[00:04] so far, the top blasters on the PTR have just been nerfed. Is your main safe? Do you need to reroll? More details from our local team down in Silvermoon. We are reporting live from the bazaar. Death knights have risen the scourge in [00:19] protest, and the blood elves are revisiting past traumas. Currently, there is nobody watching out for Zeldat's plans, but the good news is specs nobody heard about nor care for have been buffed. You mean evoker? I [00:33] mean evoker. Terrible news. Looks like we are playing Final Fantasy next season. Where did I put my cat ears? [00:48] happening today, so I will be quick and to the point. Story of my life. Frost has received quite a few nerfs as we predicted and mentioned everywhere to everyone getting excited the buff Frost death knight, [01:01] excited the buff Frost death knight, especially on our stream at a follow. All ability damage has been reduced by 10%. Melee damage reduced by 20%. Icy Death Torrent reduced by 35% after it was originally buffed by 100%. I just [01:18] wanted to point out how big of a swing in tuning PTR can have. It's good to because it can tell you what the devs are intending to do with it, especially when it comes to balancing your spec. Remorseless winter damage reduced by 30% [01:33] and obliterate damage reduced by 10% also. Obliterate was already nerfed last week, so this is a bit concerning, but the rest of the tuning seems pretty much expected. And by expected, I just mean that we knew it was going to happen. [01:46] Honestly, my initial thought was that these nerfs might be a bit too big. Luckily, we have new dungeons added to test in mythic plus this week, so by the end, we should know how Frost is looking like. Unholy also got tanked a bit. All [02:01] damage was reduced by 8%. Lord of the Dead damage reduced by 25. Magus of the Dead damage reduced by 15. All lesser ghoul damage reduced by 15%. [02:13] Putrify damage reduced by 15. Necrotic Coil damage reduced by 18%. Pestilence damage reduced by 25%. Infected Claw damage reduced by 25% [02:26] as well. Virulent Plague damage also reduced by 25% as well. Rider of the Apocalypse also received two nerfs in Whitemane's Death Coil and Undead damage Whitemane's Death Coil and Undead damage both reduced by, you guessed it, 25%. [02:40] Once again, tuning is tuning, but I cannot shake the feeling that things can go a bit too far. We are no strangers to specs being absolutely gutted during PTR after being strong for 1 to 2 weeks, then ending up being that bottom of the [02:54] the nerfs. Literally happens every patch. less aggressively. The Vengeance has all of the damage it deals increased by 10% [03:10] after being aggressively nerfed as the PTR released. At the same time, Havoc gets a 5% nerf overall. Honestly, I was hoping for some Vengeance buffs, but maybe we will see tank tuning once all of the dungeons are [03:26] available to be tested all at once, which will probably be in about 2 weeks. [03:38] good news. Balance is getting a flat 3.5% damage boost across the board. Additionally, Moonfire, Sunfire, Shooting Stars, and Wrath have been buffed by 10%. Starfire was buffed by 20%. Umbral intensity now [03:53] was buffed by 20%. Umbral intensity now increases wrath Starfire damage by 12% from the previous 10%. Meteor eyes do 15% more damage. The apex talent Ascendant Eclipse solar bolts and lunar bolts damage was increased by 10%. The [04:08] two-set bonus will also increase the damage of the instant Starfall by 15%. Keeper of the Grove got two buffs as well with Sylvan's beckoning dryad Starfall damage increased by 250% up from the previous 200% and spirit of [04:22] the thicket Starfall damage increased by 18 instead of 12%. Restoration has had 15%. The tier set has been changed slightly as well. Previously, the two-set bonus said that rejuvenation has a 15% chance [04:38] and nature's swiftness has a the 100% chance to grant genesis causing all your heal over time effects to heal for 25% more for 8 seconds. Multiple applications may overlap. Now that genesis healing has been reduced from [04:51] genesis healing has been reduced from 25% to 15%. At the same time, the four-set bonus genesis duration is increased by 4 seconds and gaining genesis grants clear casting has also been reworked to the new four-set making [05:05] nature's swiftness, tranquility, and iron bark give you genesis and the duration of genesis still being increased by 4 seconds as the same time. already giving you genesis in the two-set, but that effect was moved to [05:19] two-set, but that effect was moved to the four-set because the four-set because balance, I guess. leader has been redesigned. Mass disintegrate and mass eruption reduces [05:35] the cooldown of deep breath and breath of Eons respectively by 0.5 seconds and 1 second per target struck. Command squadron's pyre damage is increased by 40%. Maneuverability damage over time increased by 40% as well. Moving to [05:52] time effect makes it so Ebon Might extends already existing double time instead of refreshing it. Preservation is getting more adjustments as well. Inner Flame periodic healing increased will be by 50% instead of 60% to account [06:07] for the buffs that Dream Breath's heal over time. Spiritual clarity will also reduce the cool down of Dream Breath by only 6 seconds instead of 10. The Flame Shaper hero talents received tuning also. Expanded lungs will [06:22] increase Dream Breath's healing by 20% down from 30%. Conduit of Flame increases critical chance by 10% from the 15% previously. Fulminous roar causes Fire Breath and Dream Breath to deal their over time effects 15% more [06:36] deal their over time effects 15% more often down from 20% Fluttering seedlings can now trigger consume flame. Emerald Blossom and seedlings will now prioritize healing targets with the Dream Breath hot on them if you are [06:49] talented into consume flame. And lastly, consume flame heals for 300% of the consume flame heals for 300% of the amount consumed from the previous 200%. [07:03] tuning. Auto shot damage increased by 20%. Cobra Shot damage increased by 30%. Serpentine strikes will increase Cobra Shot crit damage by 20% down from 50. [07:16] Cobra Senses will increase Cobra Shot damage by 10% down from 35. Barbed Shot damage was reduced by 12%. And the four-set now increases Cobra Shot damage against a single target by 15% per stack down from 30%. If you didn't know, the [07:31] four-set bonus makes stomp buff your Cobra Shot to hit as if benefiting from Beast Cleave but at 20% effectiveness in AoE or a single enemy but buffed by 30% which now has been nerfed to 15% this effect would normally stack up to four [07:46] times back leader also got some Cobra shot nerves Hawk Strider increases the Cobra shot damage by 100% from the previous 200% and hoof and blade will increase the bonus Cobra shot damage from the previous Hawk Strider by 25% [08:01] instead of the old 50% all of this was made to move more damage into Baseline Cobra shot and take it away from talents affecting it's overall output on to better news Marksmanship gets auto shots rapid fire and volley damage increased [08:17] rapid fire and volley damage increased by 20% arcane shot was buffed by 15 kill shot by 25 steady shot by 50 and multi shot by whopping 80% black arrow from dark Ranger was also buffed by 25% looks like they might have hit the [08:31] looks like they might have hit the bullseye with Marksmanship still play all damage has been increased by 12% [08:44] if this was any other spec I would have been surprised pyroclasm also last for 20 seconds instead of 15 giving you more time to consume the proc frost mage had an update to the four set bonus previously consuming glacial spike had a [08:58] chance to give you another glacial spike and also buffing shattered damage by 15% now consuming glacial spike has a chance to just give you five icicles over one to just give you five icicles over one second and only buff shatter by 10% it [09:12] also seems this effect will proc on average twice per minute while before it was set to be around once per minute overall this should be a buff at least in terms of gameplay and glacial [music] spike damage [09:37] spinning crane kick was also giving it to Mistweaver. While normally it's supposed to only buff the healing of enveloping mists, vivify, and Shaylin by 6%. So really, no noticeable change [09:50] outside fixing things. For Windwalker, combat wisdom will additionally grant a 5% increase to stamina. Calming presence will reduce the damage taken by 10% instead of the previous 6%. Windwalkers have been [10:05] having serious survivability issues rivaling mages, and these two are clearly aiming to address that problem in season 2. [10:19] Starting with holy paladin, the two set will now increase the effectiveness of infusion of light by 100% instead of 75%. Additionally, all healing done was increased by 8%. Word of glory and [10:33] eternal flame once again buffed by 5% this time. Holy shock healing increased by 10%. Ringing of the heavens cast divine toll at 200% effectiveness, doubled from the previous 100%. Truth prevails will increase healing by 30%. [10:49] Saved by the light absorb increased by 50%. Tyr's devotion will reduce the cool down of lay on hands by 40% buff from the previous 30%. Proc chance for awakening increased to 15 from the previous 10%. Glistening [11:03] radiance absorbs 2% of max health up to 6% previous 1% capped at 5. Overflowing light will transfer 50% of the holy shock healing from the previous 30%. This just makes overhealing more valuable, not that you were supposed to [11:18] aim for it, but as an inevitable effect of combat, it will just have way more practical value than before. Call of the righteous, besides reducing the cool down of your wings, will now also only reduce their duration by 3 [11:31] seconds for a Vengeful Wrath from the previous four and two seconds for a Vengeful Crusader from the previous 2.5 seconds. These changes are meant to incentivize the use of more talent variety, but also [11:45] to increase the level of strength Holy performs at. For Protection Paladin, Guardian of Ancient Kings initial cooldown was increased to 8 seconds. charges of it, you cannot accidentally press the second charge right after the [12:00] first one since now you have the 8 seconds locking you out of accidentally But likely the best thing that happened is the talent positioning being changed once again. Still feels a bit awkward and no idea [12:13] why this keeps happening, but it's happening. At least we are not forcing to lame talents with no value for now. Ah, Ret Paladin, let's see how you get cooked this week. The four set has been [12:26] iterated upon. Now it will make a consuming Divine Purpose grant you Divine Arbiter which will empower your next Holy Spender to unleash the burst of damage at your enemies. Cannot occur while Divine Arbiter is already active [12:39] meaning you cannot stack or munch these procs. You cannot fail this mechanic at choice. It will now just happen passively for you. Just in case it was getting a bit too much to think about two buttons. [12:54] two buttons. Oh my god, did I ever call it? Can we do this? Can we do this? I told you so. Ret Paladins had a meaningful decision someone in the wild team decided it was too much and they were just getting [13:08] headaches and decided to change the whole reason this tier set was fun for me at least by making it entirely passive, entirely unpunishable calling all of these pain points. Well, it was good while it lasted. [13:24] Oh, and all damage was reduced by 6% across the board. Have fun, red across the board. Have fun, red paladins. [13:36] way too much value into the Apex Void Shield, which will now be nerfed by 30%. To compensate, Ultimate Penance damage and healing will be increased by 30%. Greater Smite duration increased to 4 seconds up from the previous two. All [13:52] healing and absorbs have been buffed by 10% and atonement will now transfer 32% damage dealt into healing from the previous 30. At this point, this tuning feels very ping-pongy from the outside looking in. On paper, this sounds great [14:06] and seems to aim at promoting talent and play style diversity, which is always a Holy Priest gets a 10% healing buff across the board. Benediction mana cost reduced by 30% and Apotheosis will reduce the mana cost of Holy Words by [14:22] reduce the mana cost of Holy Words by 70% instead of 50. Shadow gets an 8% damage buff across the board. I'm happy on this one. My red main dream has been murdered, but my shadow dream lives on. For now. [14:41] ability damage being reduced by 8% across the board. This is actually suspiciously low amount of information considering Outlaw received two back-to-back weeks of buffs of certain play styles that haven't been used so [14:55] far. Sub got a new ability rework and assassination a new talent. I foresee assassination a new talent. I foresee more data next week. [15:08] to spell and tier set interactions that are hard to understand, explain, or happening cuz this has been a meme for years. The full article on the changes will also be linked in the description for you to peruse if you are interested. [15:21] with the information. Restoration though gets a 50% damage boost to acid rain, but also makes the damage hit every 2 seconds instead of every 1 second. [15:33] Overall, this changes nothing I believe, but does make each head of acid rain feel more impactful. Also, you are getting a few fixes on healing rain and getting a few fixes on healing rain and acid rain as well. [15:48] tier set where now seed of corruption applies unstable corruption at 20% effectiveness instead of 50% effectiveness, cuz it seems that at 50% people were just using seed as the de facto shard spender in all situations. [16:03] Which admittedly was a gameplay choice not in line with the wild team's design. Not sure how much damage this loses affliction. I would imagine there might be a buff to compensate if so. Death row also received a 10% damage boost across [16:16] also received a 10% damage boost across the board. addressed more directly. The two set will now buff this by making mortal strike and execute half their damage increased by 10% instead of just mortal [16:32] strike with the rest of the effect remaining unchanged. Melee auto attacks have been buffed by 100% as well. Some tuning to slayer and colossus. For colossus, no stranger to pain will buff ignore pain by 30% instead of the [16:46] previous 20% and dominance of the colossus make enemies deal 20% less damage to you when they are affected by demolish instead of the previous 10%. Slayer's dominance will now have a 25% increased chance to trigger slayer [17:01] increased chance to trigger slayer strike instead of the previous 15%. Fury gets some tuning adjustments to blood bath where its initial damage was reduced by 12%, but the bleed increased by 300. I I the intent is to reduce the [17:16] overwhelming strength that Bloodbath has in your rotation over other abilities. Not sure this will do the trick since Bloodbath does several times more damage than Crushing Blow, but at least they are working on it. Protection Warrior [17:30] gets a 100% buff to the foresight bleed damage of Bloody Reprisal and Unyielding will increase the damage reduction bonus of Defensive Stance by an extra 6% from the previous 4%. Further buffing tankiness, Colossus No Stranger to Pain [17:44] gets the Arms treatment where Ignore Pain absorbs is increased by 30% instead of 20%. Practice Strikes makes Shield Slam generate four extra rage from the previous three and Dominance of the Colossus damage reduction increased to [17:58] Colossus damage reduction increased to 20% up from 10% from enemies affected by Demolish. Once again, the same buff as Arms received. Honestly, this week has been crazy with the amount of buffs and nerfs that we've seen so far. Literally, [18:11] every class addressed. Some specs might have slipped under the radar, but it really seems the devs really want everyone to be addressed at least eventually. Until that happens, we already have videos out on multiple [18:25] specs with the most recent being on Guardian Druid with its reworked Apex talents and a bunch of other changes right here.