Check out all the class changes that went live in this week’s Patch 11.0.5 on the PTR!
Death Knight
- Vampiric Strike – Blood: Your Death Coil and Death Strike have a 10/25% chance to make your next Heart Strike become Vampiric Strike.Vampiric Strike heals you for 1% of your maximum health and grants you Essence of the Blood Queen, increasing your Haste by 1.0%, up to 5.0% for 20 sec. Unholy: Your Death Coil, Epidemic and Death Strike have a 10/25% chance to make your next become Vampiric Strike.Vampiric Strike heals you for 2% of your maximum health and grants you Essence of the Blood Queen, increasing your Haste by 1.0%, up to 5.0% for 20 sec.
- Frenzied Bloodthirst – Essence of the Blood Queen stacks 2 additional times and increases the damage of your Death Coil and Death Strike by 4/5% per stack.
- Visceral Strength – Blood: When Crimson Scourge is consumed, you gain 6/8% Strength for 8 sec. Unholy: When Sudden Doom is consumed, you gain 6/8% Strength for 5 sec.
- Frozen Shadows – Your Shadowfrost damage is increased by 5%.
- Reaper’s Onslaught – Blood: Reduces the cooldown of Reaper’s Mark by 15 sec, but the amount of Marrowrends empowered by Exterminate is reduced by 1. Frost: Reduces the cooldown of Reaper’s Mark by 15 sec, but the amount of Obliterates empowered by Exterminate is reduced by 1.
Druid
- Rip – Finishing move that causes Bleed damage over time. Lasts longer per combo point. 1 point : [(55.26/58.58% of Attack power) * 2] over 8 sec 2 points: [(55.26/58.58% of Attack power) * 3] over 12 sec 3 points: [(55.26/58.58% of Attack power) * 4] over 16 sec 4 points: [(55.26/58.58% of Attack power) * 5] over 20 sec 5 points: [(55.26/58.58% of Attack power) * 6] over 24 sec
- Starsurge – Launch a surge of stellar energies at the target, dealing (210.1/243.7% of Spell power) Astral damage.
- Starfall – Calls down waves of falling stars upon enemies within 40 yds, dealing [9 * (19.58/23.5% of Spell power)] Astral damage over 8 sec. Multiple uses of this ability may overlap.[Aetherial Kindling: Extends the duration of active Moonfires and Sunfires by 3 sec]
- Feral Frenzy – Unleash a furious frenzy, clawing your target 5 times for [(12.5/13.75% of Attack power) * 5] Physical damage and an additional [5 * (25/27.5% of Attack power) * 6 / 2] Bleed damage over 6 sec.Awards 5 combo points.
- Reforestation – Every 3/4 casts of Swiftmend grants you Incarnation: Tree of Life for 10 sec.
- Lunar Shrapnel – Starfall deals 20% increased damage.
- Lunar Calling – Balance: Starfire deals 65/80% increased damage to its primary target, but no longer triggers Solar Eclipse. Guardian: Thrash now deals Arcane damage and its damage is increased by 12%.
- Ravage – Feral: Your auto-attacks have a chance to make your next Ferocious Bite become Ravage.$?a137010[RavageSlash through your target in a wide arc, dealing (214% of Attack power) Physical damage to your target and (80% of Attack power) to all other enemies in front of you.]$?a137011[RavageFinishing move that slashes through your target in a wide arc, dealing Physical damage per combo point to your target and consuming up to 25 additional Energy to increase that damage by up to 100%. Hits all other enemies in front of you for reduced damage per combo point spent. 1 point: [(255/262.65% of Attack power) * 1 / 5] damage, [(98.4/101.35% of Attack power) * 1 / 5] in an arc2 points: [(255/262.65% of Attack power) * 2 / 5] damage, [(98.4/101.35% of Attack power) * 2 / 5] in an arc3 points: [(255/262.65% of Attack power) * 3 / 5] damage, [(98.4/101.35% of Attack power) * 3 / 5] in an arc4 points: [(255/262.65% of Attack power) * 4 / 5] damage, [(98.4/101.35% of Attack power) * 4 / 5] in an arc5 points: [(255/262.65% of Attack power) * 5 / 5] damage, [(98.4/101.35% of Attack power) * 5 / 5] in an arc] GuardianYour auto-attacks have a chance to make your next Maul become Ravage.$?a137010[RavageSlash through your target in a wide arc, dealing (214% of Attack power) Physical damage to your target and (80% of Attack power) to all other enemies in front of you.]$?a137011[RavageFinishing move that slashes through your target in a wide arc, dealing Physical damage per combo point to your target and consuming up to 25 additional Energy to increase that damage by up to 100%. Hits all other enemies in front of you for reduced damage per combo point spent. 1 point: [(255/262.65% of Attack power) * 1 / 5] damage, [(98.4/101.35% of Attack power) * 1 / 5] in an arc2 points: [(255/262.65% of Attack power) * 2 / 5] damage, [(98.4/101.35% of Attack power) * 2 / 5] in an arc3 points: [(255/262.65% of Attack power) * 3 / 5] damage, [(98.4/101.35% of Attack power) * 3 / 5] in an arc4 points: [(255/262.65% of Attack power) * 4 / 5] damage, [(98.4/101.35% of Attack power) * 4 / 5] in an arc5 points: [(255/262.65% of Attack power) * 5 / 5] damage, [(98.4/101.35% of Attack power) * 5 / 5] in an arc]
- Greater Alignment – [Incarnation: Chosen of Elune / Celestial Alignment] lasts 40% longer.During [Incarnation: Chosen of Elune / Celestial Alignment], Solar Eclipse increases Nature damage done by an additional 8% and Lunar Eclipse increases Arcane damage done by an additional 8%.
- Reactive Resin – When your Restoration heal over time effects are removed by enemies, they are replaced with Reactive Resin, healing an ally for (90% of Spell power) over 6 sec. Multiple stacks may overlap.
- Whirling Stars – [Incarnation: Chosen of Elune / Celestial Alignment]’s cooldown is reduced to 75 seconds and it has two charges, but its duration is reduced by 40%.
- Sunseeker Mushroom – Sunfire damage has a chance to grow a magical mushroom at a target’s location. After until canceled, the mushroom detonates, dealing (254.4% of Spell power) Nature damage and then an additional (143.5% of Spell power) Nature damage over 10 sec. Affected targets are slowed by 50%.Generates up to 20 Astral Power based on targets hit.
- Astronomical Impact – The critical strike damage of your Astral spells is increased by 20%.
- Crashing Star – Shooting Stars has a 15% chance to instead call down a Crashing Star, dealing (95.4% of Spell power) Astral damage to the target and generating 4 Astral Power.
- Hail of Stars – Casting a free Starsurge or Starfall grants Solstice for 3 sec.
- Circle of Life and Death – Moonfire, Sunfire, Stellar Flare, and Starfall deal their damage in 15% less time, and your healing over time effects in 15% less time.
- Twinleaf – Nature’s Swiftness now has 2 charges.
- Wildwood Roots – Abundance now also reduces the cast time of Regrowth by 5% per stack.Cenarion Ward’s cooldown is reduced by 10 sec and its duration is increased by 2 sec.
- Renewing Surge – The cooldown of Swiftmend is reduced by up to 40%, based on the current health of the target. Cooldown is reduced more when cast on a lower health target.
- Forest’s Flow – Consuming Clearcasting now causes your Regrowth to also cast Nourish onto a nearby injured ally at 60% effectiveness, preferring those with your heal over time effects. Nourish:Heals a friendly target for (446% of Spell power). Receives 300% bonus from Mastery: Harmony.
Evoker
- Eternity Surge – Focus your energies to release a salvo of pure magic, dealing [(619.85/682% of Spell power)] Spellfrost damage to an enemy. Damages additional enemies within 12 yds of the target when empowered.I: Damages [Eternity’s Span: 2 enemies / 1 enemy].II: Damages [Eternity’s Span: 4 enemies / 2 enemies].III: Damages [Eternity’s Span: 6 enemies / 3 enemies].
Hunter
- Stomp – When you cast Barbed Shot, your pet stomps the ground, dealing [((40% of Attack power)) * (1 + Versatility) * 1 * 0.6 * 2] Physical damage to all nearby enemies.
- Black Arrow – Fire a Black Arrow into your target, dealing (720% of Attack power) Shadow damage over 18 sec.Each time Black Arrow deals damage, you have a 10% chance to generate a charge of [ Beast Mastery: Barbed Shot / Marksmanship: Aimed Shot and reduce its cast time by 50% / SurvivalBarbed Shot or Aimed Shot]
- Death Shade – When you apply Black Arrow to a target, you gain the [ Beast Mastery: Hunter’s Prey / Marksmanship: Deathblow / SurvivalDeathblow or Hunter’s Prey] effect.
- Shadow Surge – When Multi-Shot hits a target affected by Black Arrow, a burst of Shadow energy erupts, dealing moderate Shadow damage to all enemies near the target.This can only occur once every 6 sec.
- Withering Fire – When Black Arrow resets the cooldown of [ Beast Mastery: Barbed Shot / Marksmanship: Aimed Shot / SurvivalBarbed Shot or Aimed Shot] a barrage of dark arrows will strike your target for Shadow damage and increase the damage you and your pets deal by 10% for 6 sec.
- Overshadow – [ Beast Mastery: Barbed Shot and Kill Command deal 20% increased damage / Marksmanship, SurvivalAimed Shot and Rapid Fire deal 20% increased damage]
- Dark Empowerment – When Black Arrow resets the cooldown of an ability, gain 15 Focus.
- Grave Reaper – When a target affected by Black Arrow dies, the cooldown of Black Arrow is reduced by 12 sec.
- Darkness Calls – All Shadow damage you and your pets deal is increased by 10%.
- Black Arrow – Your Kill Shot is replaced with Black Arrow. Black ArrowYou attempt to finish off a wounded target, dealing (259.2% of Attack power) Shadow damage and (25% of Attack power) Shadow damage over 10 sec. Only usable on enemies above 80% health or below 20% health.
- Withering Fire – Beast Mastery: Every 4 casts of Bestial Wrath, you surrender to darkness for 12 secIf you would gain Deathblow while under the effects of Withering Fire, you instead instantly fire a Black Arrow at your target and 2 additional Black Arrows at nearby targets at 50% effectiveness. Marksmanship: While Trueshot is active, you surrender to darkness.If you would gain Deathblow while under the effects of Withering Fire, you instead instantly fire a Black Arrow at your target and 2 additional Black Arrows at nearby targets at 50% effectiveness.
- The Bell Tolls – Black Arrow is now usable on enemies with greater than 80% health or less than 20% health.
- Shadow Dagger – While in combat, Disengage releases a fan of shadow daggers, dealing (5% of Attack power) shadow damage per second and reducing affected target’s movement speed by 30% for 6 sec.
- Bleak Arrows – Beast Mastery: Your auto shot now deals Shadow damage, allowing it to bypass armor.Your auto shot has a 15% chance to grant Deathblow. DeathblowThe cooldown of Kill Shot is reset. Your next Kill Shot can be used on any target, regardless of their current health. Marksmanship: Your auto shot now deals Shadow damage, allowing it to bypass armor.Your auto shot has a 8% chance to grant Deathblow. Deathblow: The cooldown of Kill Shot is reset. Your next Kill Shot can be used on any target, regardless of their current health.
- Ebon Bowstring – Casting Black Arrow has a 15% chance to grant Deathblow. DeathblowThe cooldown of Kill Shot is reset. Your next Kill Shot can be used on any target, regardless of their current health.
- Banshee’s Mark – Murder of Crows now deals Shadow damage.Black Arrow’s initial damage has a 25% chance to summon a Murder of Crows on your target. A Murder of CrowsSummons a flock of crows to attack your target, dealing [(21.6% of Attack power) * 15] Physical damage over 15 sec.
- Bleak Powder – Beast Mastery: Casting Black Arrow while Beast Cleave is active causes Black Arrow to explode upon hitting a target, dealing (100% of Attack power) Shadow damage to nearby enemies. Marksmanship: Casting Black Arrow while Trick Shots is active causes Black Arrow to explode upon hitting a target, dealing (100% of Attack power) Shadow damage to nearby enemies.
- Shadow Surge – Periodic damage from Black Arrow has a small chance to erupt in a burst of darkness, dealing (75% of Attack power) Shadow damage to all enemies near the target. Damage reduced beyond 8 targets.
- Phantom Pain – Marksmanship: When Aimed Shot damages a target affected by Black Arrow, 5% of the damage dealt is replicated to each other unit affected by Black Arrow. Beast Mastery: When Kill Command damages a target affected by Black Arrow, 5% of the damage dealt is replicated to each other unit affected by Black Arrow.
- Pin Cushion – Steady Shot reduces the cooldown of Aimed Shot by 2 seconds.
- Snakeskin Quiver – Your auto shot has a 15% chance to also fire a Cobra Shot at your target.
- Serpentine Rhythm – Casting Cobra Shot increases its damage by 15%. Stacks up to 6 times.Upon reaching 6 stacks, the bonus is removed and you gain 6% increased pet damage for 10 sec.
- Soul Drinker – When an enemy affected by Black Arrow dies, you have a 10% chance to gain Deathblow. Deathblow: The cooldown of Kill Shot is reset. Your next Kill Shot can be used on any target, regardless of their current health.
- Barbed Scales – Casting Cobra Shot reduces the cooldown of Barbed Shot by 2 sec.
- Ruthless Marauder – Fury of the Eagle’s damage is increased by 10% and has a 20% chance to generate a stack of Tip of the Spear. When Fury of the Eagle ends, your Haste is increased by 8%.
Mage
- Living Bomb – The target becomes a Living Bomb, taking 4 Fire damage over 2 sec, and then exploding to deal an additional (19.5/24.375% of Spell power) Fire damage to the target and reduced damage to all other enemies within 10 yds.Other enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further.
- Splintering Sorcery – Arcane: When you consume Nether Precision, conjure 2 Arcane Splinters that fire at your target. Arcane Splinter:Conjure raw Arcane magic into a sharp projectile that deals (23.2/32% of Spell power) Arcane damage.Arcane Splinters embed themselves into their target, dealing (16.56/28.8% of Spell power) Arcane damage over 18 sec. This effect stacks. Frost: When you consume Winter’s Chill, conjure a Frost Splinter that fires at your target.Frost Splinter:Conjure raw Frost magic into a sharp projectile that deals (20/32% of Spell power) Frost damage.Frost Splinters embed themselves into their target, dealing (18/28.8% of Spell power) Frost damage over 18 sec. This effect stacks.
- Splinterstorm – Arcane: Whenever you have 8 or more active Embedded Arcane Splinters, you automatically cast a Splinterstorm at your target. Splinterstorm:Shatter all Embedded Arcane Splinters, dealing their remaining periodic damage instantly. Conjure an Arcane Splinter for each Splinter shattered, then unleash them all in a devastating barrage, dealing (23.2/32% of Spell power) Arcane damage to your target for each Splinter in the Splinterstorm. Splinterstorm has a 5% chance to grant Clearcasting. Frost: Whenever you have 8 or more active Embedded Frost Splinters, you automatically cast a Splinterstorm at your target.Splinterstorm: Shatter all Embedded Frost Splinters, dealing their remaining periodic damage instantly. Conjure a Frost Splinter for each Splinter shattered, then unleash them all in a devastating barrage, dealing (20/32% of Spell power) Frost damage to your target for each Splinter in the Splinterstorm. Splinterstorm has a 5% chance to grant Brain Freeze.
- Splintering Orbs – Frost: Enemies damaged by your Frozen Orb conjures a Frost Splinter, up to 4./6.Frozen Orb damage is increased by 10%. Arcane: The first enemy damaged by your Arcane Orb conjures 2 Arcane Splinters. Arcane Orb damage is increased by 10%.
- Spellfrost Teachings – Arcane: Direct damage from Arcane Splinters has a small chance to launch an Arcane Orb at 50% effectiveness and increase all damage dealt by Arcane Orb by 10% for 10 sec. Frost: Direct damage from Frost Splinters has a small chance to reset the cooldown of Frozen Orb and increase all damage dealt by Frozen Orb by 20/30% for 10 sec.
- Lit Fuse – Consuming Hot Streak has a 4% chance to grant you Lit Fuse. Lit Fuse: Your next Fire Blast turns up to 1 nearby target into a Living Bomb that explodes after 2 sec, dealing (19.5/24.375% of Spell power) Fire damage to the target and reduced damage to all other enemies within 10 yds.Up to 3 enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further.
- Resonant Orbs – Arcane Orb damage increased by 10%.
- Aethervision – Consuming Nether Precision with Arcane Blast increases the damage of your next Arcane Barrage by 10% and causes it to generate 2 Arcane Charges. Stacks up to 2 times.
- Signature Spell – Frost: Consuming Winter’s Chill with Glacial Spike conjures 2 additional Frost Splinters. Arcane: When your Magi’s Spark explodes, you conjure 6 Arcane Splinters.
Monk
- Dome of Mist – Enveloping Mist transforms 80% of its remaining periodic healing into a Dome of Mist when dispelled. Dome of MistAbsorbs damage. All healing received by the Monk increased by 30%. Lasts 8 sec.
- Refreshment – Life Cocoon grants up to 5 stacks of Mana Tea and applies 2 stacks of Healing Elixir to its target.
- Jadefire Teachings – After casting Jadefire Stomp or Thunder Focus Tea, Ancient Teachings transfers an additional 140% damage to healing for 15 sec.While Jadefire Teachings is active, your Stamina is increased by 5%.
- Rushing Wind Kick – Kick up a powerful gust of wind, dealing (143.8% of Attack power) Nature damage in a 25 yd cone to enemies in front of you, split evenly among them. Damage is increased by 6% for each target hit, up to 30%.Grants Rushing Winds for 4 sec, increasing Renewing Mist’s healing by 50%.
- Jade Empowerment – Casting Thunder Focus Tea increases your next Crackling Jade Lightning’s damage by 800% and causes it to chain to 4 additional enemies.
Paladin
- Avenging Wrath – Call upon the Light to become an avatar of retribution, [causing Judgment to generate 1 additional Holy Power,][each Holy Power spent causing you to explode with Holy light for (13.5% of Attack power) damage to nearby enemies,][reducing Holy Shock’s cooldown by 50%,][Hammer of Wrath: allowing Hammer of Wrath to be used on any target]increasing your damage, healing, and critical strike chance by 20% for 20 sec.
- Holy Prism – Fires a beam of light that scatters to strike a clump of targets. If the beam is aimed at an enemy target, it deals (216/432% of Spell power) Holy damage and radiates [(315% of Spell power) * 1] healing to 5 allies within 30 yds.If the beam is aimed at a friendly target, it heals for [(630% of Spell power) * 1] and radiates (126/189% of Spell power) Holy damage to 5 enemies within 30 yds.
- Light’s Revocation – Removing harmful effects with Divine Shield heals you for 10% for each effect removed. This heal cannot exceed 30% of your maximum health.Divine Shield may now be cast while Forbearance is active.
- Holy Ritual – Allies are healed for (100% of Spell power) when you cast a Blessing spell on them and healed again for (100% of Spell power) when the blessing ends.
- Crusade – Call upon the Light and begin a crusade, increasing your haste [Avenging Wrath: and damage]by 3% for 27 sec.Each Holy Power spent during Crusade increases haste and damage by an additional 3%. Maximum 10 stacks.[Sanctified Wrath: While active, each Holy Power spent causes you to explode with Holy light for (13.5% of Attack power) damage to nearby enemies][Avenging Wrath: Hammer of Wrath may be cast on any target]
- Avenging Wrath: Might – Call upon the Light and become an avatar of retribution, increasing your critical strike chance by 20% for 20 sec.Combines with other Avenging Wrath abilities.
- Incandescence – Each Holy Power you spend has a 5% chance to cause your [Divine Hammer / Consecration] to flare up, dealing (36% of Attack power) Holy damage to up to 5 enemies standing within it.
- Empyreal Ward – Lay on Hands grants the target 100% increased armor for 30 sec and now ignores healing reduction effects.
- Fear No Evil – While wielding an Armament the duration of Fear effects is reduced by 50%.
- Excoriation – Enemies within 8 yards of Hammer of Justice’s target are slowed by 15% for 5 sec.
- Wrench Evil – Turn Evil’s cast time is reduced by 100%.
- Worthy Sacrifice – You automatically cast Blessing of Sacrifice onto an ally within 40 yds when they are below 35% health and you are not in a loss of control effect.This effect activates 100% of Blessing of Sacrifice’s cooldown.
- Steed of Liberty – Divine Steed also grants Blessing of Freedom for 3.0 sec. Blessing of Freedom:Blesses a party or raid member, granting immunity to movement impairing effects [Unbound Freedom: and increasing movement speed by 30%]for 8 sec.
- Eye for an Eye – Protection: Melee and ranged attackers receive (35% of Spell power) Holy damage each time they strike you during Ardent Defender and Divine Shield. Holy, RetributionMelee and ranged attackers receive (35% of Spell power) Holy damage each time they strike you during Divine Protection and Divine Shield.
- Stoicism – The duration of stun effects on you is reduced by 20%.
- Stand Against Evil – Turn Evil now affects 5 additional enemies.
- Righteous Protection – Blessing of Sacrifice now removes and prevents all Poison and Disease effects.
- Light’s Countenance – The cooldowns of Repentance and Blinding Light are reduced by 15 sec.
- Sacred Strength – Holy Power spending abilities are 2% more effective.
- Divine Spurs – Divine Steed’s cooldown is reduced by 20%, but its duration is reduced by 40%.
- A Just Reward – Protection, Retribution: After Cleanse Toxins successfully removes an effect from an ally, they are healed for (125% of Spell power). HolyAfter Cleanse successfully removes an effect from an ally, they are healed for (125% of Spell power).
- Lightbearer – 10% of all healing done to you from other sources heals up to 4 nearby allies, divided evenly among them.
- Selfless Healer – Holy: Flash of Light and Holy Light are 30% more effective on your allies and 40% of the healing done also heals you. Protection, Retribution: Flash of Light is 30% more effective on your allies and 40% of the healing done also heals you.
- Inspired Guard – Protection: Ardent Defender increases healing taken by 15% for its duration. Holy, Retribution: Divine Protection increases healing taken by 15% for its duration.
- Holy Reprieve – Your Forbearance’s duration is reduced by 10 sec.
- Divine Reach – The radius of your auras is increased by 20 yds.
- Tempered in Battle – When you or an ally wielding a Holy Bulwark are healed above maximum health, transfer 100% of the overhealing to your ally. When you or an ally wielding a Sacred Weapon drop below 40% health, redistribute your health immediately and every 1 sec for 4 sec.
- Blessed Calling – Allies affected by your Blessings have 15% increased movement speed.
- Lead the Charge – Divine Steed reduces the cooldown of 4 nearby ally’s major movement ability by 3.0 sec. Your movement speed is increased by 3%.
- Refining Fire – Enemies struck by Avenger’s Shield burn with holy fire, suffering (125% of Attack power) damage over 5 sec.
- Authoritative Rebuke – Successfully interrupting an enemy spellcast reduces your Rebuke’s cooldown by 1.0 sec. Effect increased by 100% while wielding a Holy Armament.
Priest
- Psychic Link – Your direct damage spells inflict 30/25% of their damage on all other targets afflicted by your Vampiric Touch within 40 yards.Does not apply to damage from Shadowy Apparitions, Shadow Word: Pain, and Vampiric Touch.
Rogue
- Dispatch – Finishing move that dispatches the enemy, dealing damage per combo point: 1 point : [(46.2/41.6% of Attack power) * 1] damage 2 points: [(46.2/41.6% of Attack power) * 2] damage 3 points: [(46.2/41.6% of Attack power) * 3] damage 4 points: [(46.2/41.6% of Attack power) * 4] damage 5 points: [(46.2/41.6% of Attack power) * 5] damage[ 6 points: [(46.2/41.6% of Attack power) * 6] damage][ 7 points: [(46.2/41.6% of Attack power) * 7] damage]
- Resounding Clarity – Echoing Reprimand Animacharges 2 additional combo point.
- Thistle Tea – Restore 100 Energy. Mastery increased by (8 * $mas)% for 6 sec.When your Energy is reduced below 30, drink a Thistle Tea.
- Invigorating Shadowdust – Vanish reduces the remaining cooldown of your other Rogue abilities by 10.0 sec.
- Echoing Reprimand – Deal (346% of Attack power) Physical damage to an enemy, extracting their anima to Animacharge a combo point for 45 sec.Damaging finishing moves that consume the same number of combo points as your Animacharge function as if they consumed 7 combo points.Awards 2 combo point.
- Reverberation – Echoing Reprimand’s damage is increased by 100%.
- Rogue Outlaw 11.0 Class Set 2pc – Your Sinister Strike, Pistol Shot, and Ambush have a 20/35% chance to Ethereal Rampage, dealing 15/30% increased damage as Shadow.
- Rogue Outlaw 11.0 Class Set 4pc – Ethereal Rampage additionally increases the damage of your next Between the Eyes by 6/15%, stacking up to 3/4 times.
- Death Perception – Symbols of Death has 1 additional charge.
- Thistle Tea – Restore 100 Energy. Mastery increased by (8 * $mas)% for 6 sec.When your Energy is reduced below 30, drink a Thistle Tea.
- Supercharger – Outlaw: Roll the Bones supercharges 1 combo point.Damaging finishing moves consume a supercharged combo point to function as if they spent 2 additional combo point. Assassination: Shiv supercharges 1 combo point.Damaging finishing moves consume a supercharged combo point to function as if they spent 2 additional combo point. Subtlety: Symbols of Death supercharges 1 combo point.Damaging finishing moves consume a supercharged combo point to function as if they spent 2 additional combo point.
- Forced Induction – Increase the bonus granted when a damaging finishing move consumes a supercharged combo point by 1.
- Echoing Reprimand – Subtlety: After consuming a supercharged combo point, your next Backstab also strikes the target with an Echoing Reprimand dealing (118% of Attack power) Physical damage. Assassination: After consuming a supercharged combo point, your next Mutilate also strikes the target with an Echoing Reprimand dealing (118% of Attack power) Physical damage. Outlaw: After consuming a supercharged combo point, your next Sinister Strike also strikes the target with an Echoing Reprimand dealing (118% of Attack power) Physical damage.
Shaman
- Stormkeeper – Charge yourself with lightning, causing your next 2 Lightning Bolts to deal 150% more damage, and also causes your next 2 Lightning Bolts or Chain Lightnings to be instant cast and trigger an Elemental Overload on every target.
- Thorim’s Invocation
[Ascendance: Reduces the cooldown of Ascendance by 60 sec], and increases the damage of Lightning Bolt and Chain Lightning by 20%.While Ascendance is active, Windstrike automatically consumes up to 5 Maelstrom Weapon stacks to discharge a Lightning Bolt or Chain Lightning at 100% effectiveness at your enemy, whichever you most recently used.
Increases the damage of Lightning Bolt and Chain Lightning by 20% [Ascendance: and reduces the cooldown of Ascendance by 60 sec / , reduces the cooldown of Ascendance by 60 sec, and causes Deeply Rooted Elements to last 2 sec longer].While Ascendance is active, Windstrike automatically consumes up to 5 Maelstrom Weapon stacks to discharge a Lightning Bolt or Chain Lightning at 100% effectiveness at your enemy, whichever you most recently used. - Shaman Enhancement 11.0 Class Set 2pc – Stormstrike, Lava Lash, Ice Strike, and Crash Lightning deal 6/10% increased damage.
- Ice Strike – Whenever you spend Maelstrom Weapon, your Frost Shock has a chance to become Ice Strike.Ice StrikeStrike your target with an icy blade, dealing (142.83% of Attack power) Frost damage and snaring them by 50% for 6 sec.Ice Strike increases the damage of your next Frost Shock by 100%[Swirling Maelstrom: and generates 1 stack of Maelstrom Weapon].This ability has a 40 yard range.
- Lightning Conduit – You have a chance to get struck by lightning, increasing your movement speed by 50% for 5 sec. The effectiveness is increased to 100% in outdoor areas.You call down a Thunderstorm when you Reincarnate.
- Herald of the Storms – Casting Lightning Bolt or Chain Lightning reduces the cooldown of Stormkeeper by 2.0 sec.
- Erupting Lava – Increases the duration of Flame Shock by 6 sec and its damage by 25%.Lava Burst consumes up to 3 sec of Flame Shock, instantly dealing that damage. Lava Burst overloads benefit at 50% effectiveness.
- Charged Conduit – Increases the duration of Lightning Rod by 4 sec and its damage bonus by 25%.
- Earthshatter – Increases Earth Shock and Earthquake damage by 8% and the stat bonuses granted by Elemental Blast by 25%.
- Flowing Spirits – Your damaging abilities have a chance to summon a Feral Spirit for 8 sec.
- Molten Thunder – The cooldown of Sundering is reduced by 10 sec but it can no longer Incapacitate. Stormsurge has a small chance to also reset the cooldown of Sundering.
- Voltaic Blaze – Lightning Bolt and Chain Lightning has a 18% chance to make your next Flame Shock become Voltaic Blaze.Voltaic BlazeInstantly shocks the target and 5 nearby enemies with blazing thunder, causing (400% of Spell power) Nature damage and applying Flame Shock.Generates 1 stacks of Maelstrom Weapon.
- Coalescing Water – Chain Heal’s mana cost is reduced by 10% and Chain Heal increases the initial healing of your next Riptide by 75%, stacking up to 2 times.
- Ice Strike – Strike your target with an icy blade, dealing (142.83% of Attack power) Frost damage and snaring them by 50% for 6 sec.Ice Strike increases the damage of your next Frost Shock by 100%[Swirling Maelstrom: and generates 1 stack of Maelstrom Weapon].
- Unrelenting Storms – When Crash Lightning hits only 1 target, it activates Windfury Weapon and its cooldown is reduced by 40%.
Warlock
- Summon Infernal – Summons an Infernal from the Twisting Nether, impacting for (60% of Spell power) Fire damage and stunning all enemies in the area for 2 sec.The Infernal will serve you for 30 sec, dealing [(55% of Spell power) * (105/111) / 100] damage to all nearby enemies every 2 sec and generating 1 Soul Shard Fragment every 1 sec.
- Channel Demonfire – Launches 15 bolts of felfire over 3 sec at random targets afflicted by your Immolate within 40 yds. Each bolt deals (28.1107/39.355% of Spell power) Fire damage to the target and (13.9755/19.5657% of Spell power) Fire damage to nearby enemies.
- Demonbolt – Send the fiery soul of a fallen demon at the enemy, causing (204.104/244.925% of Spell power) Shadowflame damage.[ Demonology: Generates 2 Soul Shards.]
- Unstable Affliction – Afflicts one target with (355.11% of Spell power) Shadow damage over 16 sec. If dispelled, deals [(44.3888% of Spell power) * 2758/3447 / 100] damage to the dispeller and silences them for 4 sec.[ Affliction: Generates 1 Soul Shard if the target dies while afflicted.]
- Avatar of Destruction – When Chaos Bolt or Rain of Fire consumes a charge of Ritual of Ruin, you summon a Blasphemy for 8 sec. Blasphemy Summons a Blasphemy from the Twisting Nether, impacting for (60% of Spell power) Fire damage and stunning all enemies in the area for 2 sec. The Blasphemy will serve you for 8 sec, dealing [(55% of Spell power) * 105/111 / 100] damage to all nearby enemies every 2 sec and generating 1 Soul Shard Fragment every 1 sec.
- Dimensional Rift – Rips a hole in time and space, opening a random portal that damages your target: Shadowy Tear Deals [(75.348/105.487% of Spell power) * 7] Shadow damage over 14 sec. Unstable Tear Deals [(18.837/26.3718% of Spell power) * 24] Chaos damage over 6 sec.Chaos TearFires a Chaos Bolt, dealing (233.22/326.508% of Spell power) Chaos damage. This Chaos Bolt always critically strikes and your critical strike chance increases its damage.Generates 3 Soul Shard Fragments.
- Demoniac – Grants access to the following abilities: Demonbolt: Send the fiery soul of a fallen demon at the enemy, causing (204.104/244.925% of Spell power) Shadowflame damage.[ Demonology: Generates 2 Soul Shards.] Demonic Core: When your Wild Imps expend all of their energy or are imploded, you have a 10% chance to absorb their life essence, granting you a stack of Demonic Core. When your summoned Dreadstalkers fade away, you have a 50% chance to absorb their life essence, granting you a stack of Demonic Core. Demonic Core reduces the cast time of Demonbolt by 100%. Maximum 4 stacks.
- Pact of the Ered’ruin – When Doom expires, you have a chance to summon a Doomguard that casts 5 Doom Bolts before departing. Each Doom Bolt deals (149.089/216.179% of Spell power) Shadow damage.
Warrior
- Bladestorm – Arms; Become an unstoppable storm of destructive force, striking all nearby enemies for [7 * (155.295/139.766% of Attack power)%] Physical damage over 6 sec. Deals reduced damage beyond 8 targets.You are immune to movement impairing and loss of control effects, but can use defensive abilities and can avoid attacks. Fury: Become an unstoppable storm of destructive force, striking all nearby enemies for [7 * (155.295/139.766% of Attack power)%] Physical damage over 6 sec. Deals reduced damage beyond 8 targets.You are immune to movement impairing and loss of control effects, but can use defensive abilities and can avoid attacks. Generates 10 Rage each time you deal damage.
- Odyn’s Fury – Unleashes your power, dealing [(143.693/122.139% of Attack power)% + (143.693/122.139% of Attack power)% + (143.693/122.139% of Attack power)% + (143.693/122.139% of Attack power)%] Physical damage and an additional (167.79/142.622% of Attack power) Physical damage over 4 sec to all enemies within 12 yards. Deals reduced damage beyond 8 targets.Generates 15 Rage.
- Mountain of Muscle and Scars – You deal 4/5% more damage and take 2.5% less damage.Size increased by 5%.
- Lightning Strikes – Fury: Damaging enemies with Thunder Clap, Raging Blow, or Execute has a 25% chance to also strike one with a lightning bolt, dealing (78/82.68% of Attack power) Nature damage.Lightning Strikes occur 30% more often during Avatar. ProtectionDamaging enemies with Thunder Clap, Revenge, or Execute has a 25% chance to also strike one with a lightning bolt, dealing (78/82.68% of Attack power) Nature damage. Lightning Strikes occur 30% more often during Avatar.
- Ground Current – Lightning Strikes also deal (22.5/23.85% of Attack power) to enemies near their target. Damage reduced beyond 5 targets.
- Demolish – Unleash a series of precise and powerful strikes against your target, dealing [(185.614/222.737% of Attack power) + (185.614/222.737% of Attack power) + (742.456% of Attack power)] damage to it, and (742.456% of Attack power) damage to enemies within 8 yds of it. Deals reduced damage beyond 8 targets.While channeling Demolish, you take 10% less damage and are immune to stuns, knockbacks, and forced movement effects.You can block, parry, dodge, and use certain defensive abilities while channeling Demolish.
- Strength of the Mountain – Fury: Shield Slam damage increased by 10%.Bloodthirst and Rampage damage increased by 15/20%. Protection: Shield Slam damage increased by 10%.Demoralizing Shout reduces damage enemies deal to you by an additional 5%.