Wotlk leaks

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Jhorar
Master Chef
Posts: 1164
Joined: 27 Nov 2005, 20:45
Location: Sweden

Wotlk leaks

Post by Jhorar »

Could be fake, who knows. Nice to look at tho.

http://wotlk.wikidot.com/start
Anna Navarre: You're wearing sunglasses on a night operation?
JC Denton: My vision is augmented.
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Meek
High Warlord
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Joined: 30 Dec 2005, 18:02
Location: Sweden Kristianstad

Post by Meek »

# Metamorphosis - "You transform into a Demon, with full health and mana. While in Demon Form, you gain Demonic abilities and your armor is increased to 360%, but your pet no longer is summoned."
# When leaving Demon Form, your health and mana is returned back to normal and your pet is re-summoned. Lasts 45 sec. [5 min cooldown]
O god, let it be true!
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xen
High Warlord
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Posts: 1136
Joined: 09 May 2005, 17:35
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Post by xen »

http://www.neogaf.com/forum/showthread.php?t=298334

Hmmmmm :P
Spells & Talents

Deathknight spells:

* Army of the Dead - Summons an entire legion of your best Ghouls to fight by your side.
* Death and Decay - ${$m1+$AP*0.039} shadow damage inflicted every $t1 sec to all targets in the effected area for $d. Has a chance to cause affected targets to cower in fear.
* Chromatic Rune Mastery - Whenever a Blood, Frost or Unholy Rune activates, it has a 6% chance of converting into a Chromatic Rune. This Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec.
* Degeneration (Rank 3, Level 76) - Instantly attack the target, dealing 60% weapon damage and inflicting a disease dealing ${$m2*7} over 15 sec. This disease will corrupt an existing heal over time spell, removing it and dramatically increasing the damage dealt. While afflicted by this disease, other heal over time effects on the target will have no effect.
* Dancing Runeblade - Summons a second Runeblade that fights on its own for 1 sec per 10 Runic Power, doing the same strikes that you do.
* Hungering Cold - A wave of cold leeches all heat from the earth, freezing all enemies in the cone-shaped area, and causing 10 damage per Runic Power. The frozen terrain persists for 1 sec per 10 Runic Power and will freeze enemies that attempt to cross it.
* Unholy Blight - A creeping swarm of unholy insects surrounds the caster for a 10 yard radius. All enemies caught in the swarm take 120 damage and are plagued with a disease that can stack up to 3 times. Lasts for 1 sec per 10 Runic Power.
* Corpse Explosion - "Target a corpse, causing it to explode for 12 damage per 10 Runic Power to all enemies within 10 yards."
* Mark of Blood (spell or talent?) - "Place a Mark of Blood on an enemy or ally. Whenever the marked target is healed, all party members receive a fraction of that healing. If a marked target that grants experience or honor is killed, all party members are healed for 10% of their total health. Each person can be healed for a maximum of 3000 per Mark."

Deathknight talents:

* Black Ice - Increases your Frost and Unholy spell damage by 1/2/3/4/5%.
* Dirge - Whenever you kill a diseased target that yields experience or honor you have a 1/2/3/4/5% chance of the corpse riding as a free Ghoul. You can have a maximum of 2 Ghouls at one time.
* Spell Deflection - Reduces all spell damage taken by 3/6/9/12/15% for 10 sec following a successful parry.
* Bladed Armor - You gain 4/8/12/16/20 attack power for every 1000 points of your armor value.
* Butcher - Whenever you kill an enemy that grants experience or honor, you generate Runic Power. In addition, Runic Power takes longer to decay outside of combat.
* Bone Armor (Rank 1) - "The caster is surrounded by 4 whirling bones. Each bone reduces the damage from the next spell or melee attack by 40% but is then consumed. Lasts 5 min." [Power type: 5, power cost: 25, cooldown: 30 sec]
* Chromatic Rune Mastery - "Whenever a Blood, Frost or Unholy Rune activates, it has a 2/4/6% chance of converting into a Chromatic Rune. This Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec."
* Rage of Rivendare - You do 2/4/6/8/10% additional weapon damage to diseased targets.
* Tundra Stalker - "You deal 2/4/6/8/10% more melee damage to targets under the effects of Icy Touch, Chains of Ice, Howling Blast or Hungering Cold."
* Deathchill (Rank 1, Level 56) - "Launches an Icy Touch at every enemy within 40 yards, dealing 4 damage per Runic Power to each target and causing a high amount of threat." [0 power cost, cooldown: 60 sec]
* Wandering Plague - "When the diseases you inflicted upon an enemy target cause damage, there is a 5/10/15% chance the disease will instead damage all enemies within 8 yards. This damage will not cancel spells normally cancelled when targets take damage."
* Improved Corpse Explosion - "While Corpse Explosion is active, corpses have a 10/15/20/25/30% chance to explode for increased damage."
* Crypt Fever - "Diseases caused by you or your Ghouls also reduce an enemy's attributes by 5/10/15% per disease."
* Ravenous Dead - "Increases the Strength of you and your ghouls by 1/2/3/4/5% and reduces the cooldown on Raise Dead by 30 sec."
* Pestilence - "When an enemy that grants experience or honor dies while suffering from one of your diseases, its corpse has a 10/20/30% chance of producing 1/1-3/3-5 Blood Worms. Blood Worms attack your enemies, healing you for the amount of damage they deal for 15 sec or until killed."
* Sudden Doom - "Your Blood Strikes have a 4/8/12/16/20% chance to make your next Death Coil consume no Runic Power if cast within 8 sec."
* Scent of Blood - "After being struck by a ranged or melee critical hit, you gain the Scent of Blood effect, causing your melee hits to steal life from the enemy for the next 6 sec."

Rogue spells/talents are NOT currently in the DBC files. The patch notes also do not state that their new skills are available.

Warrior spells/talents:

* Titan's Grip - Allows you to equip two-handed axes, maces and swords in one hand, but you attack 28/26/24/22/20% slower then normal
* Strength of Arms - Increases your Strength and total health by 1/2/3/4/5%.
* Shockwave - "Sends a wave of force in front of the warrior, causing ${$m3/100*$AP} damage (based on attack power) and stunning all enemy targets within $a1 yards in a frontal cone for $d. This ability causes a high amount of threat."
* Sword and Board - When your Devastate and Shield Slam abilities deal damage they have a 2/4/6/8/10% chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by 100% for 5 sec.
* Safeguard - ,"Reduces damage taken by the target of your Intervene ability by 20/40/60% for 6 sec. In addition, your Charge, Intercept and Intervene abilities have a 33%/66%/100% chance to remove all movement impairing effects when used."
* Trauma - "Your normal melee critical strikes increase the effectiveness of Bleed effects on the target by 15/30% for 15 sec."
* _Bladestorm - Instantly Whirlwind all nearby targets and for the next 4.5 sec you will perform a whirlwind attack every 1.5 seconds. While under the effects of Bladestorm, you can move but cannot perform any other attacks or abilities but you do not feel pity or remorse or fear and you cannot be stopped unless killed. [25 rage, cooldown: 90 sec]
* Stalwart Protector - You gain 1/2 rage every time you parry or dodge an attack.
* Furious Resolve - Reduces threat caused by attacks in Battle and Berserker Stance by 4/7/10% and increases your total Stamina by 1/3/5%.
* Mighty Blow - Inflicts normal damage plus $s1 to an enemy, knocking it back.

Mage spells/talents:

* Arcane Barrage (Rank 3, Level 80, 610 mana, instant, 3 sec cooldown) - Launches several missiles at the enemy target, causing 936-1145 Arcane damage.

(Rank 1, 60, 335 mana, 385-470)
(Rank 2, 70, 405 mana, 709-866)

* Burnout - Increases your spell critical damage bonus with all Fire spells by 5/10/15/20/25% but every time you critical with a Fire spell you lose an additional ?[internal entry blank]% of your total mana.
* Chilled to the Bone - Increases the damage caused by your Frostbolt and Ice Lance spells by 1/2/3/4/5% and reduces the movement speed of all chilled targets by an additional 2/4/6/8/10%.
* Deep Freeze - Stuns the target for 5 sec. Only usable on Frozen targets. [30 sec cooldown]
* Frostfire Bolt (Rank 1, Level 75) - "Launches a bolt of frostfire at the enemy, causing 629-732 Fire damage, slowing movement speed by 40% and causing an additional 57 Fire damage over 9 sec. If the target is more vulnerable to Frost damage, this spell will cause Frost instead of Fire damage."
* Netherwind Presence - Gives your Arcane Missiles, Arcane Barrage, Arcane Blast, Fireball, Frostbolt and Frostfire Bolt spells a 1/2/3/4/5% chance to cause the next Arcane Blast, Fireball, Frostbolt or Frostfire Bolt to be instant.

Despite the similar name and effect, this is not the same as the tier 2 bonus.

* Food: Sweet Potato Pie (75), Strudel (79)
* Water: Rain Water (74), Crystal Spring Water (78)
* Gem: Mana Sapphire (77, 3412 mana)

Druid spells/talents

* Living Seed - When you gain a critical effect from your Swiftmend, Regrowth, Nourish or Healing Touch spell you have a 20/40/60/80/100% chance to plant a Living Seed on the target for [broken]% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts 15 sec.
* Spark of Nature- "Increases the critical effect chance of your Swiftmend and Nourish spells by 5/10/15%."
* Improved Tree of Life- "Increases your Armor while in Tree of Life Form by 120/240/360%, and increases the effect of your Bark's Blessing by 1/3/5%"
* Nature's Fury - "Converts 2/4/6/8/10% of your bonus healing into bonus spell damage. In addition, your Wrath and Starfire spells have a 20/40/60/80/100% chance of applying the Nature's Fury debuff on the target. The Nature's Fury debuff increases Nature and Arcane damage done to the target by 2%. Lasts 10 sec. Stacks up to 3 times."
* Starfall (Rank 1, Level 80, 866 mana, instant, 3 min cooldown) - "You summon a flurry of stars from the sky on all targets within 30 yards of the caster, each doing 500 Arcane damage, and an additional 170 Arcane to all nearby targets within 10 yards. Maximum 20 stars. Lasts 10 sec."
* Infected Wounds - Your Shred, Maul and Mangle attacks have a 20/40/60/80/100% chance to cause an Infected Wound in the target. The Infected Wound reduces the movement speed and casting speed of the target by 10%. Stacks up to 5 times. Lasts 12 sec.
* Berserk - Removes all Stun, Fear, Snare and Movement Impairing Effects and increases your energy regeneration rate by 100% while in Cat form, and increases your total health by 20% while in Bear form. After the effect ends, the health is lost. Effect lasts 20 seconds.
* Flourish (Rank 1, Level 80, 450 mana, instant) - "Heals friendly party or raid members within 10 yards of the target for 665 over 7 sec. The healing is applied quickly at first, and slows down as the Flourish reaches its full duration."
* Improved Moonkin Form - "Your Moonkin Aura also causes affected targets to have a 33/66/100% chance to gain 100% spell haste when they critically hit with spells for [broken] seconds. This effect cannot occur more than once every few seconds."
* Replenish - "Your Rejuvenation and Flourish spells have a 4/7/10% chance to restore 10 Energy, 4 Rage, [broken]% Mana or 10 Runic Power per tick."
* Typhoon - "You summon a violent Typhoon that does 745 Nature damage when in contact with hostile targets, slowing their movement speed by [broken]%. If hit twice from the same Typhoon, the enemy will be knocked back 5 yards. Typhoon will travel 20 yards and last up to 8 sec."
* Gale Winds - "Increases damage done by your Hurricane and Typhoon spells by 25/50%, and increases the range of your Cyclone spell by 10/20 yards."
* Defense Curl - "You have a 33/66/100% chance when critically struck while in Bear Form, Dire Bear Form and Cat Form to increase your Agility and Armor by 40% for 6 sec."
* Owlkin Frenzy - "Attacks done to you while in Moonkin form have a 5/10/15% chance to cause you to go into a Frenzy, increasing your spell haste by 25% and increasing your damage by 10%. Lasts 10 sec."
* Eclipse - "When you critically hit with Starfire, you have a 20/40/60% chance of increasing damage done by Wrath by 10%. When you critically hit with Wrath, you have a 20/40/60% chance of increasing your critical strike chance with Starfire by 10%. Effect lasts 12 sec."

*Tree Form addition - "Your heals also grant friendly targets your Bark's Blessing, increasing healing done to them by 25% of your total Spirit. Bark's Blessing lasts 8 sec." - While it may seem identical to the already present aura, note that it affects any friendly targets (vs only party members), and may stack with the aura.

Shaman spells/talents

* Mind Shock - Shocks an enemy with concussive force, inflicting Nature damage and slowing attack and casting speeds by $s2% for $d.Time between attacks increased by $s2%.
* Temporal Rift - Channels a temporal rift on an enemy target for $d. While trapped in the rift, all damage done to the target is increased by $s1%. In addition, for every 2000 damage done to a target affected by Temporal Rift, 1 Shock Charge is generated.
* (Unknown name) - "Halts the passage of time, freezing all enemies within $r1 in place for $d. This attack applies 5 Shock Charges to each affected target

Priest spells/talents

* Dispersion - You disperse into pure shadow energy, reducing all damage taken by $s1%. You are unable to attack or cast spells, but you regenerate $s2% health and mana every 1 sec for $d.
* Persecution - Gives your Holy damage spells a $h% chance to Incapacitate the target for $47654d
* Mind Rot - Drains $o1 mana from the target over $d.Mana drain, $s1 points every 5 seconds.
* Mind Twisting - "Deals $s1 damage and knocks the targets up in the air."
* Nightmare - "Assault the target's mind, causing a powerful nightmare that deals $s2 Shadow damage to all enemies within 10 yards of the target. Lasts $d."
* Rapture - Causes your party members to gain mana equal to ${$m1/2}.1% of the healing done by your Greater Heal, Flash Heal and Penance spells.
* Divine Providence - "Increases the amount healed by Circle of Healing, Binding Heal, Prayer of Healing and Prayer of Mending by $s1%."
* Guardian Spirit - "Calls upon a guardian spirit to heal and watch over the friendly target. The spirit heals the target for 624 every 2 sec, and also prevents the target from dying by sacrificing itself. Lasts $48151d."
* Growing Pains - "Converts $s3% of your bonus healing into bonus spell damage. In addition, your Mind Flay has a $h% chance to refresh the duration of your Shadow Word: Pain on the target."
* Psychic Horror - " Causes your Psychic Scream spell to have a chance to Fear the target in horror for $d sec."
* Improved Shadowform - "Your Fade ability now has a $s1% chance to remove all movement impairing effects when used while in Shadowform, and gives you a $s2% chance to avoid interruption caused by damage when casting any Shadow spell while in Shadow form."
* Serendipity - "If your Greater Heal or Flash Heal spells heal the target for less than 50% of its intended effect, you have a $h% chance to be refunded the mana cost of the spell. This effect has a 10 second cooldown."
* Kindling Soul - "Your spell damage is increased by $s2% of your Spirit, and your spell criticals increase your Spirit by $47427s1% for 10 sec."
* Aspiration - "Reduces the cooldown of your Inner Focus, Power Infusion and Pain Suppression spells by $s1%."
* Divine Aegis - "Critical heals create a protective shield on the target, absorbing $s1% of the amount healed. Lasts $47753d."
* Grace - "Your Flash Heal, Greater Heal, and Penance spells bless the target with Grace, reducing damage done to the target by $47932s1%, and increasing healing done to the target by $47932s2%. This effect will stack up to 3 times."
* Dark Spirit - "Increases your Shadow damage by up to $s1% of your total Spirit."
* Test of Faith - "Increases healing by $s1% and spell critical effect chance by $s2% on friendly targets at or below 50% health."
* Mark of Divinity - "Marks the target with Divinity, causing 30% of all of your healing to also heal the target."
* Divine Hymn - "You recite a holy hymn, granting your party protection from attackers. Any attacks done to you or your party will cause the attacker to be afflicted by sleep for $48037d. Divine Hymn will last $47953d."
* Mind Sear - "Causes an explosion of shadow magic around the enemy target, causing $s1 Shadow damage every $f sec for $d to all targets within $49821a1 yards."

Warlock spells/talents

* Everlasting Affliction - Your Corruption, Siphon Life and Seed of Corruption spells gain an additional $s2% of your bonus spell damage effects, and your Drain Life and Shadow Bolt spells have a $h% chance to reset the duration of your Corruption spell on the target.
* Atrocity - "You devastate the area, causing Corruption (Rank 8) to all targets within 15 yards. In addition, your Corruption spell will do 434 Shadow damage to the target when it finishes its duration."
* Love Struck - "While the Succubus is active, physical attacks done to you or your Succubus have a chance to heal you or your Succubus instead of doing damage. The healing caused by Love Struck will not exceed 50% of the Warlock or Succubus' total health. This effect has a 6 second cooldown."
* Demonic Pact - Increases your Spirit by $s1% while your Demon is active. In addition, your pet attacks have a $s2% chance to increase your party's total Health and Damage by $48090s1%. Stacks up to 3 times. Lasts $48090d.
* Metamorphosis - "You transform into a Demon, with full health and mana. While in Demon Form, you gain Demonic abilities and your armor is increased to 360%, but your pet no longer is summoned."
* When leaving Demon Form, your health and mana is returned back to normal and your pet is re-summoned. Lasts $d.
* Eternal Flames - Your Searing Pain and Incinerate spells have a $h% chance to refresh the duration of your Immolate spell on the target, and increases the critical strike damage of your Destruction spells by an additional $s2%.
* Decimate - Your next Shadow or Fire spell is instant cast, and does damage in the form of Chaos damage, ignoring all resistances, absorption, and immunity mechanics. After the end of the Decimated cast, you become exhausted, disabling you from casting a spell of the same school for 3 sec.
* Haunt - You send a corrupted soul into the target, doing $s1 damage over 2 sec. Haunt will continue to travel between targets who suffer from your Corruption spell. After traveling from up to three targets, the corrupted soul will return to you, healing you for 50% of the total damage done."
* Empowered Imp- Increases the damage done by your Imp by $s1%, and all critical hits done by your Imp have a $h% chance to increase your spell critical hit chance by 100%. This effect lasts 8 sec.
* Molten Core - Your Shadow spells and damage over time effects have a $h% chance to increase the damage of your Fire spells by 10% for 6 sec.
* Backdraft - Increases the critical chance of your Conflagrate, Immolate and Shadowflame spells by $s1
* Torture - After you critically strike with a Shadow spell, your next Searing Pain or Immolate spells have a @% chance to become instant cast. This ability has a 20 second cooldown.
* Eradication - Your Corruption, Siphon Life, and Curse of Agony ticks have a $h% chance to increase your spell casting speed by $s1% for 8 sec. This effect has a 10 second cooldown.
* Fel Synergy - Your Summoned Demons share an additional $s1% of your Armor, Intellect and Stamina, and you have a $s2% chance to heal your pet for 15% of the amount of damage done by you.
* Demonic Empathy - When you or your pet is critically hit, the other has a $h% chance to have their casting or attack speed increased by $48069s1% for $48069d.
* Shadowflame - Targets in a cone in front of the caster take $47897s1 Shadow damage and an additional $47960o1 Fire damage over $47960d.

Paladin

* Martyr - "Redirect all harmful spells directed at friendly targets to yourself for $d."

Unsure

* Improved Icebound Fortitude - "Increases the duration of your Icebound Fortitude. In addition your Icebound Fortitude will dispel any damage over time effects and replace them with heal over time effects. Armor increased by $s2%. Immune to Stun effects."
* Miner's Revenge - "Hurls your pick axe at the target, inflicting $s1 Physical damage, ignoring any armor."
* Shield Break - Break down the enemy's defenses, disarming any shield they have equipped or reducing the chance the enemy will block by $s3% for $d.

Professions

• The following tradeskills are available to train up to 450: First Aid, Herbalism, Mining, and Skinning.

Enchanting

* Enchant Cloak - Haste: "Permanently enchant a cloak to increase haste rating by 20. Requires a level 60 or higher item."
* Enchant Cloak - Wisdom: "Permanently enchant a cloak to reduce threat slightly and increase Spirit by 10. Requires a level 60 or higher item."
* Enchant Cloak - Mighty Armor: "Permanently enchant a cloak to give 225 additional armor. Requires a level 60 or higher item."
* Enchant Cloak - Superior Shadow Resistance: "Permanently enchant a cloak to increase Shadow resistance by 20. Requires a level 60 or higher item."
* Enchant Cloak - Titanweave: "Permanently enchant a cloak to increase defense rating by 16. Requires a level 60 or higher item."
* Enchant Cloak - Spell Piercing: "Permanently enchant a cloak to increase spell penetration by 35. Requires a level 60 or higher item."
* Enchant Cloak - Superior Agility: "Permanently enchant a cloak to increase Agility by 16. Requires a level 60 or higher item."
* Enchant Cloak - Superior Fire Resistance: "Permanently enchant a cloak to increase Fire resistance by 20. Requires a level 60 or higher item."
* Enchant Cloak - Shadow Armor: "Permanently enchant a cloak to increase stealth slightly and increase Agility by 10. Requires a level 60 or higher item."
* Enchant Cloak - Superior Arcane Resistance: "Permanently enchant a cloak to increase Arcane resistance by 20. Requires a level 60 or higher item."
* Enchant Cloak - Superior Frost Resistance: "Permanently enchant a cloak to increase Frost resistance by 20. Requires a level 60 or higher item."
* Enchant Cloak - Superior Fire Resistance: "Permanently enchant a cloak to increase Fire resistance by 20. Requires a level 60 or higher item."
* Enchant Cloak - Superior Nature Resistance: "Permanently enchant a cloak to increase Nature resistance by 20. Requires a level 60 or higher item."

* Enchant Chest - Exceptional Health: "Permanently enchant chest armor to increase health by 275. Requires a level 60 or higher item."
* Enchant Chest - Greater Defense: "Permanently enchant chest armor to increase defense rating by 16. Requires a level 60 or higher item."
* Enchant Chest - Exceptional Resilience: "Permanently enchant chest armor to increase resilience rating by 20. Requires a level 60 or higher item."
* Enchant Chest - Greater Mana Restoration: "Permanently enchant chest armor to restore 8 mana every 5 seconds. Requires a level 60 or higher item."

* Enchant Boots - Tuskar's Vitality: "Permanently enchant boots to give a minor movement speed increase and 15 Stamina. Requires a level 60 or higher level item."
* Enchant Boots - Greater Fortitude: "Permanently enchant boots to increase Stamina by 22. Requires a level 60 or higher item."
* Enchant Boots - Greater Vitality: "Permanently enchant boots to restore 6 mana and health every 5 seconds. Requires a level 60 or higher item."
* Enchant Boots - Superior Agility: "Permanently enchant boots to increase Agility by 16. Requires a level 60 or higher item."
* Enchant Boots - Greater Spirit: "Permanently enchant boots to increase Spirit by 18. Requires a level 60 or higher item."

* Enchant Bracers - Greater Assault: "Permanently enchant bracers to increase attack power by 38. Requires a level 60 or higher item."
* Enchant Bracers - Major Spirit: "Permanently enchant bracers to increase Spirit by 18. Requires a level 60 or higher item."
* Enchant Bracers - Expertise: "Permanently enchant bracers to increase expertise rating by 15. Requires a level 60 or higher item."
* Enchant Bracers - Exceptional Intellect: "Permanently enchant bracers to add +16 intellect. Requires a level 60 or higher item."
* Enchant Bracers - Exceptional Intellect: "Permanently enchant bracers to add +16 intellect. Requires a level 60 or higher item."
* Enchant Bracers - Major Healing: "Permanently enchant bracers to increase healing by 46 and spell damage by 16. Requires a level 60 or higher item."
* Enchant Bracers - Greater Spellpower: "Permanently enchant bracers to increase damage and healing from spells by 20. Requires a level 60 or higher item."
* Enchant Bracer - Major Stamina: "Permanently enchant bracers to increase Stamina by 16. Requires a level 60 or higher item."

* Enchant Gloves - Greater Assault: "Permanently enchant gloves to add 32 attack power. Requires a level 60 or higher item."
* Enchant Gloves - Exceptional Spellpower: "Permanently enchant gloves to increase your spell damage by up to 28. Requires a level 60 or higher item."
* Enchant Gloves - Exceptional Healing: "Permanently enchant gloves to increase healing by up to 44 and spell damage by up to 15. Requires a level 60 or higher item."
* Enchant Gloves - Major Agility: "Permanently enchant boots to increase your agility by 20. Requires a level 60 or higher item."
* Enchant Gloves - Gatherer: "Permanently enchant gloves to increase Herbalism, Mining, and Skinning by 5. Requires a level 60 or higher item."
* Enchant Gloves - Expertise: "Permanently enchant gloves to increase expertise rating by 15. Requires a level 60 or higher item."
* Enchant Gloves - Greater Spell Strike: "Permanently enchant gloves to increase spell hit rating by 20. Requires a level 60 or higher item."

* Enchant Shield - Exceptional Stamina: "Permanently enchant a shield to increase Stamina by 22. Requires a level 60 or higher item."
* Enchant Shield - Defense: "Permanently enchant a shield to increase defense rating by 20. Requires a level 60 or higher item."

* Enchant Weapon - Lifeward: "Permanently enchant a melee weapon to sometimes heal you. Requires a level 60 or higher item."
* Enchant Weapon - Scourgebane: "Permanently enchant a melee weapon to increase attack power by $44594s1 against Undead. Requires a level 60 or higher item."
* Enchant Weapon - Exceptional Spellpower: "Permanently enchant a melee weapon to increase spell damage and healing by up to 55. Requires a level 60 or higher item."
* Enchant Weapon - Greater Savagery: "Permanently enchant a melee weapon to increase attack power by 90. Requires a level 60 or higher item."
* Enchant Weapon - Exceptional Healing: "Permanently enchant a melee weapon to increase healing by up to 101 and spell damage by up to 34. Requires a level 60 or higher item."
* Enchant Weapon - Exceptional Agility: "Permanently enchant a melee weapon to increase Agility by 26. Requires a level 60 or higher item."
* Enchant Weapon - Exceptional Striking: "Permanently enchant a melee weapon to do 10 additional points of damage. Requires a level 60 or higher item."
* Enchant Weapon - Exceptional Intellect: "Permanently enchant a melee weapon to increase Intellect by 45. Requires a level 60 or higher item."
* Enchant Weapon - Exceptional Spirit: "Permanently enchant a melee weapon to increase Spirit by 45. Requires a level 60 or higher item."
* Enchant Weapon - Icebreake: "Permanently enchant a Melee Weapon to sometimes inflict Fire damage. Requires a level 60 or higher item."
* Enchant Weapon - Deathfrost: "Permanently enchant a weapon so your damaging spells and melee weapon hits occasionally inflict an additional 150 Frost damage and reduce the target's melee, ranged, and casting speed by 15% for 8 sec. Requires a level 60 or higher item."
* Enchant Weapon - Giant Slayer: "Permanently enchant a melee weapon to have a chance of reducing movement speed and doing additional damage against Giants. Requires a level 60 or higher item."

* Enchant Ring - Greater Spellpower: "Permanently enchant a ring to increase spell damage and healing by up to 23. Only the Enchanter's rings can be enchanted, and enchanting a ring will cause it to become soulbound."
* Enchant Ring - Haste: "Permanently enchant a ring to increase haste rating by 20. Only the Enchanter's rings can be enchanted, and enchanting a ring will cause it to become soulbound."
* Enchant Ring - Greater Healing Power: "Permanently enchant a ring to increase healing by up to 44 and spell damage by up to 15. Only the Enchanter's rings can be enchanted, and enchanting a ring will cause it to become soulbound."
* Enchant Ring - Assault: "Permanently enchant a ring to increase attack power by 40. Only the Enchanter's rings can be enchanted, and enchanting a ring will cause it to become soulbound."

* Enchanted White Wand: "Creates an enchanted white wand."
* Enchanted Crimson Wand: "Creates an enchanted crimson wand."

* Exceptional Mana Oil: "While applied to target weapon it restores 19 mana to the caster every 5 seconds. Lasts for 1 hour."
* Exceptional Wizard Oil: "While applied to target weapon it increases spell damage by up to 56. Lasts for 1 hour."

Mining

* Smelt Froststeel : "Allows the miner to smelt 3 azurite bars and an eternal water into a froststeel bar. Requires a forge."
* Smelt Hardened Azurite : "Allows the miner to smelt 10 azurite bars into a hardened azurite bar. Requires a forge."
* Smelt Azurite : "Allows the miner to smelt azurite ore into an azurite bar. Requires a forge."
* Smelt Saronite : "Allows the miner to smelt 10 saronite ore into a saronite bar. Requires a forge."
* Smelt Titansteel : "Allows the miner to smelt a saronite bar and titanium ore into a titansteel bar. Requires a forge."
* Smelt Cobalt : "Allows the miner to smelt cobalt ore into a cobalt bar. Requires a forge."
And for all the haters:
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sneek
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Post by sneek »

Read this link from FoH forums, where "grain of salt" was used.

That said, turning Shaman into combo-point building class is pretty scary.
Also implicitly suggests that at least these "shaman combos" are constant-and-per-target and will not dissipate if you charge target.
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Shizume
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Post by Shizume »

Talents:

WARLOCK

AFFLICTION

Everlasting Affliction "Your Corruption, Siphon Life and Seed of Corruption spells gain an additional $s2% of your bonus spell damage effects, and your Drain Life and Shadow Bolt spells have a $h% chance to reset the duration of your Corruption spell on the target.

Atrocity: "You devastate the area, causing Corruption (Rank Cool to all targets within 15 yards. In addition, your Corruption spell will do 434 Shadow damage to the target when it finishes its duration."


DEMONOLOGY


Demonic Pact: Increases your Spirit by $s1% while your Demon is active. In addition, your pet attacks have a $s2% chance to increase your party's total Health and Damage by $48090s1%. Stacks up to 3 times. Lasts $48090d.

Metamorphosis: "You transform into a Demon, with full health and mana. While in Demon Form, you gain Demonic abilities and your armor is increased to 360%, but your pet no longer is summoned."

When leaving Demon Form, your health and mana is returned back to normal and your pet is re-summoned. Lasts $d.


DESTRUCTION


Eternal Flames: Your Searing Pain and Incinerate spells have a $h% chance to refresh the duration of your Immolate spell on the target, and increases the critical strike damage of your Destruction spells by an additional $s2%.

Decimate: Your next Shadow or Fire spell is instant cast, and does damage in the form of Chaos damage, ignoring all resistances, absorption, and immunity mechanics. After the end of the Decimated cast, you become exhausted, disabling you from casting a spell of the same school for 3 sec.

MAGE


ARCANE


Netherwind Presence: "Gives your Arcane Missiles, Arcane Barrage, Arcane Blast, Fireball, Frostbolt and Frostfire Bolt spells a $h% chance to cause the next Arcane Blast, Fireball, Frostbolt or Frostfire Bolt to be instant."

Arcane Barrage: "Launches several missiles at the enemy target, causing $s1 Arcane damage."


FIRE


Burnout: Increases your spell critical damage bonus with all Fire spells by $s1% but every time you critical with a Fire spell you lose an additional $44450s1% of your total mana.

Living Bomb: The caster becomes a living bomb, causing $44459s1 Fire damage to all enemies within $44459a1 yards every $44457t1 sec. After $44457t2 sec, a fiery explosion occurs causing an additional $44461s1 Fire damage to all enemies within $44461a1 yards.


FROST


Chilled to the Bone: Increases the damage caused by your Frostbolt and Ice Lance spells by $s1% and reduces the movement speed of all chilled targets by an additional $s2%.

Deep Freeze: Stuns the target for $d. Only usable on Frozen targets.

Warrior


ARMS


Strength of Arms Increases your Strength and total health by $s1%.

Bladestorm: "Instantly Whirlwind all nearby targets and for the next $d you will perform a whirlwind attack every $t1 seconds. While under the effects of Bladestorm, you can move but cannot perform any other attacks or abilities but you do not feel pity or remorse or fear and you cannot be stopped unless killed."


FURY


Titan's Grip: "Allows you to equip two-handed axes, maces and swords in one hand, but you attack $49152s1% slower than normal."

Heroic Leap: "Leap through the air and slam down on all enemies within $a3 yards of the target area, causing $s2% weapon damage and dazing them for $d."


PROTECTION


Sword and Board: When your Devastate and Shield Slam abilities deal damage they have a $h% chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by $50227s1% for $50227d.

Shockwave: "Sends a wave of force in front of the warrior, causing ${$m3/100*$AP} damage (based on attack power) and stunning all enemy targets within $a1 yards in a frontal cone for $d. This ability causes a high amount of threat."

Druid


BALANCE


Nature's Fury: "Converts $s2% of your bonus healing into bonus spell damage. In addition, your Wrath and Starfire spells have a $h% chance of applying the Nature's Fury debuff on the target. The Nature's Fury debuff increases Nature and Arcane damage done to the target by 2%. Lasts 10 sec. Stacks up to 3 times.

Starfall: "You summon a flurry of stars from the sky on all targets within 30 yards of the caster, each doing $50288s1 Arcane damage, and an additional $50294s1 Arcane to all nearby targets within 10 yards. Maximum 20 stars. Lasts $d."


FERAL


Infected Wounds: Your Shred, Maul and Mangle attacks have a $h% chance to cause an Infected Wound in the target. The Infected Wound reduces the movement speed and casting speed of the target by $48482s1%. Stacks up to 5 times. Lasts $48482d.

Berserk: Removes all Stun, Fear, Snare and Movement Impairing Effects and increases your energy regeneration rate by 100% while in Cat form, and increases your total health by 20% while in Bear form. After the effect ends, the health is lost. Effect lasts 20 seconds.


RESTORATION


Living Seed: "When you gain a critical effect from your Swiftmend, Regrowth, Nourish or Healing Touch spell you have a $h% chance to plant a Living Seed on the target for $s1% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts $48504d."

Flourish: "Heals friendly party or raid members within $a1 yards of the target for $o1 over $d. The healing is applied quickly at first, and slows down as the Flourish reaches its full duration."

Death Knight


BLOOD

Blood Gorged: When you are above 75% health, you do an additional 3% damage with any melee weapon.

Dancing Runeblade: Summons a second Runeblade that fights on its own for 1 sec per 10 Runic Power, doing the same strikes that you do.


FROST


Tundra Stalker: "You deal 2% more melee damage to targets under the effects of Icy Touch, Chains of Ice, Howling Blast or Hungering Cold."

Hungering Cold: A wave of cold leeches all heat from the earth, freezing all enemies in the cone-shaped area, and causing 10 damage per Runic Power. The frozen terrain persists for 1 sec per 10 Runic Power and will freeze enemies that attempt to cross it.


UNHOLY


Rage of Rivendare: You do 2% additional weapon damage to diseased targets. 9 2 Unholy

Unholy Blight: A creeping swarm of unholy insects surrounds the caster for a 10 yard radius. All enemies caught in the swarm take 120 damage and are plagued with a disease that can stack up to 3 times. Lasts for 1 sec per 10 Runic Power.

Priest


DISCIPLINE

Rapture: Causes your party members to gain mana equal to ${$m1/2}.1% of the healing done by your Greater Heal, Flash Heal and Penance spells.

Penance: Launches a volley of holy light at the target, causing $47666s1 Holy damage to an enemy, or $47750s1 healing to an ally every $47758t2 sec for $47758d.


HOLY

Divine Providence: "Increases the amount healed by Circle of Healing, Binding Heal, Prayer of Healing and Prayer of Mending by $s1%."

Guardian Spirit: "Calls upon a guardian spirit to heal and watch over the friendly target. The spirit heals the target for 624 every 2 sec, and also prevents the target from dying by sacrificing itself. Lasts $48151d."


SHADOW


Growing Pains: "Converts $s3% of your bonus healing into bonus spell damage. In addition, your Mind Flay has a $h% chance to refresh the duration of your Shadow Word: Pain on the target."

Dispersion: "You disperse into pure shadow energy, reducing all damage taken by $s1%. You are unable to attack or cast spells, but you regenerate $s2% health and mana every 1 sec for $d. "
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Jhorar
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Post by Jhorar »

Someone parsed out the talent trees. Omigosh do want.

http://www.urlshort.com/wotlk/site/talentlist.php
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JC Denton: My vision is augmented.
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Pharao
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Post by Pharao »

Titan's Grip - Allows you to equip two-handed axes, maces and swords in one hand, but you attack 28/26/24/22/20% slower then normal

This fake talent was also spread before tbc, so im gona say 100% FAKE
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TheWarriorKing
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Post by TheWarriorKing »

Pharao wrote:Titan's Grip - Allows you to equip two-handed axes, maces and swords in one hand, but you attack 28/26/24/22/20% slower then normal

This fake talent was also spread before tbc, so im gona say 100% FAKE
why would they fake the same thing twice?
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Lateralus
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Post by Lateralus »

Shockwave - "Sends a wave of force in front of the warrior, causing ${$m3/100*$AP} damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. This ability causes a high amount of threat." [20 rage, 45 sec cooldown] (prot)
MEH shouldnt be PROT imo :)
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TheWarriorKing
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Post by TheWarriorKing »

Lateralus wrote:
Shockwave - "Sends a wave of force in front of the warrior, causing ${$m3/100*$AP} damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. This ability causes a high amount of threat." [20 rage, 45 sec cooldown] (prot)
MEH shouldnt be PROT imo :)
yea fuck prot was thinking normal ability
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Skyly
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Post by Skyly »

haha
Krita säger:
Utan din penis i min röv känner jag mig halv
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xen
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Post by xen »

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Pellaagarion
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Post by Pellaagarion »

I hope they implement snowboards as epic mount. there is snow everywhere 8)
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Nargaroth
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Post by Nargaroth »

Pellaagarion wrote:I hope they implement snowboards as epic mount. there is snow everywhere 8)
Then you will just break all your cow-bones :)
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Lateralus
Dr. Gordon Freeman
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Post by Lateralus »

http://elitistjerks.com/753723-post2890.html



Here's a full list of all changes I spotted to existing abilities/talents (In other words, it only tells half the story, there's new abilities/talents as well):

General:
- Intellect, Spirit and Stamina buff scrolls now provide buffs equal to their equally levelled class spells.
- Many existing mob abilities now have more descriptive tooltips when linked.

Druid:
- Entangling Roots can now be used indoors as well.
- Base damage of Maul, Rake and Ravage has been increased.
- Demoralizing Roar now removes more attack power than before.
- Soothe Animal is now instant cast.
- Tiger's Fury no longer costs energy but now has a 30 second cooldown.
- Hurricane cooldown has been removed.
- Frenzied Regeneration now only has one rank. Frenzied Regeneration will now restore 0.1% of your max health per rage instead (To a maximum of 1% per second, or 10% total over the ability's duration if you have full rage).
- Ferocious Bite's damage for extra energy now scales with attack power.
- Nature's Grasp can now be used indoors as well.
- Nature's Reach now reduces threat generated by your Balance spells by 15/30% in addition to its old effect.
- Brambles now gives your Thorns and Treants a 5/10/15% chance to daze the target for 3 seconds when dealing damage in addition to its old effect.
- Omen of Clarity is now a passive effect instead of a self-cast buff.
- Feral Charge is now available in Cat Form as well.
- Improved Mark of the Wild has been reduced to a 2 point talent, increasing the effect of Mark of the Wild by 20/40%.
- Nature's Focus has been reduced to a 3 point talent, now reducing chance to be interrupted by 23/46/70%.
- Subtlety has been reduced to a three point talent, now reducing the threat of your Restotoration spells and reducing the chance your Restoration spells will be dispelled by 10/20/30%
- Improved Tranquility now reduces the cooldown of your Tranquility spell by 25/50% in addition to its old effect.
- Improved Faerie Fire works for spells too now.
- Survival of the Fittest's effect has been doubled.
- Tree of Life can cast the new Nourish spell. Old extra healing aura has been removed and replaced with Bark's Blessing, which increases healing done on target's of your healing spells by 25% of your Spirit for 8 seconds.
- Mangle (Bear) now increases the damage of your Maul ability instead of the Shred ability. Mangle (Cat) still increases the damage of your Shred ability.


Hunter:
- Scare Beast's tooltip now shows the correct cast time.
- The pet ability Bite now has the same damage, focus cost and cooldown as Claw.
- Screech renamed Demoralizing Screech.
- Furious Howl's buff range increased to 20 yards.
- Shell Shield no longer reduces your turtle's attack speed.
- Steady Shot's bonus damage slightly reduced. Scaling unchanged.


Mage:
- Invisibility's fade time changed to four seconds from five seconds
- Polymorph now has a percentage of base mana cost instead of fixed cost.
- Slow Fall now has a percentage of base mana cost instead of fixed cost.
- All Teleport: <destination> and Portal: <destination> spells now have a percentage of base mana cost instead of fixed cost.
- Mana Gem spells are now simply called "Conjure Mana Gem (Rank #)".
- Arcane Focus now only gives 1% Arcane spell hit chance per point, but will now reduce mana cost of Arcane spell by 1% per point as well.
- Magic Attunement now increases your Arcane spell ranges by 3/6 yards in addition to its old effect.
- Prismatic Cloak now reduces the fade time on your Invisibility spell by 1/2 seconds in addition to its old effect.

Paladin:
- Cooldown on Turn Undead and Turn Evil removed.

Priest:
- Mind Soothe now only has one rank and works on targets of all levels.
- Mind Soothe now has a percentage of base mana cost instead of fixed cost.
- Mind Control now only has one rank and works on targets of all levels.
- Mind Control now has a percentage of base mana cost instead of fixed cost.
- Mind Vision now has a percentage of base mana cost instead of fixed cost.
- Psychic Scream now has a percentage of base mana cost instead of fixed cost.
- Shackle Undead now has a percentage of base mana cost instead of fixed cost.
- Holy Fire now deals more of its damage on the initial cast, but its damage over time duration and damage have been reduced. It should still result in a net increase in damage dealt.
- Lightwell cast time reduced to 0.5 seconds.
- Lightwell cooldown reduced to 5 minutes.
- Power Infusion cooldown reduced to 2 minutes.
- The amount of charges on Lightwell has been increased to 10.
- Inspiration can now proc from the Penance spell, in addition to all the old spells that could proc Inspiration.
- Searing Light now also increases the damage of Holy Nova and Penance.
- Shadow Resilience now reduces physical damage taken instead of its old effect.
- Shadow Focus reduced to give 1% Shadow spell hit per point, but will now additionally reduce Shadow spell costs by 2% per point. Talent now has 3 points total to spend on it, down from 5.
- Spirit Tap now gives a 33/66/100% chance to proc, total talent points that can be put into the talent reduced to 3.
- Improved Spirit Tap added, this new talent gives your Mind Blast and Shadow Word: Death spells a 50/100% chance to give 50% extra spirit and 25% mana regeneration while casting for 8 seconds.
- Improved Shadow Word: Pain now increases the damage dealt by 5/10% instead of its old effect.
- Mind Flay's range has been increased to 30 yards.
- Shadow Form now reduces threat generated by 30% in addition to its old effects.
- Mental Strength now increases your Intellect by 3/6/9/12/15% instead if its old effect.
- Pain Suppresion cooldown increased to 3 minutes.
- Focused Mind now also affects Mind Sear.
- Shadow Power's extra crit chance reduced to 2/4/6/8/10%, but Shadow Power now also increases the critical damage bonus of the affected spells by 10/20/30/40/50%.
- Circle of Healing now has a 8 second cooldown, but will now heal anyone in the same raid as the target, instead of only healing those in the same group as the target.
- Enlightenment now increases spell damage and healing by 1/2/3/4/5% in addition to its old effects.
- Vampiric Touch now gives mana to your party members for 2% of your shadow damage dealt, down from 5%.


Rogue:
- The stun from Mace Specialization now has a 6 second cooldown.

Warlock:
- Demon Skin/Armor now increase healing on the Warlock by 20% instead of giving health regeneration.
- Demon Armor no longer increases Shadow Resistance.
- Fel Armor now allows 30% of your mana regeneration to continue while casting, but no longer increasing the effects of healing you receive.
- Howl of Terror now has a percentage of base mana cost instead of fixed cost.
- Cataclysm now increases the chance to hit of your destruction spells by 1/2/3/4/5%.
- Improved Shadow Bolt's damage increase reduced to 3/6/9/12/15%.
- Soul Siphon now affects Drain Soul as well.
- Pyroclasm now also works with Conflagrate.
- Aftermath now has two ranks, giving a 5/10% chance to daze.
- Improved Fire Bolt and Improved Lash of Pain have been combined into the new talent Demonic Power. This talent takes the place of Improved Fire Bolt.
- Fel Intellect and Fel Stamina have been combined into the new talent Fel Vitality. This talent takes the place of Fel Intellect.
- Improved Curse of Weakness, Dark Pact and Mana Feed have had their tooltips clarified.
- Improved Succubus now reduces the chance your Succubus will have her Seduction spell interrupted by 25/50/75%, but will no longer increase the effects of Soothing Kiss and Lash of Pain.
- Soul Link now only shares 15% of the damage taken, and no longer increased damage dealt by the demon or its master. Soul Link moved to tier 3 of the Demonology tree.
- Master Demonologist: Imps now provide 1/2/3/4/5% extra fire damage and fire crit change, Voidwalker provides 2/4/6/8/10% damage reduction, Succubi now provide 1/2/3/4/5% extra shadow damage and shadow crit change, Felhunter now provides 0.2 resistance per level and rank, Felguards will now provide 1/2/3/4/5% extra damage and damage reduction.
- Unstable Affliction's Silence effect reduced to 3 second duration.
- Shadowfury's Stun effect now lasts 3 seconds.

Warrior:
- Shield bash now deals damage equal to 20% of Attack Power
- Thunder Clap's damage increases as you get more Attack Power.
- Rend's scaling with weapon damage has been improved.
- Sunder Armor's threat now scales with attack power.
- Rend has had its duration reduced. Total damage dealt is unchanged.
- Challenging Shout cooldown reduced to 3 minutes.
- Revenge's tooltip has been clarified.
- The bonus damage dealt by Cleave and Heroic Strike has been increased.
- There is now only one rank of the Overpower ability. Bonus damage removed.
- Spell Reflection now costs 15 rage
- The stun from Mace Specialization now has a 6 second cooldown.
- Improved Rend's name changed to Bloodletting, it now also affects the Bloodbath skill.
- Death Wish no longer grants fear immunity.
- Anticipation now increases your chance to dodge by 1% per point, instead of increasing your defense skill.
- Iron Will now reduces the duration of Stun and Charm effects on you by 10/20/30% instead of giving you a chance to resist these effects.
- Improved Bloodrage now increases rage generated by 25/50%.
- Improved Shield Bash now also increases your Shield Slam damage by 5/10%.
- Improved Disarm now reduces the cooldown on your Disarm and Shield Break abilities by 5/10/15 seconds, and additionally will cause any targets you've disarmed to take 5/10/15% extra damage.
- The amount of charges on Sweeping Strikes has been reduced to 3.
- Poleaxe Specialization now also increases the damage your critical strikes with Polearms and Axes do by 1% per point in addition to its old effect.
- Improved Revenge now increases the damage dealt by your Revenge ability by 8/16/25% in addition to itss old effect.
- Concussion Blow now causes damage equal to 25% of your attack power and has had its cooldown reduced to 30 seconds. In addition the damage caused by Concusion Blow generates high threat.
- Last Stand's cooldown reduced to 2 minutes.
- Blood Craze now regenerates 2/4/6% of your health after being the victim of a critical strike.
- Bloodthirst now recoverd 1.5% of your max health per hit. Bloodthirst now has only one rank.
- Improved Disciplines (Rank 1) now reduces your cooldowns on Retaliation, Reckless and Shield Wall by 5 minutes and increases their duration by 3 seconds.

Unknown:
- The mob ability Shadow Cleave now lists "Requires Demon Form".

Edit:

These were self-written based on information found, they're not patch notes. I decided to write them in the style of patch notes however as people are more familiar with those. If this confused anyone I apologise.

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