Aug 292014

As you likely know by now, Warlords of Draenor was released on November 13, 2014. You got access to those ten new levels, Garrisons, new this, new that, a lot of Orcs, and so on. One thing you didn’t get is a whole bunch of new abilities. In fact, you’re going to lose a few and a number of others will be changed.

You got a few new talents, though, and gained various “Perks.”

In general, Priests received several significant changes, mainly focused on reining in Discipline’s damage absorption shields, improving quality of life for Discipline and Holy specializations, and solving single-target damage issues for Shadow. All of the new abilities will be tested and we’ll eventually get an idea if those “improvements” really did the trick. It should also result in cleaner action bars and smoother rotations.

Skip to: Patch 6.1 changes — StatsAbility ChangesTalentsGlyphsPerks
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Aug 182014

Draenei Retribution Paladin wearing Battlegear of Winged TriumphThe changes came on Nov 13, 2014, for Paladins and everyone else.

So what’s happening with Paladins in Particular? For Retribution, not much. For Protection and Holy, quite a bit more. Bliz is doing a lot of tweaking to tanking and more to healing.

They’re also doing away with Hit & Expertise, adding new stats, and recalculating how your primary stats work. Nothing big with that last, but tanks might notice a drop in their Parry numbers and Holy will get a few less critical heals.

Otherwise, read on for the abilities that have been hacked, pruned, tweaked, or otherwise changed, plus the new talents and the new Perks and Glyphs.

And, after all that, more changes came with patch 6.1 and still others will come with later patches.

Skip to: Patch 6.1StatsAbilitiesTalentsGlyphsPerks
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Aug 102014

Human Monk Grievous GladiatorMonks were just introduced in Mists of Pandaria, so what Monk changes could be needed for Warlords of Draenor? Let us count the ways…

Bliz is pretty happy with how Brewmaster Monks turned out, they’re a little less so with Windwalkers, but feel that they worked out fairly well, overall.

They’ll be focusing more on Mistweavers, to try and get them “just right.” (And why does that give you that funny look on your face? 😉 ) Yes, Mistweavers will be getting the lion’s share of the changes.

So what’s new? The new row of level 100 talents and the Perks, which are enhancements to existing abilities. Your stats will also undergo a few changes and, of course, there are a bunch of abilities removed and another bunch of tweaks.

Read on.

Skip to: Patch 6.1StatsAbilitiesTalentsGlyphsPerks — PvP
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Aug 042014

Guest article by Chance

Warlords of Draenor is the latest installment of content coming to the World of Warcraft. Having set foot in the beta and taken stock of the onslaught of changes, the design goal of the expansion appears to be a heavy revamp aimed at revitalizing interest for players new and old alike.

From the Warlords of Draenor Announcement TrailerI’ll try to cover the basic plot of the latest expansion before I continue on to a more comprehensive listing of features you can expect. Admittedly, we all know that a story in an MMORPG is basically a paper-thin justification for thrashing our way to more loot, but the direction they’re taking this time piqued my interest.

Where did the latest expansion, Mists of Pandaria, leave off? With the defeat of the much hated, both lore-wise and by the players themselves, Garrosh Hellscream. Rather than take off on a new tack with this expansion, Warlords of Draenor seeks to continue the story of Garrosh and take him in a direction somewhat new and somewhat familiar to his previous ambitions.

Predictably, leaving Garrosh alive following his defeat was a mistake. To the surprise of no one, Garrosh escapes. To the surprise of most I would imagine, he does so with the aid of his time-travelling dragon friends.

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Jul 292014

Undead Mage, Firelord GearWarlords of Draenor officially landed on Nov. 13, 2014 and is now up to patch 6.1.2.

The idea behind the changes is generally this: Bliz feels that button bloat (too many abilities on the action bars) has gotten unmanageable for most, so is working to trim that. What that means for your Mage is that some abilities are going away and other are changing in one way or another.

Also, Crowd Control has gotten a bit out of hand, in their view. Some of the various changes being made will reflect that view.

Will your Mage still be recognizable? Yes, just a bit streamlines. Read on and tell us what you think.

Skip to: Patch 6.1StatsAbilitiesTalentsGlyphsPerks
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Jul 132014

Many Hunter changes came with with Warlords of Draenor (which launched Nov 13, 2014.) This post covers those changes as well as the patch 6.1 tweaks.

Blizzard decided to do some cleanup on abilities and “button bloat” (too many buttons to reasonably use.) So they’re doing a little hacking and chopping and trimming and tweaking and… well, you get the idea.

They’re not revising the talent system this time around, or changing mana into focus, or anything that major. Generally it’s cleanup, reducing that button bloat, and so on. You’ll still be nearly the same hunter as before, hopefully just a little more streamlined.

Skip down to: General ChangesBeast MasteryMarksmanshipSurvivalTalentsGlyphsPerksPet Changes — Patch 6.1 Changes
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Jul 102014

Worgen Druid Bear formWow. Lots of Druid changes, especially Balance, arrived with Warlords of Draenor. Then a couple more came with patch 6.1.

Various changes are across the board. All classes are losing various abilities and others are being restricted to one or another spec. Occasionally new abilities will be replacing old ones, but no one is going to gain abilities.

The “new” level 91+ abilities are “perks.” These are actually enhancements to existing abilities, not new ones..

Feel free to add your thoughts in the comment form at the bottom of the page or share this page and add them there.

Now, read on:

Skip to: All DruidsBalanceGuardianFeralRestorationTalentsGlyphsPerks — 6.1 Changes

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May 212014

Warlords of Draenor, AKA Patch 6.0, is scheduled to be released on Nov 13, 2014. In addition to the ten new levels you will get new talents, at level 100, new glyphs, and, instead of new abilities, you will get perks. In fact, some of your abilities will be removed.

Draenei Death Knight with the starting gear setThis post was last updated on 9/21/14 and is based on the WoD patch notes here.

Unlike the last couple of expansion the changes coming to Death Knights in Warlords of Dreanor aren’t major, but there is a fair amount of poking, prodding, and tweaking going on. The basic talent system is the same and most of your abilities are unchanged, but some abilities will be removed. Generally speaking, the changes are intended to streamline things a bit. Leave a comment if you don’t think that’s the case, or even if you do.

Note that most of the changes shown here are very early and are likely to change as we get closer to that release date of Warlords of Draenor.

Fortunately, the abilities are the only things being tweaked. According to a tweet by a Bliz Dev there are no changes planned to the resource system for Death Knights. So love it or hate it you’ll be keeping it. Probably.

So scroll down or use the menu to jump to various sections:

General DK ChangesBloodFrostUnholyTalents & GlyphsPerks
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May 062014

Updated 9/20/14. Warlords will be released on Nov 13, 2014.

Things are changing for Rogues in Warlords of Draenor, though (thankfully) less than with the last couple of expansions. There is no world breaking and no complete overhaul of the talent system. There are a number of “tweaks” coming, however. These are intended to streamline the game a bit and make our action bars a bit easier to manage. Keep in mind that all of this may change by the time Warlords is released and will probably be patched & hotfixed for some weeks after that. First off is…

Also note that all of the links below are to the Warlords version of the abilities, not the Mists version.

Rogue Stats

As you may know by now, the Hit and Expertise stats are dead. Reforging is also going away. Bliz decided that they were “not fun.” These stats are replaced by new secondary stats: Bonus Armor (for tanks,) Multistrike (grants a chance for spells and abilities to fire up to 2 additional times, at 30% effectiveness,) and Versatility (Increases damage, healing, and absorption done. Reduces damage taken.)

For a time there was a “Readiness” stat, which reduced cooldowns. This stat has been slain.

Agility and the Crit

Agility no longer provides an increased chance to critically strike with any abilities. Everyone now has a base 5% chance to crit. Rogies (and other Agility Dps classes) now get a passive ability, Critical Strikes, that adds 10% to the base chance to crit.

Agility now adds 1 Attack Power per point, down from 2. Various other tweaks to the AP calculations will compensate for this.

Stat “Attunement”: Blizzard is going to assign one stat to every class and spec that it figures will be a solid “throughput” stat. This stat will receive a 5% bonus, and should be the best choice for raw damage. Depending on what you’re doing, exactly, you might still favor another stat. These “attunements” appear along with various abilities.

Changes to the Rogue’s Abilities

Ability Pruning. It’s just like it sounds. Prune a few “less useful” abilities from the ability tree. Blizzard is doing this to make the action bars a bit more manageable, by having a few less items to put there. Rogues are actually receiving less pruning, nipping, and tucking than some of the other classes.

Abilities That Are To Be Pruned

  • Redirect has been removed, but you weren’t using it anyway, right? Right? It’s Ok actually, since Bliz says, “Combo Points for Rogues are now shared across all targets. You no longer lose your Combo Points when switching targets.” I think this will be a pretty welcome change for all Rogues.
  • Disarm Trap has been removed. This will be missed, but maybe not a lot.
  • Shadow Blades has been removed. I think this will be missed more.
  • Shadow Walk has been removed.
  • Fan of Knives is no longer available to Combat Rogues. Shaking my head on this one. Seems like too popular an ability to dump. Perhaps it’s because the Enhanced Blade Flurry perk removes the target cap of Blade Flurry?
  • Rupture is no longer available to Combat Rogues. Not sure why they want to remove this, but it looks like periodic effects aren’t in their design for combat? This also goes along with removing the bleed from Crimson Tempest with the Empowered Crimson Tempest perk and your Deadly Poison being replaced with the Instant Poison perk.
  • Ambidexterity has been removed, which will nerf auto-attack damage a bit. Damage of the active abilities has been increased to compensate and make them more rewarding.

Changed, but not pruned

General Rogue Changes

  • As noted above: Combo Points for Rogues are now shared across all targets. You no longer lose your Combo Points when switching targets. This makes it a bit more like the Paladin’s Holy Power and will make target switching a lot easier.
  • Tricks of the Trade now has no energy cost and no longer increases damage caused by the target by 15%. Only threat is transferred, so it’s useless for PvP. With aggro not really being an issue for tanks its use for PvE seems questionable.
  • Crimson Tempest’s periodic damage now has rolling periodic behavior, meaning that remaining damage from the previous application is added into the newly-applied periodic-damage effect.
  • Smoke Bomb now reduces damage taken by 10% (down from 20%.)
  • Ambush no longer requires the Rogue to be behind the target.
  • Recuperate now heals for 5% of maximum health per tick (up from 3%.)
  • Safe Fall’s effects have been merged into baseline Fleet Footed.
  • Tricks of the Trade now has no energy cost and no longer increases damage caused by the target by 15%. This makes it useless for PvP.
  • Garrote now ticks every 2 seconds (up from every 3 seconds). Damage has been adjusted to compensate.


Earlier on in the beta various Assassination abilities allows use weapons other than daggers. Those changes were removed and you’re back to daggers only.

  • Assassin’s Resolve Its damage increase is now 15%, down from 20%. It still requires daggers.
  • Seal Fate now also grants a combo point for area attacks that critically strike the Rogue’s primary target.
  • Blindside’s effects have been merged into baseline Mutilate.
  • Cut to the Chase’s effects have been merged into baseline Envenom.
  • Envenom now increases poison chance by 30% (up from 15%.)
  • Venomous Wounds’s effects have been merged into baseline Rupture for Assassination Rogues. It no longer triggers from Garrote and now always triggers when Rupture deals damage (up from a 75% chance.)


Combat Rogues also get a few tweaks.

  • Blade Flurry can now trigger poisons.
  • Revealing Strike no longer advances Bandit’s Guile. This is intended to give the Combat Rogue a little more control over their rotation, that is: more control over triggering Bandit’s Guile. RS also grants Sinister Strike a 25% chance to generate an extra Combo Point.
  • Killing Spree no longer increases all damage done for the duration. Its damage has been increased to compensate.
  • Relentless Strikes’ effects have been merged into Ruthlessness for Combat Rogues only. It remains a separate passive for Assassination and Subtlety Rogues.
  • Restless Blades’ effects have been merged into Ruthlessness.
  • Main Gauche now deals off-hand weapon damage. Its damage has been increased to compensate.


Those master backstabbers, Subtlety Rogues, have a few tweaks to clean up their ability lists.

  • Backstab can now be used on either side of the target, in addition to behind the target.
  • Hemorrhage’s periodic damage is now based on attack power (instead of the initial strike’s damage), and ticks every 2 seconds. Damage has been adjusted to compensate.
  • Honor Among Thieves can now also be triggered by critical hits from the Rogue’s melee Auto Attacks. This is intended to make soloing Sub. Rogues more effective.
  • Energetic Recovery’s effects have been merged into baseline Slice and Dice for Subtlety Rogues.
  • Find Weakness’ effects have been merged into baseline Ambush, Garrote, and Cheap Shot for Subtlety Rogues.
  • Master of Subtlety’s effects have been merged into baseline Stealth for Subtlety Rogues.
  • Sinister Calling now increases Agility by 15% (down from 30%), and the amount of Multistrike bonus received from all sources by 5% (in order to act as Subtlety’s Secondary Stat Attunement). And finally, when the rogue Multistrikes with Backstab or Ambush, they also twist the blade, causing all Bleed effects to instantly tick an additional time.

Rogue Talents, Perks, and Abilities

Perks are what we get instead of new abilities as we level past 90.

Some classes get different talents depending on their spec, but all Rogue specs have access to the same talents regardless of spec.

Level 100 Rogue Talents, tier 7

  • Level 15: Subterfuge is changing a bit. You no longer stay stealthed for three seconds when attacking (or attacked,) but you can still use your abilities as if you were stealthed. Much like a brief Shadow Dance.
  • Level 30: Deadly Throw no longer has a minimum range.
  • Level 60: Burst of Speed now costs 30 Energy (up from 15 Energy.) Perhaps they got tired of you sprinting across the entire battlefield?
  • 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 and combo points increases the damage.

The Level 100 Talents:

  1. Venom Rush: 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.)
  2. 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.
  3. 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 Eviscerate + 50% damage. Could be a lot of fun if done right.

The Changes to Rogue Glyphs

Glyphs are undergoing changes, as well.

As you level your Rogue you will automatically learn certain glyphs, just as you do talents and abilities. The rest of the glyphs, which will change as they always do with expansions, will still be available on the Auction House.

Here are the glyphs that your Rogue will be automatically learning:

  1. Level 25: Deadly Momentum and Stealth,
  2. Level 50: Recuperate
  3. level 75: Ambush and Cheap Shot
  4. Note that no minor glyphs will be automatically learned.

Dead Glyphs: None. The glyphs that are automatically learned will not appear in a scribe’s glyph list, though.

New Rogue Glyphs

  • Glyph of Energy: Increases your maximum Energy by 20. Hmmm… this one might be “required.”
  • Glyph of Elusiveness: Reduces the cooldown on Evasion by 30 sec. Ok, I can see this one being useful.
  • Glyph of Energy Flows: Each time you dodge while Evasion is active, you gain 10 Energy. Depending on how often you evade this one could be nice.
  • Glyph of Disappearance: Reduces the cooldown on Vanish by 60 sec, to a 1 min cooldown, but when Vanish’s duration ends, Stealth is no longer automatically activated. Depending on just how you use your Vanish and Stealth, this could have some use. Seems like it’ll only be for specific situations.

They’re Rogue Perks, not Abilities.

Perks are acquired randomly as you level from 91 onward. So a level 95 Rogue might have a completely different set of perks than another 95 Rogue of the same spec. By level 100 they’ll both have all the same perks. The order of perks shown here is, therefore, not the order in which they will be acquired.

Earlier in the beta test there were a lot more perks. Some of those are now dead, others were incorporated into other abilities. As of now everyone will get four perks. All of the perks are passives. Some are pretty sweet.

Assassination Combat Subtlety


Sensus Discusses the Upcoming Changes to Rogues in Warlords of Draenor.

The level 100 Talents:

So what are your thoughts? Comment below!

Apr 272014


Affliction Warlock PvP GuideUpdated for Warlords of Draenor

Human Affliction Warlock in Season 11 PvP GearThis is the Affliction Warlock PvP Guide.  Your job is to suck the life out of the enemy and leave their corpses around the battlefield.

Whether Affliction is or is not the Flavor of the Month (FOTM) isn’t the point of this page. The point is to get your ‘lock to a better place in PvP. So let’s do it.

If you’re looking for the raiding or leveling info then see the links just below.

If you like this page how about recommending (“like,” +1, etc.) it and/or commenting?

Affliction PvP Contents

Other Warlock Pages

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