Blizzcon 2013 – WoW Priest, Rogue & Shaman Changes

We’re back to the World of Warcraft updates now, with several class changes provided for the journey from level 90 to level 100 in the Warlords of Draenor expansion.

These are the Priest, Rogue and Shaman changes that have been earmarked so far.

Priest

Priest

Divine Clarity:

Discipline – Clarity of Will – 1000 Mana – 40 yard range – 2.5 second cast – Shields the target with a protective ward, absorbing 2500 damage within 30 seconds – Replaces Greater Heal.

Holy – Clarity of Purpose – 1000 Mana – 40 yard range – 2.5 second cast – Heals allies within 10 yards of the target for 5000, split such that more injured targets will receive a larger portion of the healing – Replaces Greater Heal.

Shadow – Clarity of Power – Passive – Your direct Shadow damage spells deal 40% additional damage to targets not affected by your periodic Shadow damage spells. Casting Mind Spike also reduces the cooldown of Mind Blast by 1 second. Shadowy Recall now also affects your direct Shadow damage spells.

Power of the Void:

Discipline & Holy – Shifting Perspectives – Passive – Your Void Shift spell has no cooldown, but can only be cast on allies with less health than you, and no longer heals.
Shadow – Void Entropy – All Shadow Orbs – 40 yard range – 1.5 second cast – Consumes up to 3 Shadow Orbs to deal up to 750 Shadow damage every 3 seconds for 60 seconds.

Spiritual Guidance:

Discipline & Holy – Saving Grace – 3000 Mana – 40 yard range – Instant – Instantly heals a friendly target for 50% of their maximum health. Reduces your healing done by 10% for 10 seconds, stacking up to 10 times.

Shadow – Auspicious Spirits – Passive – Your Shadowy Apparitions also grant you 1 Shadow Orb when they deal damage.

Rogue

Rogue

Master the Basics – Passive – When you critically strike with an autoattack, you gain an additional combo point on your target.

Shadow Reflection – 20 yard range – Instant – 2 minute cooldown – Summon a shadow of yourself on the target that will watch you and memorize your ability usage for the next 8 seconds. After this time, it will mimic the memorized abilities on this target over the next 8 seconds.

Death from Above – 50 Energy – Instant – 20 second cooldown – Requires One-Handed Melee Weapon – Finishing move that consumes combo points on the target to empower your weapons with shadow energy and perform a devastating two-part attack. You whirl around, dealing Shadow damage to all enemies within 8 yards, then leap into the air and slice into your target on the way back down, dealing additional Shadow damage:
1 point: 400 area damage, 1000 target damage
2 points: 800 area damage, 2000 target damage
3 points: 1200 area damage, 3000 target damage
4 points: 1600 area damage, 4000 target damage
5 points: 2000 area damage, 5000 target damage

Shaman

Shaman

Rainstorm:

Elemental & Enhancement – Storm Armor – Passive – While your Lightning Shield is active, lightning will strike a random enemy within 40 yards that you are in combat with every 3 seconds for 2000 Nature damage.

Restoration – Condensation Totem – 100 Mana – Instant – Summons a Water Totem with 5 health at the feet of the caster for 60 seconds that collects 25% of all overhealing, and grants it to the Shaman as spell power toward their next Healing Wave, Healing Surge, Greater Healing Wave, Chain Heal, or Riptide.

Storm Elemental Totem – 1022 Mana – Instant – 5 minute cooldown – Summons an Air Totem with 6000 health at the feet of the caster, calling forth a Greater Storm Elemental to hurl gusts of winds on the caster’s enemies. Each gust of wind does damage to the enemy, and then heals all allies within 15% yards for 100% of the damage dealt, split evenly. Lasts until cancelled.

Reach of the Elements:

Elemental & Enhancement – Spew Lava – 40 yard range – Instant – 45 second cooldown – Empowers your current Fire totem with the power of lava, causing it to spew globs of lava at a random enemy within 40 yards every 1 second for 15 seconds. Each glob of lava deals 2000 Fire damage to all enemies within 8 yards.

Restoration – High Tide – Passive – Your Chain Heal also bounces to all targets affected by your Riptide.

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