---
title: 'HUGE Nerfs For DPS Cooldowns & Major Class Reworks In Patch 12.1'
source: 'https://youtube.com/watch?v=dDw0QTExGTM'
video_id: 'dDw0QTExGTM'
date: 2026-07-01
duration_sec: 2259
---

# HUGE Nerfs For DPS Cooldowns & Major Class Reworks In Patch 12.1

> Source: [HUGE Nerfs For DPS Cooldowns & Major Class Reworks In Patch 12.1](https://youtube.com/watch?v=dDw0QTExGTM)

## Summary



## Transcript

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