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

Continue reading »

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
Continue reading »

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 262014

female gnome approvesAs with everything else in the Warlords of Draenor there are race changes coming. Warlords is removing Hit and Expertise so any racials dealing with those stats are being removed or replaced. Similar things will be happening to various class abilities.

These are the changes as of  4/24/14 and it’s at least 6 months until WoD is released, so changes are quite possible, even likely. All of these changes will have to be poked and prodded in the alpha and beta testing. One might guess that racial changes might be more set in stone than ability and class changes, but we’ll see.

So here they are, as they stand now. The actual changes are marked in bold. The rest of the racials are added just to be able to see the whole picture. Abilities not linked are not (yet) in WoWhead‘s database.
Continue reading »

Mar 042014

Some days back it was discovered that Blizzard would, in fact, be offering an insta-90 boost for $60. This is in addition to the boost that will come with the Warlords of Draenor expansion. Whether it will be available before the expansion is anyone’s guess. Naturally there has been some discussion as to what the value of the boost is, whether it’s “pay to win” and so on.

Goblin with a pile of gold wants to get leveled, now. My view is that it’s cool. People constantly complain about leveling and how long it takes to get to 90 (and soon, 100.) Especially if what they really want to do it get into the end-game stuff. I recently rolled new characters on a new server because that’s where a friend was hanging out. An insta-boost to 90 there would be great, considering that I don’t have a ton of time these days.

$60 will be a barrier for many and it’s likely a bit less than buying a whole new account and all of the expansions. Besides, you save a trip to the store and you get your extra 90s on one account and one server, esp. if you’re nicely set up on that server.

I expect they will get a fair number of takers. Heck, there are people buying multiple accounts already for use with Recruit a Friend or Multi-boxing. I’ve heard of several who multi-boxed ten accounts, and rumors of some who did many more.

Continue reading »

Feb 262014

Human Death Knight, ready to be provenOne of the better ways for your Death Knight, or any other tank, to learn tanking skills is through the Proving Grounds, introduced in patch 5.4. It’s a safe place to experiment with rotations, dealing with multiple targets, reforging to get the most out of your gear, and so on. No one will know whether you took one try or 100 (or more) to get your gold achievement.

If you can get at least a silver achievement on your Death Knight (or any other character,) then you’ve probably got a clue.

In fact, Blizzard agrees that the Proving Ground is a good test and it looks like they are at least considering making the Proving Grounds a requirement for random groups in Warlords of Draenor. There were some recent interviews with Blizzard Devs on this topic.
Continue reading »

Dec 032013
leveling from 90 to 100

As almost everyone knows by now the World of Warcraft: Warlords of Draenor expansion (unknown release data) will, among other things, raise the level cap from 90 to 100. With lots of new quests, new stories, new NPCs, new dungeons, and so on leveling from 90 to 100 should be a fun experience, at least the first few times. 😉

level 1 gnome rogue cheers for insta-levelingAs WoW says…

All level-90 players will begin in the Tanaan Jungle, and for newly boosted level-90 characters, the experience will be tailored to help you get up to speed and ready for taking on the challenges to come. Instead of gaining all of your skills and abilities right away, you’ll be able to unlock them as you progress and learn your way around your more powerful character—and you’ll need every ounce of your ability to stop the Iron Horde and continue your campaign on Draenor.

Once the threat at the Dark Portal has been (temporarily) dealt with, Alliance and Horde players will take divergent paths. Each will answer the call of their new allies to engage the native threats of the world and mount a long-term defense against the Iron Horde.

Read that post here.


One common piece of feedback we’ve received from new players and those who’ve taken an extended break from the game is that World of Warcraft requires a significant time investment before they’re able to “catch up” and play with high-level friends. Design changes such as speeding up the leveling curve and features like the popular Scroll of Resurrection and Recruit-a-Friend system have proven very popular, but the issues’s only getting more challenging with each patch and expansion we release. By giving players the option to boost a character to be ready for the latest expansion content, we hope to remove some of these entry barriers and make it so anyone can pick up and enjoy Warlords of Draenor right away, no matter how much World of Warcraft they’ve played in the past.

From WowHead, on their “What We Know about WoD so Far” page

Want to play someone new? You’ll be able to get one character insta-leveled to 90, even if you don’t already have one, and you can’t enter the new zones with that character. There might be an option to pay real money for additional levelings, but that remains to be seen. And let’s face it, even with something like Zygor the 1-90 trek will take awhile. So I think this insta-level thing will be pretty popular.

Blizzard Discusses Leveling

They cover some of the issues and concerns with leveling from 90 to 100. As for new abilities, they’re looking at upgrading a core ability. Some of the upgraded abilities will probably be along the lines of the old “spell ranks” and many will be passive. While a new level increases your power anyway they’re thinking of giving an ability a significant upgade. He mentioned 20% to Execute as an example. At about 2:00 in the video he lists some other example awards that they’re thinking about. Of course, none of these are set in stone.

Reddit has a MegaPost on Warlords:

The thread covers the high points of the expansion and has a few hundred comments to check out. Some will be QQ, but there are some good ones in there. Also on Reddit is our link on the level 100 talents pointing to our post here.

And now you know about as much as anyone else (other than the Dev, who are all locked into secret bunkers, deep underground.) 😉

Enhanced by Zemanta
Nov 262013

Ok, it’s been a few day since Blizcon ended and all the announcements were made. People asked a lot of questions and got some answers and have been chewing on them ever since. What I’m going to do here is sum up some of those discussions and link to the originals. Also see our other posts: The level 100 talents and a Warlords overview.

There’s the Ausgamer’s interview (just below,) another by RockPaperShotgun, and a video interview by Blizzpro. Enjoy.

AusGamers sat down with Blizzard’s Helen Cheng and Marco Koegler

On the new Character models: Bliz saw that the Pandaren models looks so much better than the rest that, well, they needed to update things. This requires a non-trivial amount of work to not only update face, hands, and whatot, but also to make sure those changes fit with existing facial features, hair styles, items, and so on. The upgrades include animations, so Orcs might do a visible grunt as they jump. The upgrades probably won’t cover Blood Elves and Draenei (or Worgen & Goblins?) because those are much newer models. Humans, Orcs, and the others are all pretty ancient. Continue reading »

Nov 102013
Warlords of Draenor Talents

Updated 10/7/14 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 officially 11/13/14, 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. Note that all the tooltips (hover over the links) are for Warlords info, so will very likely vary from the Mists counterparts.

Skip to: Death KnightDruidHunterMageMonkPaladinPriestRogueShamanWarlockWarrior
Continue reading »

Nov 082013
Warlords of Draenor

WoW 6 has been announced at Blizcon and Warlords of Draenor is the new title. WoW has the official page up where you can get the official details. Some of the bits that we will see, assuming any of this makes it through all the testing: Also see our post on the new level 100 talents.

  • Level cap of 100 and some cool looking discovery stuff as you quest.
  • New talent tier at 100
  • Continue reading »