane Blast spell a 40% chance, and your Fireball, Frostbolt, and Frostfire Bolt spells a 20% chance to reduce the channeled duration of your next Arcane Missiles spell by 50%, reduce the Mana cost by 100%, and missiles fire every 0.5 sec.
Increases your Intellect by 2% and increases the critical strike damage bonus of your Arcane spells by 20%.
Classic Increases your maximum Mana by 2%.
Classic location: Arcane 5/3 → Arcane 5/3
Increases the damage done by your spells by 1% and your critical strike chance by 1%.
Classic Increases your spell damage and critical strike chance by 1%.
Classic location: Arcane 6/2 → Arcane 6/3
For the next 15 sec, your spells deal 30% more damage while costing 30% more mana to cast.
Classic When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.
Classic location: Arcane 7/2 → Arcane 7/2
Increases the effect of your Amplify Magic and Dampen Magic spells by 25%.
Reduces the cooldown of your Fire Blast spell by 1 sec. Killing a non-trivial target increases the critical strike chance of your next Fire Blast cast within 30 sec by 25%.
Classic Reduces the cooldown of your Fire Blast spell by 0.5 sec.
Classic location: Fire 2/3 → Fire 1/1
Increases the critical strike chance of your Fire Blast, Ice Lance, Arcane Blast, and Scorch spells by 2%.
Classic Increases the critical strike chance of your Fire Blast and Scorch spells by 2%.
Classic location: Fire 3/1 → Fire 1/2
Reduces the casting time of your Fireball and Frostfire Bolt spells by 0.1 sec.
Classic Reduces the casting time of your Fireball spell by 0.1 sec.
Classic location: Fire 1/2 → Fire 1/3
Gives your Fire spells a 3% chance to stun the target for 2 sec.
Classic Gives your Fire spells a 2% chance to stun the target for 2 sec.
Classic location: Fire 1/3 → Fire 2/3
Gives your Fire spells a 23% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 10%.
Classic Gives your Fire spells a 35% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 15%.
Classic location: Fire 3/4 → Fire 3/1
Hurls an immense fiery boulder that causes 101 to 131 Fire damage and an additional 44 Fire damage over 12 sec.
Classic Hurls an immense fiery boulder that causes 148 to 195 Fire damage and an additional 56 Fire damage over 12 sec.
Classic location: Fire 3/3 → Fire 3/3
Your Scorch spell has a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases all Fire damage you deal to your target by 3% and lasts 30 sec, stacking up to 5 times.
Classic Your Scorch spells have a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.
Classic location: Fire 4/1 → Fire 4/1
Your non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch grant Hot Streak for 20 sec. Hot Streak reduces the cast time of Pyroblast by 25%, stacking up to 3 times.
Your Fire and Frost critical strikes will refund 10% of their base mana cost.
Classic Your Fire and Frost spell criticals will refund 10% of their base mana cost.
Classic location: Fire 4/4 → Fire 4/4
A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 154 to 184 Fire damage, and Dazing them for 50% reduced movement speed for 6 sec.
Classic A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 160 to 192 Fire damage, and dazing them for 6 sec.
Classic location: Fire 5/3 → Fire 5/3
When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 4 non-periodic critical strikes with Fire spells.
Classic When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 critical strikes with Fire spells.
Classic location: Fire 7/2 → Fire 7/2
Increases the Armor and resistance given by your Frost Armor and Ice Armor spells by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.
Classic Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.
Classic location: Frost 1/1 → Frost 1/1
Improves your chance to hit with Frost and Fire spells by 1%.
Classic Reduces the chance that the opponent can resist your Frost and Fire spells by 2%.
Classic location: Frost 1/3 → Frost 1/3
Increases the duration of your Chill effects by 11% and reduces the target's speed by an additional 3%.
Classic Increases the duration of your Chill effects by 1 sec and reduces the target's speed by an additional 4%.
Classic location: Frost 2/4 → Frost 2/2
Reduces the mana cost of your Frost spells by 5% and reduces the threat caused by your Frost spells by 10%.
Classic Reduces the mana cost of your Frost spells by 5% and reduces the threat caused by your Frost spells by 10%.
Classic location: Frost 4/2 → Frost 3/2
Deals 28 to 32 Frost damage to an enemy target. Deals 300% increased damage to Frozen targets.
Adds a Chill effect to your Blizzard spell. This effect lowers the target's movement speed by 15% for 1.5 sec.
Classic Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 30%. Lasts 1.50 sec.
Classic location: Frost 3/4 → Frost 3/4
You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move, or cast spells.
Classic You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move or cast spells.
Classic location: Frost 5/2 → Frost 4/2
Increases the critical strike chance of all your spells against Frozen targets by 17%.
Classic Increases the critical strike chance of all your spells against frozen targets by 10%.
Classic location: Frost 4/3 → Frost 4/4
Increases the damage dealt by your Cone of Cold spell by 12%.
Classic Increases the damage dealt by your Cone of Cold spell by 15%.
Classic location: Frost 5/3 → Frost 5/1
Finishes the remaining cooldown on all your other Frost spells.
Classic When activated, this spell finishes the cooldown on all of your Frost spells.
Classic location: Frost 3/2 → Frost 5/2
Gives your Chill effects a 15% chance to grant you the Fingers of Frost effect, which treats your next 1 spell cast as if the target were Frozen. Lasts 15 sec.
Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the chance your Ice Lance and Frostbolt spells will critically hit the target by 2% for 15 sec. Stacks up to 1 times.
Classic Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.
Classic location: Frost 6/3 → Frost 6/3
Instantly shields you, absorbing 447 damage. Lasts 1 min. While the shield holds, your spellcasts will not be interrupted or delayed from taking damage.
Classic Instantly shields you, absorbing 455 damage. Lasts 1 min. While the shield holds, spells will not be interrupted.
Classic location: Frost 7/2 → Frost 7/2
New talents have no matching Classic talent. Moved talents show their recorded Classic location and current beta location. Changed effects include the Classic tooltip when the snapshot provides it. Removed entries are present in the Classic reference but absent from the current active tree.
Talent text comes from the 2026-09-30 snapshot. It reflects the recorded data and is not a claim that every change has been verified in-game.
Data from talentsforever.com (https://talentsforever.com)
Source: TalentsForever.com · CC BY 4.0.
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