[0:00] Hey folks, this is Kalani. Patch 12.1 [0:02] was just revealed and it includes a [0:04] massive round of class changes, buffs, [0:07] and nerfs with a handful of classes or [0:09] specs getting completely reworked. Some [0:12] of those reworks are for classes that [0:13] have already been reworked multiple [0:16] times over the course of season 1, while [0:18] others are finally getting some updates [0:20] after an entire season of stagnation. [0:23] So, we're going to go over all of those [0:24] updates in detail. We also have some [0:27] quick updates for the live game and [0:29] patch 12.0 7 including changes to how [0:32] rare spawns work. The Umbral Champion [0:34] achievement mount has finally been [0:36] revealed and you may be able to gear up [0:38] even faster if you've been holding onto [0:40] your bonus rolls. There's a lot to talk [0:42] about, so let's break it all down in [0:44] this week's WoW news video. Now, before [0:47] we jump in, be sure to hit that like [0:48] button and subscribe so you never miss [0:50] another video. [0:52] Let's kick things off with the huge [0:54] class changes coming in patch 12.1. The [0:57] dev team has a few goals in mind with [0:59] most of these changes. They want to [1:01] reduce the overall throughput of most [1:03] major cooldowns while increasing the [1:05] damage you deal with your standard [1:07] rotation. So, you shouldn't see as many [1:09] big damage spikes when you have your [1:11] cooldowns up, which may be less fun for [1:14] quite a few classes, but your overall [1:16] damage should be more reliable, [1:18] especially for the classes that relied [1:20] heavily on their damage during cooldowns [1:22] to carry that overall throughput. To [1:25] that end, several classes and specs have [1:27] some big changes and a few of them are [1:29] getting completely reworked. [1:32] For Blood Death Knights, Permafrost was [1:34] buffed up to provide a shield for 50% of [1:36] damage dealt up from 40%. Voracious now [1:39] grants 15% leech up from 12%. Relish in [1:43] blood healing was increased by 25% Rapid [1:46] Decomposition increases blood plague [1:48] healing by 85% up from 50%. Sanguinary [1:52] Burst heals you for 18% of damage dealt [1:54] up from 15% and Umbilicus Eternus was [1:58] buffed up to six times damage dealt by [2:00] Blood Plague up from five times. So, a [2:02] lot of buffs to Blood's self-healing and [2:04] sustain. Frost Death Knights only have [2:07] one quick change for Permafrost, so [2:09] that'll grant a shield for 35% of damage [2:11] dealt up from 30%, so not much going on [2:14] for Frost right now, which is the total [2:17] opposite for Unholy DK, who will see a [2:19] lot of changes that reduce the overall [2:22] number of summons that you can control [2:23] at once. Reanimation has been renamed to [2:26] Lord of the Dead and its secondary [2:28] effect has been redesigned so that when [2:30] you control three Mages of the Dead, you [2:33] sacrifice them to summon a Lord of the [2:35] Dead for 15 seconds, which casts [2:38] bouncing frostbolts. So, you reset your [2:40] Mages of the Dead count whenever you [2:41] reach three and you'll get this more [2:43] powerful summon instead. The rank three [2:46] Apex talent was updated to no longer [2:48] give Mages of the Dead a stacking damage [2:50] bonus for Necrotic Coil and Graveyard [2:52] and the effectiveness of Putrify [2:54] activated by Dark Plague has been [2:55] increased to 100%. Soul Reaper has been [2:58] updated to no longer consume charges of [3:00] Putrify and will instead consume up to [3:02] three lesser ghoul stacks to summon them [3:05] instantly. Unholy Aura has been updated [3:07] so Mages of the Dead now grants the [3:09] haste buff on spawn for 15 seconds. Army [3:12] of the Dead has been changed to summon [3:13] or empower lesser ghouls to form an [3:16] unholy army of eight for 30 seconds. [3:19] While active, your Scourge strikes will [3:21] cause your ghouls to do something based [3:23] on nearby enemies. So, I guess in single [3:26] target they use Death Order in order to [3:28] strike your enemy, but in AoE they use [3:30] Epidemic Order and explode for [3:32] additional damage. Menacing Mages now [3:34] also causes your Lord of the Dead's [3:36] frostbolts to chain to extra enemies. [3:39] Lesser ghoul damage has increased by [3:40] 10%. Army of the Dead lesser ghoul [3:42] damage was reduced by 20%. Necrotic Coil [3:46] and Graveyard saw a 20% buff each. [3:49] Commander of the Dead was nerfed down to [3:50] a 10 and 20% damage bonus, down from 15 [3:53] and 30. Ruptured Viscera now deals [3:56] reduced damage beyond five targets. [3:57] Players other than the Death Knight can [3:59] now only see up to three lesser ghouls [4:01] at a time, so they're going to cause a [4:03] lot less business in melee, and they'll [4:06] see the same Permafrost Shield buff. So, [4:08] there's a lot going on here, but all in [4:10] all, you'll have a smaller army of [4:12] undead minions to do your bidding with [4:14] these changes in play. [4:17] Moving on to the Demon Hunters, they'll [4:19] now be able to equip daggers, which is [4:21] really only important for Devourers, so [4:23] they can use intellect daggers moving [4:25] forward. For Devourers specifically, [4:27] they're going to see some huge nerfs to [4:29] void matter damage throughput, and a lot [4:31] of that damage is getting funneled into [4:33] your basic rotation. So, their mastery's [4:35] bonus damage during void matter was [4:37] nerfed by 66%, [4:39] which is kind of crazy, so we may see [4:41] their stat priority shift quite [4:43] dramatically in this next patch as well, [4:46] but then all ability damage was [4:47] increased by 20%. Void Matter now [4:50] increases avoid ray damage by 40%, down [4:52] from 67%. Impending Apocalypse's [4:55] Collapsing Star damage bonus was reduced [4:58] to 20% per cast, down from 30%, and then [5:01] consume damage was increased by 60%, but [5:04] that's not going to affect Devourer. [5:07] It'll be interesting to see how this [5:08] plays out. It should reduce the wide [5:11] swings of potential damage among [5:13] Devourer Demon Hunters, so you should do [5:15] more damage even if you mess up your [5:17] void matters a bit, but then you won't [5:19] have the crazy damage profile when you [5:21] execute them perfectly, which a lot of [5:23] players were really enjoying. [5:26] Havoc has a few changes. The first one [5:29] locks most of their core rotation to [5:31] requiring war glaves, axes, swords, and [5:34] fist weapons. So, even though Demon [5:36] Hunters can now use daggers, Havoc [5:38] actually can't. There's a new talent [5:40] called Never Say Die that increases your [5:42] damage while above 50% health, and [5:44] increases your leech while below 50% [5:46] health. And dash of chaos has been [5:48] removed. For vengeance specifically, [5:51] they also can't use daggers when using [5:53] pretty much any of their main abilities. [5:55] Charred Warblades was buffed up to 5% [5:58] from 4%. Soul Cleave healing and Fel [6:00] Devastation healing were increased by [6:02] 25%. Frailty causes you to heal for 10% [6:05] of damage dealt up from 8%. Feast of [6:08] Souls saw a 25% buff, and Revel in Pain [6:11] causes 6% of your fire damage to shield [6:14] you up from 5%. So, a lot of [6:16] self-sustain buffs for Demon Hunter [6:17] tanks as well. [6:20] Druids are up next with a couple of [6:22] general buffs to get us started. Matted [6:24] Fur absorb was increased by 25% and [6:27] Heart of the Wild empowered Wild Growth [6:29] healing was buffed up by 25% too. For [6:32] Balance Druids, the dev team are trying [6:34] to make Astral Power management more [6:36] impactful. There's a new passive learned [6:38] at level 42 that applies Stellar Flare [6:40] if Moonfire or Sunfire are dispelled. [6:43] Umbral Intensity has been updated to [6:45] increase Wrath and Starfire damage by [6:47] 10% at all times. The rank two Apex [6:50] talent had its damage nerfed, but its [6:52] duration increased. They'll also see a [6:55] blanket damage buff across the board of [6:57] 4%. Star Surge and Starfall damage saw a [7:00] 10% buff on top. And then Rejuvenation, [7:03] Wild Growth, and Regrowth healing all [7:05] got 25% buffs. Celestial Fire was buffed [7:08] up to a 10% damage bonus. Orbit Breaker [7:11] effectiveness was reduced to 50%. Touch [7:14] of the Cosmos chance to trigger was [7:15] reduced for both Wrath and Starfire. [7:18] Total Eclipse chance to trigger was [7:19] buffed up to 15 and 30% up from 10 and [7:22] 20%. Sculpt the Stars and Astral [7:24] Communion swap places in the talent [7:26] tree, and Sculpt the Stars reduces [7:28] Eclipse cooldown by 3 seconds up from 2. [7:31] And then to round out the balance [7:32] changes, Elune's Chosen Lunar Calling [7:34] was nerfed slightly, and a few hero [7:36] talents in the Keeper of the Grove tree [7:38] were nerfed as well. [7:41] Feral Druids have quite a few changes, [7:43] too. Saber Jaws damage bonus was [7:45] increased to 60% per point. Focused [7:47] Frenzy damage bonus was nerfed down to [7:49] 15%. Rip and Tear damage bonus was [7:52] increased up to 20% and Chomp damage saw [7:55] a 30% buff. Apex Predator's craving base [7:58] chance to trigger was reduced down to 4% [8:01] and then Rejuvenation, Wild Growth, and [8:03] Regrowth healing all saw 25% buffs. [8:06] Resto druids are up next and they have a [8:08] bunch of updates. There's a new talent [8:10] that causes Nature's Swiftness to let [8:12] Regrowth apply pretty much all of your [8:14] heal over time effects. Flash of Clarity [8:16] is a new talent that causes Omen of [8:18] Clarity to increase Regrowth healing by [8:20] 40%. Innervate has been redesigned to [8:23] grant 25% of the target's max mana over [8:26] 8 seconds instead of just making spells [8:28] free to cast, which should be far easier [8:30] to make good use of. Abundance has been [8:33] redesigned to have a hard cut off point [8:35] for Rejuvenations. So, at five [8:37] Rejuvenations, Regrowth gets 50% crit [8:40] strike chance and 50% reduced mana cost. [8:43] Tranquility has been updated to grant [8:45] you an absorb shield that also prevents [8:47] knockbacks, so you just root yourself to [8:49] the ground during Tranquility. [8:51] Incarnation: Tree of Life now casts [8:53] Regrowth onto up to three nearby injured [8:56] allies when you initially shapeshift. [8:58] Swiftmend healing is now increased by [8:59] 40% of the consumed heal over time [9:01] effect. And Everbloom rank three's heal [9:04] effect now triggers when you press [9:05] Swiftmend instead of Soul of the Forest. [9:08] Verdant Infusion no longer extends heal [9:10] over time effects. Germination no longer [9:12] increases Rejuvenation's duration. And [9:15] Ysara's Gift now transfers any [9:17] overhealing to a nearby ally. In [9:19] addition to all of that, all spell and [9:22] ability healing was increased by 6% Wild [9:24] Growth healing saw a 20% buff, but its [9:27] mana cost was increased by 15%. Verdancy [9:30] healing was increased by 40%. [9:32] Rejuvenation and Regrowth mana costs [9:34] were reduced by 10%. Lifebloom mana cost [9:37] was cut down by 20%. Passing Seasons [9:40] reduces Nature's Swiftness cooldown by [9:42] three extra seconds. A couple of talents [9:44] were removed and some talents have [9:46] shifted around in the talent tree. So, a [9:48] lot of changes for Restoration Druid as [9:51] we head into patch 12.1. [9:54] And then we round out the Druid changes [9:56] with Guardian. Gorey Fur has been [9:58] redesigned so that Iron Fur has a chance [10:01] to make your next Maul, Raze, or Ravage [10:03] free while Maul, Raze, and Ravage have a [10:06] chance to make your next Iron Fur free. [10:08] The Apex talent have been redesigned to [10:10] give you a chance to summon a Guardian [10:12] spirit whenever you spend range. The [10:14] spirits reset the cooldown on Thrash and [10:16] Mangle and when you use Berserk or [10:18] Incarn, your next two Mauls are [10:21] guaranteed to spawn a spirit. Hopefully, [10:23] this makes the Apex talent worth taking [10:25] in most cases, unlike the original [10:28] iteration. Brambles Absorb was increased [10:30] by 25% after the Wildfire healing was [10:33] buffed by 25%. Ursoc's Fury was buffed [10:36] up to 35% of Thrash and Maul damage. [10:39] Elune's Favored heals you for 18% of [10:41] Arcane damage dealt up from 15%. Lunar [10:44] Beam healing was increased by 25% and [10:47] Lunation reduces a Lunar Beam's cooldown [10:49] by a flat 20 seconds instead of 3 [10:52] seconds per Arcane ability. Elune's [10:54] Chosen Boundless Moonlight also saw a [10:56] buff that now causes you to leech 12% of [10:59] damage dealt up from 10%. So, a lot of [11:02] buffs for self-sustain and absorb [11:04] shields and hopefully an actually useful [11:07] Apex talent moving forward. [11:10] Evokers are up next and Augmentation [11:12] only has a couple of changes. Upheavals [11:14] cast by duplicates no longer knock [11:16] enemies into the air, which means less [11:19] free knock-ups but also more reliable [11:21] knock-ups. Living Flame healing, Verdant [11:23] Embrace healing, and Emerald Blossom [11:25] healing were all increased by 25% so [11:28] they do seem to want to up the healing [11:30] potential of hybrid specs across the [11:32] board by the looks of things. And then [11:34] for Chronowarden, the additional stats [11:36] from Ebonmight crits now last for 15 [11:38] seconds, modified by mastery, instead of [11:40] the entire Ebonmight duration. For [11:43] Devastation, the rank three Apex talent [11:45] is being redesigned to give you a new [11:47] spell, Unbound Flame, that you can cast [11:49] up to four times before Dragon Rage [11:51] finishes its cooldown. That spell deals [11:54] AoE damage and grants one Essence Burst. [11:57] Tyranny has been updated to now work [11:58] with Unbound Flame, so it always [12:00] benefits from your max mastery bonus. [12:02] Living Flame, Verdant Embrace, and [12:04] Emerald Blossom healing were all buffed, [12:06] and Risen Fury has been removed. And [12:08] then for Preservation, Morithus's [12:10] Blessing has been updated to increase [12:12] Dream Breath healing by 60%, down from [12:14] 250%, [12:16] but the bonus now applies to the heal [12:18] over time portion of the spell as well. [12:21] Font of Magic has been updated to reduce [12:23] the empower time of Dream Breath and [12:24] Fire Breath by 20%. Dream Breath instant [12:27] healing saw a 50% nerf, but its periodic [12:31] healing was increased by 118%. [12:33] So, that should offer you a stronger [12:35] heal over time option instead. And then [12:37] Temporal Barrier absorption was [12:39] increased by 30%. [12:42] Then we come to the Hunters, and they're [12:44] starting out strong with a ranged auto [12:46] shot damage buff of 600%. [12:49] So, that should do more than just tickle [12:51] your target now. And then Hunter's Mark [12:53] can now be applied to up to five targets [12:55] at a time instead of one, which lets you [12:58] mark priority adds in rating counters [13:00] without it dropping off the boss. This [13:02] also lets you mark multiple targets in [13:04] dungeon packs, which can actually lead [13:06] you to spending five globals before you [13:08] get to deal any damage. So, hopefully [13:10] something changes here to streamline [13:12] that process. For Dark Ranger, Bleak [13:14] Arrow's damage was a 300% buff, and [13:17] Withering Fire's Black Arrow damage was [13:19] reduced by they'll see a lot of damage [13:21] boosts to help their damage outside [13:25] of Bestial Wrath windows. Heart of the [13:28] Pack was renamed to Razor Sharp and it's [13:30] been redesigned to increase the damage [13:32] of your pets bite, claw, and smack by [13:34] 100%. [13:36] Piercing Fangs now increases the crit [13:37] damage of Kill Command by 15%. Bloody [13:40] Frenzy now reduces Barbed Shot's [13:41] periodic rate increase by 33% instead of [13:44] 50%. [13:45] Kill Cleave was nerfed so only cleaves [13:47] 20% of Kill Command's damage down from [13:50] 40% and then Barbed Shot damage was [13:52] buffed up by 25%. [13:54] Kill Command and Cobra Shot damage saw a [13:56] 20% increase. Beast Cleave's duration [13:58] was extended by 2 seconds. Dire Beast [14:01] summons can now be tracked on the [14:02] cooldown manager and Wild Instincts has [14:04] been removed. So, it should be easier to [14:06] maintain Beast Cleave and a lot of [14:08] abilities will deal more damage [14:10] baseline. [14:12] Marksmanship is one of the specs with [14:14] the larger changes in the new patch, [14:15] mostly due to the previous rework not [14:18] sticking the landing. Explosive Shot has [14:20] been redesigned into a damage over time [14:23] effect that deals AoE damage every time [14:25] it ticks. So, it's more like the old [14:27] survival explosive shot from way back in [14:29] the day. There's a new talent that lets [14:31] you fire explosive shot again right [14:33] away. Multiple talents have been updated [14:35] to extend the duration of explosive shot [14:37] or reduce its cooldown. The rank two [14:39] Apex talent was updated to increase your [14:41] crit strike damage and ranged ability [14:43] damage. And the rank three Apex talent [14:45] now increases the damage of Aimed Shot [14:47] and Rapid Fire instead of just Aimed [14:49] Shot. Bullet Storm has been changed so [14:51] Rapid Fire now increases the damage of [14:53] your next Aimed Shot incendiary [14:55] ammunition now causes Bullet Storm to [14:57] affect your next two Aimed Shots. Death [14:59] Blow has been updated so you know [15:01] exactly when it's going to proc. Aspect [15:03] of the Hydra no longer causes Arcane [15:05] Shot to cleave and then Aimed Shot, [15:07] Rapid Fire, Arcane Shot, Multi-Shot, and [15:10] Kill Shot damage all saw 20% buffs. [15:13] Eagle's Accuracy is now a one point [15:15] talent that increases the damage of [15:17] Aimed Shot by 5% down from 10% and Rapid [15:20] Fire by 10% down from 20%. Focused Aim [15:23] was nerfed to a 1 second cooldown [15:25] reduction Double Tap and Head Shot were [15:27] both removed and Aimed Shot has a new [15:29] icon. It will be interesting to see how [15:32] this damage over time explosive shot [15:34] works and if it helps the spec feel [15:36] smooth and cohesive in the new patch. [15:38] That's not all though, Dark Rangers [15:40] Through the Eyes has been redesigned [15:41] Black Arrow no longer highlights itself [15:43] whenever it's available Black Arrow [15:45] direct damage was cut down by 40% Evan [15:48] Bowstring now causes Black Arrow to have [15:50] a chance to cause your next Aimed Shot [15:52] to grant the Death Blow effect and Dark [15:54] Minion summons can now be tracked on the [15:56] cooldown manager. For Sentinel, Moon's [15:58] Blessing reduces the cooldown of Aimed [16:00] Shot by 1 second down from two. And then [16:03] Survival hasn't been entirely left out [16:05] though it's not quite as exciting as the [16:07] other spec changes. There's a new talent [16:09] that increases the crit chance and crit [16:11] damage of Raptor Strike, Raptor Swipe [16:13] and Kill Command. Primal Surge has moved [16:15] up in the talent tree and Shower of [16:17] Blood has been removed. For Sentinel, [16:20] Lethal Bonds has been updated to give [16:21] auto attacks a high chance to generate [16:23] three focus rather than every attack [16:25] generating one focus and then Scout's [16:28] Vigil no longer increases stealth [16:29] detection radius while using camouflage. [16:32] Very exciting changes indeed. [16:35] Moving on we have the mages who will see [16:37] some decent survivability buffs. There's [16:40] a new talent that reduces AoE damage [16:41] taken by 4% which is always going to be [16:44] nice. Improved Prismatic Barrier has [16:46] been updated to grant an additional [16:48] charge of your shields so both Arcane [16:50] and Fire that extra charge now and then [16:52] Temporal Re-alignment now immediately [16:55] heals 20% of your health and 30% extra [16:58] over 6 seconds. There are also a lot of [17:00] updates for Sunfury will only have three [17:02] orbs now but you can buff those three [17:04] orbs instead of just being able to get a [17:06] couple extra. Mana Cascade is now [17:08] uncapped and several hero talents that [17:10] grant the buff have been updated. For [17:13] Arcane, their apex talent is being [17:15] redesigned into Prismatic Bolt. Arcane [17:18] Barrage has a chance per Arcane Salvo [17:20] stack consumed to trigger prismatic [17:23] bolt, which deals damage to your target [17:25] and nearby enemies and generates four [17:27] Arcane charges. Arcane Pulse has been [17:29] changed to now have a cooldown, a larger [17:31] radius, and generate one charge per [17:33] target hit. Expanded Mind causes [17:36] prismatic bolt to grant four stacks of [17:38] Arcane Salvo. A few talents no longer [17:40] interact with Arcane Pulse, and Touch of [17:42] the Archmage has been removed. [17:45] Fire has a few updates, too. Pyroblast [17:47] damage and Flame Strike damage saw 15% [17:50] buffs, and the Apex talent has been [17:51] adjusted so that rank one increases fire [17:54] damage by 2% for 8 seconds, down from 4% [17:57] for 12 seconds. Rank two now increases [17:59] fire damage by 5 and 10%, up from 3 and [18:02] 6%, and rank three's chance to trigger [18:04] during Combustion was reduced. And then [18:07] we come to Frost, who no longer get the [18:09] extra charge of Ice Barrier all by [18:11] themselves, as that's now a baseline [18:13] function. They'll see a 4% damage boost [18:15] across the board, but their rank two [18:17] Apex talent spell damage bonus was cut [18:20] in half. [18:22] Monks are up next with a couple of [18:23] general changes. Chi Transfer now causes [18:26] Touch of Death to heal you for 60% of [18:28] damage dealt, up from 50%, and Vigorous [18:31] Expulsion increases Expel Harm's healing [18:33] by 6%, up from 5%. For Brewmaster, [18:36] stagger reduction from staggering [18:38] strikes was increased by 25%. Spirit of [18:40] the Ox chance to generate a healing [18:42] sphere was increased by 20%. Celestial [18:44] Brew and Celestial Fusion absorbs were [18:46] increased by 25%. [18:48] Awakening Spirit's max absorb value saw [18:50] a 25% buff. Vital Flame heals for 50% of [18:54] damage dealt, up from 40%, and a few [18:56] more buffs were added into the cooldown [18:58] manager. [18:59] For Mistweaver, there's a new talent [19:01] that increases Soothing Mist's healing [19:03] by 300%, but increases its mana cost as [19:06] well. They'll see a 3% nerf to all [19:08] healing done, a 50% boost to their [19:11] mastery, a 15% nerf to spinning crane [19:14] kick damage, way of the crane now [19:16] transfers 280% of damage done down from [19:18] 340% and then Jade Fire Teachings now [19:21] increases ancient teachings transfer [19:23] amount by 320% [19:26] up from 270%. [19:28] So, some give and take for the [19:29] Mistweaver so far in patch 12.1. [19:32] Windwalkers haven't been left out. [19:34] They'll see a 30% damage boost to auto [19:36] attacks and Zenit Storm damage. Blackout [19:39] kick damage is up 50%. Tiger Palm saw a [19:41] huge 200% damage buff and duel threat [19:44] damage was increased by 30%. Weapon of [19:47] Wind was nerfed down to a 5% bonus and [19:49] Tiger Eye Brew's crit strike damage [19:51] bonus was cut down to 5 and 10% down [19:54] from 10 and 20% and then Vivify healing [19:57] saw a 25% buff. For Conduit of the [19:59] Celestials, Celestial Conduit damage [20:02] will see a 25% nerf and Temple Training [20:05] increases the damage of Fist of Fury and [20:07] Spinning Crane Kick by 30% up from 10%. [20:10] So, a lot of damage boosts for your main [20:12] rotational abilities to look forward to. [20:16] Paladins have a lot of changes to look [20:17] forward to as well. Golden Path, [20:19] Lightforged Blessing, Brought to Light, [20:21] and Lights Myth Right of Adoration [20:24] healing were all increased by 25%. [20:27] For protection, they're going to see [20:28] some big buffs. There's a new talent [20:30] that lets Word of Glory's overhealing to [20:32] be applied as an absorb shield, so you [20:34] could potentially end up with some big [20:36] bubbles as a prop paladin. Improved [20:39] Ardent Defender now increases max health [20:40] by 20% while active and no longer [20:43] cancels the remaining duration if you [20:45] take fatal damage. Seal of Reprisal now [20:47] causes Blessed Hammer to reduce enemy [20:49] damage taken by 10% for 8 seconds. [20:51] Master was updated, so after you cast a [20:54] Holy Armament, your Crusader Strike or [20:56] replacement ability will bestow a lesser [20:58] version to a nearby ally. And then we [21:00] have some huge damage buffs and nerfs. [21:03] Judgment and Consecration damage are up [21:05] 100%. Shield of the righteous is getting [21:08] a 150% [21:09] buff. Hammer of the righteous primary [21:11] damage is up 50%. Avenging wrath now [21:14] increases damage, healing, and crit [21:16] strike chance by 10% baseline. Avenger [21:18] shield is getting a 30% buff, and lesser [21:21] weapon damage was increased by 50%. [21:23] Hammer of light and Imperium hammer [21:25] damage will catch a 33% nerf. Divine [21:28] exaction's divine toll effectiveness was [21:30] cut down to 80% from 150% and sentinel's [21:34] duration was increased up to 20 seconds. [21:37] Undying embers was buffed up to 125%. [21:40] Bulwark of order absorb shield was [21:42] increased to 75% of damage done. Solace [21:45] causes consecration to heal you for 375% [21:48] of the damage it deals, which will be [21:50] buffed even further by the consecration [21:52] damage buff from earlier. Glory of the [21:54] vanguard now deals damage as a [21:56] percentage of Avenger shield initial [21:58] damage. Sentinel has been moved, and it [22:00] now inherits the crit strike bonus of [22:02] Avenging wrath, and sanctified wrath has [22:05] been removed. So, you no longer have to [22:07] choose between sanctified wrath and [22:08] sentinel. You'll have way more damage [22:10] baseline and more self-sustain on top of [22:13] everything else. So, there's some huge [22:14] changes for prop paladins in this patch. [22:18] That's not all though, retribution also [22:20] has some pretty significant changes. The [22:22] apex talent was updated to let art of [22:24] war and righteous cause stack twice, so [22:27] you don't have to worry about spending [22:28] those quite as quickly, and you'll lose [22:30] fewer procs. Art of war now increases [22:32] blade of justice's damage by 80% down [22:35] from 150%, so that's a pretty big nerf. [22:38] But then blade of justice base damage is [22:40] being increased by 40%. Final verdict [22:43] and divine storm damage will see 15% [22:45] buffs. Avenging wrath damage bonus and [22:47] crit strike chance bonus were reduced [22:49] down to 15%, but then Templar strike, [22:52] Templar slash, judgement, and hammer of [22:54] wrath will all see 50% buffs. Divine [22:57] toll's judgement now deals 50% increased [22:59] damage down from 100%, and the rank [23:01] three Apex talent saw a 25% damage [23:04] nerve. Flash of light, word of glory, [23:06] and eternal flame healing were all [23:07] increased by 25%. Art of war no longer [23:10] activates from additional sky fury [23:12] attacks. Crusading strikes now increases [23:14] auto attack speed by 15% instead of [23:17] decreasing it by 20%. So, that's going [23:20] to be pretty huge. And then, execution [23:22] sentence area of effect radius was [23:23] increased. Then, there are some quick [23:25] changes to Templar. Hammer of light [23:27] damage saw a 30% nerve, but it now only [23:30] costs three holy power down from five. [23:33] So, that's going to be interesting to [23:34] get used to, but we have a lot of [23:36] changes for retribution, which should [23:38] lead to smoother damage overall, less [23:40] burst damage from cool downs, and the [23:42] Apex talent will be a bit easier to use. [23:46] Then, we come to the priests, starting [23:48] with discipline. There's a new talent [23:49] that increases the healing of shadow [23:51] mend and lets it apply a longer [23:53] atonement effect. Flash heal will just [23:55] now passively be shadow mend. Mind blast [23:58] now always upgrades your next power word [24:00] shield into void shield, but void shield [24:02] now reflects 15% of damage taken down [24:04] from 25%. Your Apex talent can now [24:07] accumulate up to two charges, which [24:09] sounds quite powerful. Flash healing [24:11] will see a 25% buff. Smite damage is [24:14] increased by 40% inescapable torment [24:17] damage was nerfed by 30%. Penance no [24:19] longer applies atonement when cast on an [24:21] ally, and greater smite is now a one [24:23] point talent. For Oracle, unfolding [24:26] vision has been redesigned. Void [24:27] weaver's void blast damage is increased [24:29] by 25%. Void wraith damage was buffed by [24:32] 30%, and void infusion now increases [24:35] atonement healing from void blast and [24:37] penance by 75% while your rift is [24:39] active, up from 50%. [24:42] Now, holy doesn't have too much going on [24:44] so far in the patch. It does see a [24:45] slight change to resonant energy in the [24:47] Archon hero talent tree, and divine hymn [24:50] has been updated to grant guardian [24:51] spirit while you channel it. So, at [24:53] least you shouldn't die quite as often [24:55] while trying to keep everyone else [24:56] alive. It's interesting that druids get [24:59] an absorb shield and knockback immunity [25:02] while priests get a lethal damage [25:03] protection spell. I'd probably prefer [25:06] the druid tranquility change, but what [25:08] do you think will be more valuable? Let [25:10] me know in the comments section below. [25:12] And then shadow has quite a few changes [25:14] coming their way. There's a new talent [25:16] that causes shadowy apparitions to [25:18] explode when they reach their target, [25:20] which sounds really cool. Improved void [25:22] form now causes void form to increase [25:24] your spell damage and grant two [25:25] additional uses of void volley. Ancient [25:28] madness has been redesigned to give you [25:29] stacks of a haste buff that linger after [25:31] void form ends, and you can only use [25:33] void volley a certain number of times in [25:35] during each void form. And then power [25:38] word shield saw a 25% buff. There are [25:40] also a couple of quick changes for the [25:42] Arcan hero talent tree, so you won't be [25:44] quite as reliant on psychic link for [25:46] your cleave and AoE damage, and [25:48] exploding spirits sounds really fun. [25:52] Now, rogues actually have quite a few [25:53] updates in this patch, which may [25:55] surprise many of the rogues out there. [25:57] Thistle Tea is now a choice talent [25:59] letting you choose between it [26:00] automatically activating at low energy [26:03] or giving you an ability you can cast [26:04] actively. Atrophic Poison now reduces [26:07] damage dealt by 4% up from 3% and its [26:10] duration was increased to 60 seconds up [26:12] from 10. For Fate Bound, Deal Fate now [26:14] has a 60% chance to grant an extra combo [26:17] point when you Seal Fate down from 100%. [26:20] For assassination, there's a new talent [26:22] that increases Envenom damage but [26:23] reduces its duration. Your rank one apex [26:26] talent has been updated to increase [26:28] Envenom damage and restore energy for [26:30] each combo point spent. Internal [26:31] bleeding now triggers from casting [26:33] kidney shot and rupture rather than also [26:35] being applied when copying ruptures with [26:37] Crimson Tempest. Iron Wire now causes [26:40] garrote from stealth to silence targets [26:42] for 5 seconds. Dashing scoundrel was [26:44] buffed up to a 10% crit chance bonus. [26:46] They'll see a 3% damage boost across the [26:49] board. Death Mark was reduced to a 75% [26:52] damage boost. Kingsbane damage to a 15% [26:54] nerf. Shrouded Suffocation got buffed up [26:57] to 30%. Avulsion increases rupture [26:59] damage by 25%. Motivated Murderer energy [27:03] was increased to 30% and Rapid [27:05] Injection's damage bonus was buffed up [27:06] to 20 and 40%. [27:08] Venomous Wounds generates more energy [27:10] when multiple targets are affected by [27:12] your bleeds. Blindside's chance to [27:14] trigger was reduced to 10 and 20%. [27:16] Deadly Momentum was removed and several [27:18] talents have shifted around in the [27:20] talent tree. [27:22] For Outlaw, improved Between the Eyes [27:24] was reduced to 2.5 times normal damage [27:26] down from three times. Fast Action has [27:28] been updated to reduce the cooldown of [27:30] Between the Eyes by 8 seconds up from [27:32] five and increases the damage bonus from [27:34] each stack by 1%. Killing Spree damage [27:37] was increased by 60%. [27:39] Heavy Hitter was buffed up to a 15 and [27:41] 30% bonus. Zero In value per stack was [27:44] reduced to 2%. Hidden Opportunities [27:46] chance for Ambush to grant opportunity [27:48] was increased to 100% of the chance for [27:50] Sinister Strike's chance. And then there [27:53] are new connections in the talent tree [27:54] to help you pick and choose talents more [27:56] freely. And then for Sub Rogues, [27:58] Relentless Strikes was nerfed down to [27:59] four energy per combo point spent. [28:01] Shadow Craft no longer stores one [28:03] additional combo point, but the [28:04] frequency bonus from auto attacks was [28:06] almost doubled. Lingering Shadow now [28:09] also applies to Shuriken Storm and your [28:11] Apex talent now considers the total [28:13] damage of Secret Technique instead of [28:15] only the initial hit. [28:17] Moving on, we have the Shamans. For [28:19] Elemental, Chain Lightning now hits up [28:21] to five targets up from three. Lava [28:23] Burst now also increases damage by a [28:25] percent equal to your crit strike [28:27] chance. For Elemental, a lot of damage [28:30] has been taken out of your Ascendant's [28:32] windows and put into your standard [28:33] rotation. Power of the Maelstrom now [28:35] gives a Lightning Bolt and Chain [28:37] Lightning a chance to cause your next [28:38] Lava Burst to deal 20% increased damage [28:41] stacking up to two times and Lava Burst [28:44] consumes one stack at a time. [28:46] Stormkeeper now affects your next two [28:47] lightning bolts or two chain lightnings [28:49] and they cause an elemental overload on [28:51] all targets hit. Lava burst and [28:53] lightning bolt damage will both by 30%. [28:56] Chain lightning and flame shock damage [28:57] up 60%. Tempest direct damage is buffed [29:00] by 20% and then healing surge, earth [29:03] shield and healing stream totem also a [29:05] 25% boost to their healing. Ascendance [29:08] now increases the damage of over mental [29:10] overload by 30% down from 75%. [29:14] Bonus lava bursts when activating and [29:16] are 50% of their normal value down from [29:18] 100% and molten wrath now increases the [29:21] damage of lava burst by 10% down from [29:23] 15%. The apex talent rank one now [29:26] increases elemental overload damage by [29:27] 10% down from 35% but now also increases [29:31] elemental damage by 10%. The rank two [29:34] was nerfed down to a 15 and 30% bonus to [29:36] crit damage down from 25 and 50% and [29:39] elemental blast casts from fusion of the [29:41] elements now only grants 40% of the [29:43] normal duration of your stats above down [29:45] from 100% and then for storm ringer [29:48] supercharge now causes lightning bolt, [29:50] chain lightning and tempest overloads to [29:52] deal 10% additional damage. So [29:54] ascendance might not be quite as fun to [29:57] push but your damage profile should be [29:59] smoother overall. Now enhancement [30:02] doesn't really have much going on they [30:03] just get the hybrid heal boosts to [30:05] healing surge, earth shield and healing [30:07] stream totem and then resto has been [30:09] more or less left out too. Healing rain [30:11] now has a 12 second cool down and 18 [30:14] second duration so you can move it [30:16] around easier. That's all for now. [30:19] Warlocks are up next and I'm very [30:21] surprised to say they have the least [30:23] changes out of any class so far in patch [30:26] 12.1. Hell callers blackened soul and [30:29] mark of perathon have been redesigned [30:31] and destructions conflagration of chaos [30:33] now causes conflagrate and shadow burn [30:35] to always crit and the damage increased [30:37] by your crit chance and that's it. [30:41] And then last but not least we come to [30:42] the warriors. Rend has been given back [30:44] to arms warriors exclusively as an [30:46] ability and will be single target only, [30:48] but cleave will still apply rend to all [30:50] targets hit. Storm of blood causes [30:53] whirlwind to apply rend to all targets [30:55] hit for fury and blood and thunder [30:57] causes thunderclap to apply rend to all [30:59] targets hit for protection. It seems [31:01] like a bit of a weird switch around that [31:04] ultimately doesn't really change [31:05] anything. For arms, ravager has been [31:08] updated to deal more damage. It no [31:10] longer increases cleave or whirlwind [31:12] damage and instead causes all enemies to [31:14] take extra damage from your bleed [31:16] effects for its duration and its [31:17] duration is no longer affected by haste. [31:20] Bloodletting has been updated to give [31:22] you extra crit chance against targets [31:24] affected by rend and mortal strike [31:26] inflicts rend on targets below 35% [31:29] health. Broad strokes has been updated [31:31] so colossus smash now grants six stacks [31:33] of sweeping strikes or news and a couple [31:35] talents have shifted around in the [31:37] talent tree. For colossus, tide of [31:39] battle increases the damage of and [31:41] execute instead of just overpower. [31:44] Demolish's cool down was reduced to 30 [31:45] seconds baseline, but dominant of the [31:47] colossus no longer reduces the cool down [31:50] of demolish. For fury warrior, whirlwind [31:53] has been updated to now generate three [31:55] rage. Improved whirlwind now just [31:57] increases rage generated per target hit [31:59] and there's a new talent that increases [32:01] whirlwind's damage when it only hits one [32:03] target. Rampaging ruin has been [32:05] redesigned to deal AoE damage when [32:06] improved whirlwind is active and hack [32:08] and slash was updated to give rampage a [32:10] 75% chance to refund a charge of raging [32:13] blow and increase the damage of your [32:15] next raging blow by 20%. For mountain [32:18] thing, thunder blast damage is buffed by [32:19] 40% but crashing thunder's damage boost [32:22] was nerfed down to 10%. And then we come [32:25] to protection warriors. Devastating [32:27] focus has been updated to also increase [32:29] the damage of execute. Blood born now [32:31] increases all bleed damage. Fueled by [32:33] violence was buffed up to 125%. [32:36] Ignore pain absorb was buffed by 25%. [32:39] Brutal vitality at 10% of damage dealt [32:41] to ignore pain up from 8% and ravager [32:44] will see the same updates that arms [32:46] warrior got. Protection will also get [32:48] all of the changes for both hero talent [32:50] trees that we already went over. [32:53] So as you can see, we have an enormous [32:56] amount of class changes planned for 12.1 [32:59] and this is just the very first build. [33:01] As the PTR unfolds and more builds get [33:03] pushed through, we should see even more [33:05] tweaks and tuning. So if your class [33:07] didn't get much in this first round, [33:09] there's still plenty of time for changes [33:11] to make their way into the patch. What [33:13] do you think of the changes to your [33:15] class and spec from what you've seen so [33:16] far? Let me know what you think in the [33:18] comments section below. [33:21] Now that's all for the class changes [33:22] coming in 12.1 but that only scratches [33:25] the surface of what this new patch has [33:27] to offer. We'll get a whole new zone to [33:29] explore, new seasonal content, massive [33:31] changes to gearing up, raid loot saw [33:34] some big buffs, solo players have more [33:36] content than ever and there are a bunch [33:38] of quality of life updates too. If you [33:40] want to check out the patch in more [33:42] detail, I'll leave a link to our full [33:44] preview video in the comments section [33:46] below. [33:48] Now in other news, we do have a couple [33:49] of important updates for the live game [33:51] in patch 12.0.7. To start with, the [33:54] Umbral Champion mount has finally been [33:56] revealed. This is the mount you can earn [33:58] if you end the season in the top 1% of [34:01] mythic plus players. It's a dark red [34:03] recolor of the mythic mount from [34:05] Kel'Thuzad's freeze mount and it looks [34:07] pretty awesome. I might actually push [34:09] some keys to see how close I can get to [34:11] this reward. If you're ever curious [34:13] about what rating you'd have to reach to [34:15] be in the running, you can pop by [34:17] raider.io and check out their season [34:19] ratings cutoff page. As of writing this [34:22] video, NA realms 1% currently sits just [34:25] under 3,800 rating and EU realms sit at [34:28] just over 3,850 [34:31] rating. That's only going to go up as we [34:33] get closer to the end of the season, so [34:35] you'll probably need to time at least [34:37] every key on plus 20 or thereabouts if [34:39] you want a chance of obtaining this [34:41] shiny new mount. [34:43] If you'd rather spend your time gearing [34:45] up your alts and farming the patch [34:47] 12.0.7 zones, I have some good news for [34:49] you. All rares will now be immune to [34:51] damage for 3 minutes after they spawn, [34:54] giving you plenty of time to cross the [34:56] zone to reach any rare on the map before [34:58] they get absolutely obliterated. With [35:01] rares offering some of the best catch-up [35:02] rewards in the patch, this should make [35:04] gearing up easier and faster for all [35:07] players. [35:08] And then the last little bit of news we [35:10] have for this week is for the new [35:11] Sporfall raid. The mythic version of the [35:14] Rotmire encounter being flexible wasn't [35:16] the only change to mythic difficulty. It [35:19] also doesn't have a standard mythic [35:21] lockout. That means you can go in as [35:23] many times as you want and kill the boss [35:25] over and over and over again to help out [35:27] your friends or guildies. Now, you only [35:29] get one chance at loot for your very [35:31] first kill, so you may be wondering, why [35:34] would anyone even bother? And that's [35:36] where bonus rolls come in. Because you [35:39] can kill the boss repeatedly, you can [35:41] actually roll on the boss as many times [35:43] as you want within a week as long as you [35:45] have the bonus rolls to spend. Using two [35:48] void core bonus rolls guarantees you a [35:50] piece of gear, and with the duplicate [35:52] protection actually working nowadays, [35:54] you won't ever see the same piece twice. [35:57] That means if you have enough bonus [35:59] rolls, you could theoretically get every [36:02] single piece of loot from Rotmire in one [36:04] week, giving you an insane item level [36:07] advantage. And that's what some players [36:09] have been doing. The only problem is [36:12] that this wasn't really available for [36:14] any other mythic boss due to the mythic [36:17] lockout changes, so it wasn't clear if [36:19] this was intended or if those players [36:21] would end up getting rolled back or [36:23] receiving some kind of punishment. But [36:25] the dev team took to the forums to [36:27] confirm that there are no current plans [36:29] to change Sepulcher's loot lockout and [36:32] players are free to use multiple bonus [36:34] rolls on repeated attempts for this [36:36] encounter. So, we have a blue post to [36:38] confirm that you can roll as many times [36:40] as you want to get that shiny 298 gear. [36:44] But that's all of the updates we have so [36:45] far. So, that's it for this week's WoW [36:48] news video. What do you think of the [36:50] huge round of class changes slated for [36:52] patch 12.1? And how do you feel about [36:55] certain specs getting reworked yet [36:57] again? Leave all your thoughts in the [36:59] comments section below. A big thank you [37:01] to all of our supporters over on Patreon [37:02] and to all of our members here on [37:03] YouTube. You can see their names on [37:05] screen. If you're interested in [37:07] supporting the channel, you can find [37:08] links in the description or click the [37:10] join button just below the video. If you [37:12] enjoyed the video or found it useful in [37:13] any way, make sure to subscribe and ring [37:15] the notification bell so you're always [37:16] kept up to date. Thanks for watching, [37:18] folks. Good luck and have fun and as [37:20] always, I will see you next time. [37:38] >> [music]