The Level 100 Talents for Warlords of Draenor

November 10, 2013 in Warlords of Draenor by Rogptor

Updated 5/16/14 for talent changes.

In addition to the level 100 talents there are also some changes to some of the earlier talents for various specs, such as the Death Knight losing Roiling Blood (and replaced by Plaguebearer.) The bigger changes will be covered on this page, minor changes will be dealt with elsewhere.

Keep in mind that these are proposed changes. This is all still very early, so take all of these descriptions with a grain of salt. Release is supposed to be “on or before” Dec 20, 2014 Sept 24, 2014, so there’s plenty of time for adjustments.  There will be a number of other talent changes, but those are not covered here, just the level 100 talents and major changes (such as new lower level talents.) Changes to abilities, the new Perks, Glyphs, and so on will be covered in other posts. (By the way, getting to level 90 or 100 will be easy, just use Zygor and get there fast.)

Numbers aren’t posted here, for most talents, as they’re likely to be different when they go live. As of now it looks like the squish is definite, which will take a bit of getting used to when it goes live.

Note that a number of the available talents will be different depending on your spec. For example, each spec of Mage has access to a different mage bomb. No more Frost Mages casting Living bomb, now they only get Frost Bomb.

Scroll down to find your class. Again, these will all change, maybe by a lot, before they go live. Also see our other post on the subject: WoW 6: Warlords of Draenor

Here are the new Level 100 Talents:

Death Knight

All DKs have access to the same talents, they do not vary with your spec. Also see our post on the other Death Knight Changes for Warlords of Draenor.

  • Level 15: Gnome Death Knight likes DefileRoiling blood (and Blood Boil) has been removed and is replaced with Plaguebearer. Your Death Coil and Frost Strike abilities will both infect the target with Frost Fever and Blood Plague.
  • Level 60 and 75 tiers have been swapped, to allow leveling DKs earlier access to rune regen abilities.
  • Necrotic Plague replaces Blood Plague and infects the target with a disease that does damage over the next 30 seconds and every time it ticks it tries to infect another nearby target. (Q: Can it re-infect a target?) It is applied by anything that applies the regular diseases. You also gain Runic Power when attacked by N. Plague infected opponents. Will Scarlet Fever still refresh it? Will the Weakened Blows still apply?
  • Defile looks like the Lich King ability. It defiles the area and increases in both area and damage (every time it does damage) over the next ten seconds. Enemies standing in the defile do less damage to you.  Replaces Death and Decay.
  • Breath of Sindragosa uses your Runic Power to continually deal Shadowfrost damage to the enemies in a cone in front of you. It lasts until you either run out of Runic Power or you cancel it. It also applies Mark of Sindragosa, which will heal you for 5% of the spell damage dealt by afflicted enemies.
  • More Death Knight changes in Warlords.


This section updated 7/5/14: Each of these talents has varying effects depending on your spec. Also see our post on all of the WoD Druid Changes.

Your 1st Talent:

  • Balance – “Euphoria:” You feel a deeper connection to the stars, reducing your Balance Energy cycle time. Additionally, your Lunar and Solar Empowerments also reduce the cast time of the affected spells by 20%.
  • Feral – “Lunar Inspiration:” Moonfire is now usable while in Cat form, adds 1 combo point and costs 30 energy.
  • Guardian – “Guardian of Elune:” Your Savage Defense now lasts 4 seconds and increases your chance to dodge by 100%.
  • Restoration – “Moment of Clarity:” Omen of Clarity now lasts 5 seconds, instead of one cast. Sounds pretty nice.

2nd Talent

  • Balance – “Stellar Flare:” A powerful spell which benefits from both Lunar and Solar Eclipses, dealing the most damage when they are balanced. Burns the target for Spellstorm damage, and then additional damage spread over 20 sec..
  • Feral – “Bloodtalons:” Casting Healing Touch causes your next two melee abilities to deal 30% additional damage. I can see this being of some interest…
  • Guardian – “Pulverize:” Smash the target using three stacks of Lacerate to deal extra damage, generate 15 rage, and reduce incoming damage by 20% for 10 seconds.
  • Restoration – “Germination:” You can apply two rejuvenations to the same target. Tanks and PvP allies, and anyone else you’re healing, will love you.

3rd Talent

  • Balance – “Balance of Power:” You align to the power of the Moon and Stars so your direct damage spells reenergize your damage over time effects. Your Starfires extend the duration of Moonfire by 6 sec and your Wraths extend the duration of Sunfire by 4 sec. In addition it also increases the damage over time of your Moonfire and Sunfire by 10%.
  • Feral – “Savagery:” Your Savage Roar is now passive, and increases all damage dealt by 45% (which is pretty nice.) Right now, this looks utterly superior to the other two, comment is I’m wrong.
  • Guardian – “Bristling Fur:” this 3 seconds effect, 1 min cooldown, reduces all damage by 50%.
  • Restoration – “Rampant Growth:” Your Swiftmend now consumes your own Rejuvenation or Regrowth, but has no cooldown.


Also see our Hunter Changes in Warlords of Draenor post.

Level 45 Talents:

  • Exhilaration heals you for a bit less, but your pet is still healed 100%.
  • Aspect of the Iron Hawk has been renamed to Iron Hawk, and now passively provides 10% damage reduction and no longer boosts Attack Power.

Level 75 Talents:

  • Stampede is now a level-75 talent, replacing Lynx Rush.
  • Lynx Rush is now dead.

Level 90 talents:

  • Damage values will change, but otherwise the basic talents will remain the same.

Level 100 Hunter Talents:

  • The column 1 talent is: Exotic Munitions. You can change ammo types, each change lasts an hour.
  • Column 2: Focusing Shot – allows you to carefully line up your perfect shot for 100% wpn damage and generates 50 focus. It also replaces Steady Shot and Cobra Shot. Despite what the tooltip (hover over the link) says this talent is for all Hunter specs.
  • The 3rd talent varies by spec:
    • Beast Mastery gets Adaptation: Your pet gets increased damage and also gets several abilities, regardless of its active spec: Spiked Collar, Roar of Sacrifice, Cornered, Last Stand, Blood of the Rhino, Great Stamina, Cornered, Boar’s Speed.
    • Marksmanship and Survival get “Lone Wolf”: All of your damage is increased by 30% when you don’t have a pet active and you can provide one of several benefits to your party or raid. This might be fun to play with. You’ll become more of a Ranger than a Hunter and no longer have to concern yourself with pet issues.


  • Level 15: Presence of mind is replaced by Evanesce. No word on what’s happening with POM. Evanesce lets you “fade into the nether” for three seconds, avoiding all attacks. It replaces Ice Block and can be cast while casting a “cast time” spell. 45 sec cooldown.
  • Level 75, first talent: Nether Tempest, Living Bomb, and Frost Bomb are all still talents, but they are now only available to Arcane, Fire, and Frost respectively. All the bombs last 12 seconds. So the first lever 75 talents are:
    • Arcane – “Nether Tempest: ” Can only cast one at a time. Each time it does damage it has a 10% chance to activate Arcane Missile and also do damage to opponents within 10 yards. That secondary damage can also hit the main target.
    • Fire – “Living Bomb:” Same as it is now. The target burns and then explodes when the timer runs out. Still spread by Inferno Blast.
    • Frost – “Frost Bomb:” Your Ice Lances that hit the target while frozen cause the bomb to damage the target and damage all enemies within 10 yards.
  • Level 75, 2nd talent, “Unstable Magic:” All specs. Your Arcane Blast, Firebolt, and Frostbolt all have a chance to explode on impact, doing more damage to the target and also damaging nearby targets.
  • Level 75: 3rd talent – The next talent replaces Frost Nova. Target an enemy or ally as the center of the effect and an energy wave does damage to all targets in the area and 100% additional damage if the main target in an enemy. Each spec gets a different effect that adds to this:
    • Arcane’s Supernova “knocks them up.” (I’m sure the wording on that will change…)
    • Fire gets Blast Wave: All the targets effects are slowed for 4 seconds.
    • Frost gets Ice Nova: All the enemies are frozen.
  • Level 90: Incanter’s Ward and Invocation are replaced. Who knows what’s happening with those two. They are replaced, for all Mage specs, by:
    1. Mirror Image. Yes, that Mirror Image. It’s now a lev 90 talent.
    2. Incanter’s Flow: This looks interesting. You now have a ten second cycle. In 5 seconds you will have 25% more power (5% per second) and then it drops back at the same rate, so in ten seconds you’re back to “normal.” Then it repeats. At 5, 15, 25, etc. seconds you will be at max power. 10, 20, 30, etc. you will be back to normal. As soon as this looks even close to final I expect an addon to be tracking this.
  • The first level 100 talent extends the duration of certain spells:
  • Prismatic Crystal All specs. (Was Focusing Crystal) puts a crystal at the targeted location. Only you can attack it and it takes 130% damage from your attacks. Any time it takes damage it instantly releases that damage, splitting it evenly among all enemies within 8 yards.
  • The third talent looks pretty cool, dealing area damage.
    • Arcane gets “Arcane Orb:” Your Arcane Orb travels up to 40 yards doing damage to everything it passes through and it generates an Arcane Charge every time it does damage.
    • Fire gets “Meteor:” Drops a fraggin’ meteor!! Doing damage to an 8 yard area, also burning the ground doing continuous damage to all who remain in the fire.
    • Frost gets “Comet Storm:” Comets! 7 icy comets bombard the target area.


As with the Druid, all of these do different things, depending on your spec. No changes to talent names for the first 6 tiers, so far.

  • First talent: 
    • Brewmaster: “Soul Dance.” 30% of your “normal” Stagger now works against magical damage.
    • Windwalker: “Hurricane Strike.” You unleash a rapid series of kicks to some enemies in the area and become immune to movement impairing and “loss of control” effects for 3 seconds. This sounds like it could be a pretty awesome talent.
    • Mistweaver: “Breath of the Serpent.” Your Jade Serpent Statue breathes healing mists towards you splitting healing to all allies in a 20 yard cone, ticking every 1 second for 10 seconds.
  • Chi Explosion costs from 1-4 Chi and does increasing effects depending on how much Chi is used. It has the same name for all specs, though the effects differ.
    • Brewmaster: 1 Chi: damage an enemy; 2 Chi: gain shuffle for 2 seconds, plus 2 per Chi spent; 3 Chi: purifies your staggered damage; 4 Chi: the damage hits all nearby enemies. Replaces Blackout Kick.
    • Windwalker: 1 Chi: damage an enemy; 2 Chi: additional damage as a 6 second DOT; 3 Chi: generate a charge of Tigereye Brew; 4 Chi: The damage hits all nearby enemies. Replaces Blackout Kick.
    • Mistweaver: 1 Chi: heals an ally; 2 Chi: healed allies get more healing; 3 Chi: also heals allies within 8 yards; 4 Chi: summons 8 healing spheres in a ring around the target. Replaces Blackout Kick.
  • 3rd Talent

    • Brewmaster and Windwalker: “Chi Serenity.” 10 seconds of perfect serenity causes all Chi consumptions to be instantly refilled.
    • Mistweaver: “Path of Mists:” Passive. While in combat you leave a trail of healing spheres behind you, 3 yards apart, each lasting 15 seconds.


  • Talent #1: This looks like a pretty interesting talent.
    • Holy, “Beacon of Faith:”  Beacon of Light can now be placed on two targets
    • Protection and Retribution get “Empowered Seals:” Your Seals also cause your Judgment to provide additional effects. This restores some effects that were removed from Judgment awhile back. Each effect lasts 20 seconds. J. of Justice speeds you up a bit, J. of Insight heals, J. of Righteousness increases attack speed, J. of Truth increases Attack Power.
  • Talent #2
    • Holy, “Beacon of Insight:” You place a Beacon of Insight on an ally which greatly improved your next single target  heal directed towards that ally. When consumed, or the target is healed, the beacon moves to the next most injured ally (within 40 yards.)
    • Ret & Prot both get “Seraphim:” Your Haste, Crit, Mastery, MultiStrike, Readiness, and bonus armor (from gear) all all increased by 30% for 10 seconds, with a 30 second cooldown.
  • Talent #3: I rather like this one.
    • Holy: “Saved by the Light,” When your Beacon of Light target drops below 30% you instantly grant them a shield equal to 30% of their health for 10 seconds. You cannot shield the same target twice within one minute.
    • Protection: “Holy Shield,” Increases your Block chance by 10% and each block damages the attacker.
    • Retribution: “Final Verdict,” A mighty strike, doing the damage as Holy. Replaces Templar’s Verdict.


As with some of the above, all of these do different things depending on your spec.

  • Level 15: Psyfiend is changed to Psychic Scream. No word on what’s happening with Psyfiend.
  • 1st Talent:

    • Discipline “Clarity of Will:” Shield the target for 20 sec with a protective ward.
    • Holy “Clarity of Purpose:” Heals allies within 10 yds of the target, the most injured taking priority. Replaces Prayer of Healing. 2.5 sec. cast time.
    • Shadow “Clarity of Power:” Do more damage, from your direct damage spells, to targets not already affected by your periodic (DOT) spells. Casting Mind Spike reduces your Mind Blast cooldown by 1 second and restores 5% of your mana.
  • 2nd Talent:

    • Discipline and Holy - “Words of Mending:” Heals and shields grant you stacks of “Word of Mending.” At five stacks the are automatically used to power your next direct heal or shield by also casting Prayer of Mending at the same target.
    • Shadow – “Void Entropy:” Consumes up to three Shadow Orbs to do damage over 60 seconds, every three seconds. Could be interesting in all longer fights. Not so hot for short fights (lasts too long,) but nice for duels & bosses.
  • 3rd Talent

    • Discipline & Holy – “Saving Grace:” Instantly heal a friendly target for a chunk of their max health, but your healing done is reduced by 10% for 10 seconds and this stacks up to ten times. Cast this one a few times and you won’t be doing much with the other heals. Might be worth it in some situations, such as when you need a big heal right now” and can afford the lessened heals afterwards.
    • Shadow – “Auspicious Spirits:” Your Shadowy Apparitions grant 1 Shadow Orb instead of doing damage.


All specs have access to the same talents. Also check out the other Warlords of Draenor Rogue Changes.

  • The level 75 talent Paralytic Poison will be removed. The new talent will be “Internal Bleeding.” This will be an additional bleed, based off of your Kidney shot. A successful KS causes the bleed
  • Venom Zest: Increases max energy (does this stack with other energy increases?) and increases energy regeneration for each enemy poisoned, up to three. This will mean more Fan of Knives use, I think, except for Combat (since Fan is being removed for Combat.)
  • Shadow Reflection summons a shadow that “memorizes” what you do for the next 8 seconds, then replays those strikes on the target. This could be rather cool and could really extend your burst. Will it copy Shadowdance and all the strikes used? If so then this might be brutal in certain situations, especially if you can pop it with all your “on use” cooldowns and trinkets. Don’t expect a PvP target to hang around for all this damage.
  • Death From Above empowers your weapons with Shadow Energy. This is a finishing strike (damage is based on your combo points used) which lets you attack all nearby enemies and then leap up and crash down on the main target for some serious damage. Could be a lot of fun if done right.
  • Also see our post on the Rogue Changes in Warlords of Draenor.


Different effects depending on your spec:

  • 1st Talent

    • Elemental and Enhancement: “Shocking Lava.” You Lava burst and Lashes increase your next Earth of Flame Shock damage by 50%, stacking twice. Two lavas and a shock.
    • Restoration: “Condensation Totem.” Summon a Water Totem that will collects 5% of your Overhealing and grants it, as Spell Power, to your next Healing Wave, Healing Surge, Greater Healing Wave, Chain Heal, or Riptide.
  • Storm Elemental Totem, All specs.

    • All: Summons an Air Totem (with 6k health) that calls forth a Storm Elemental which hurls gusts of wind at your enemies for damage. The damage done is returned to all allies within 15 yds, as healing, split evenly among them. Lasts one minute, 5 min. cooldown.
    • Questions: Will this be affected by Primal elementalist? Can it be summoned when the fire/earth elemental is active? Will it replace the fire elemental spell or the earth elemental spell (looks like it will not, right now?)
  • 3rd Talent
    • Elemental and Enhancement: “Spew Lava.” Your Fire Totem now spits globs of lava at random targets within 40 yds. every 1 second for 15 10 seconds. Each glob deals damage to the target and all enemies withing 8 4 yds of the target.
    • Restoration: “High Tide.”  Chain Heal now bounces to all targets affected by your Riptide and no longer diminishes with each bounce.


  • 1st Talent

    • Affliction: “Soulburn: Haunt” Grants Soulburn to your Haunt spell, causing it to do 15% increased damage for 30 seconds.
    • Demonology: “Demon Bolt.” The new ability is: Demonbolt which consumes 30% of your current Demonic Fury to deal lots of Shadowflame damage. The next time you have less then 40 Demonic Fury your will be refunded Demoic Fury in an amount equal to that spent on your last Demonbolt.
    • Destruction: “Charred Remains.” Your Incinerate and Conflagrate do 75% 60%less damage, but generate 400% 300% more Burning Embers. Is that a good trade? Fire and Brimstone can now also affect Chaos Bolt.
  • Cataclysm: All specs. Create a Cataclysm at the target location, doing 10k damage to all targets within 8 yards. Seems like the Go To talent here for everyone who likes to blow things up. Corruption or Immolate are also applied.
  • Demonic Servitude: All specs. allows you control over your greater demons. You can now summon Doomguards or Infernals as permanent pets. Having one of these following you around will be rather cool.


Have some well named talents here. They just sound right for Warriors. Things look pretty good for Prot.

  • The level 60 talent Bladestorm is now a level 90 talent.
  • The level 90 talent Storm Bolt is now a level 60 talent and replaces Bladestorm
  • Level 100: Anger Management.  All specs. Every 15 rage that you spend reduces the remaining cooldown of your Readiness-affected abilities by 1 sec. (Readiness is a new secondary stat that reduces the cooldown of certain spells much like some of the trinkets from SoO raid.)
  • Ravager: Throw a whirling axe at a location that does damage to all enemies within 8 yards every 1 second for 15 seconds. Also increases your Parry chance by 20% for the duration.
  • 3rd Talent

    • Arms & Fury get “Ignite Weapon:” This ability is not on the global cooldown. Replaces Heroic Strike. Ignite your weapon with fire and cause your auto attacks to do fire damage for 10 seconds.
    • Protection has “Gladiator’s Resolve:” Defensive stance damage reduction is improved by 5%. Can choose to go “offensive” by replacing Battle Stance with Gladiator’s Stance. This increases physical damage by 20% and replaces Shield Black with Shield Charge. Raise your shield (a shield is required) and do a short charge towards your opponent. It increases the damage of Shield Slam, Revenge, and Heroic Strike by 30% for 6 seconds. You cannot change in and out of this stance during combat. Has two charges.

See WoWhead’s talent calculator here, it was the source for all of the above. As of now the talents are only in the calculator, not in the main database, which is why they re not linked.

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