[0:00] Hey folks, this is Colani. We have some [0:02] big buffs coming through with the next [0:04] weekly reset for some of the most [0:05] underperforming specs in the current [0:07] patch. We also have some huge updates to [0:09] go over from this week's PTR build, [0:11] including a huge nerf to one of the [0:13] fastest leveling methods available right [0:15] now. There are even more big class [0:18] changes to go over and a lot of very [0:20] important updates about how crest [0:22] upgrades are going to work, how dungeons [0:24] will change in season 2, what new [0:26] seasonal rewards we'll be able to pick [0:28] up. We have our first real preview of [0:30] some major new systems. And there are [0:32] some fun updates like hunters finally [0:34] being able to use enchant illusions on [0:36] their ranged weapons. The Midsummer Fire [0:38] Festival event mount will also be much [0:40] easier to pick up thanks to some recent [0:42] hot fixes. There's a lot to talk about, [0:44] so let's break it all down in this [0:46] week's WoW news video. Now, before we [0:48] jump in, be sure to hit up that like [0:49] button and subscribe so you never miss [0:51] another video. Let's kick things off [0:54] with this week's round of class changes, [0:56] buffs, and nerfs. There are a lot of [0:58] blanket buffs to help some of the [0:59] underperforming specs catch up a bit as [1:01] we round out season 1. Balance druids [1:04] will see a 4% damage buff for all of [1:06] their abilities, which is always nice. [1:08] Feral druids have been doing well in [1:09] mythic plus, but not so great in raid, [1:12] so they'll get a 3% damage boost across [1:14] the board. Melee auto attack damage is [1:16] also up 15%, rip damage, saw a 5% buff, [1:19] and then rampant ferocity damage was [1:22] nerfed by 15%. So, a bit of give and [1:24] take for the feral druids this week. And [1:27] then restored will see a huge 15% buff [1:29] to all of their damage done. But their [1:31] bare form thrash damage was reduced by [1:33] 25%. So you won't have to swap to bare [1:36] form quite as often if you want to kick [1:38] out some decent damage as a resto druid [1:40] next week. Devastation evokers join the [1:43] crew with a 3% damage boost across the [1:45] board. Arcane mages also get a 3% buff [1:48] to all of their damage done. Holy [1:50] priests will see some nice buffs to [1:52] their holy words. Both serenity and [1:54] sanctify healing are being increased by [1:56] 20%. And then rest shaman's ekin at the [1:58] end with a 4% increase to all of their [2:01] healing done. So not a crazy list of [2:03] changes for the live service this week, [2:05] but at least some buffs are coming [2:07] through for the specs that are [2:08] struggling a bit. That will hopefully [2:10] help more people achieve their end of [2:12] season goals. All of these changes will [2:14] go live with the next weekly reset, [2:16] which will be June 30th for NA Realms [2:18] and July 1st for EU Realms. Let's move [2:21] on to the class changes that were [2:23] included in this week's 12.1 PTR build. [2:26] For the death knights, frost is going to [2:28] see a lot of updates this week. Pillar [2:30] of frost strength buff was cut down to [2:32] 20% from 30%. Howling blast damage was [2:35] increased by 100%. Empower rune weapon [2:38] and glacial advance damage both saw 30% [2:40] buffs. Icy death torrent, frost fever, [2:43] and remorseless winter all saw huge 100% [2:46] buffs. Frost size damage is up 20% and [2:49] frost strike damage is up 25%. But then [2:52] obliterate damage saw a 25% nerf. Breath [2:55] of Syndraosa is down 20%. Frost Bane [2:58] damage was reduced by 30%. Frostworm's [3:01] fury damage caught a 20% nerf. And then [3:03] perafrost was buffed up by 5%. So just [3:06] like most other classes, a lot of damage [3:09] has been moved from cooldowns and into [3:11] your standard rotational spells. [3:14] For the deathbringer hero talent tree, [3:16] wither away now causes frost fever to [3:17] deal its damage 75% faster, down from [3:20] 100%. Deathly blows now increases frost [3:23] strike damage by 35%, up from 15%. [3:26] Reaper's mark cast and explosion damage [3:28] were reduced by 25% and exterminate [3:30] damage was cut down by 17%. For Rider of [3:33] the Apocalypse, White Mane's unleash [3:35] damage was nerfed by 30%. So, a lot less [3:38] damage coming out of your hero talent [3:40] trees as well. And then unholy has even [3:43] more changes this week. Blight burst now [3:46] causes putrify to extend the duration of [3:48] plagues by 3 seconds down from 4.5 [3:50] seconds. Runic power spenders now extend [3:53] the duration of plagues by 1 second down [3:55] from 1.5. And dread plague now retains [3:58] its extended duration when applied to a [4:00] new target while within 40 yards of the [4:02] death knight. So you won't be able to [4:03] extend your plagues quite as freely. But [4:05] swapping targets with dread plague [4:07] should be much easier with these changes [4:09] in play. [4:11] Demon hunters are up next, and Havoc has [4:13] a few changes this time. Trail of Ruin [4:15] has been updated to be instant damage [4:17] rather than damage over time. Serrated [4:19] Glaes is now a buff on the Demon Hunter [4:21] for 12 seconds rather than a debuff on [4:23] your target. Blind Fury's fury [4:25] generation was cut down to 10 and 20 [4:27] fury per second. And inner demon is now [4:29] a choice node with Chaos Theory instead [4:31] of Chaotic Transformation. For [4:34] Vengeance, Sigil of Chains is going to [4:35] be baseline, so you won't have to spend [4:37] a talent point to pick that up anymore. [4:39] Roaring Fire has moved to where Sigil of [4:41] Chains used to be instead of being a [4:43] choice node with Sigil of Silence. And [4:45] then Sigil of Silence and Feed the Demon [4:47] have swapped positions as well. So [4:49] hopefully you can pick up some key [4:50] talents much easier in 12.1. [4:54] Guardian Druids have some more [4:55] adjustments to their apex talents. The [4:57] bonus rage was moved from rank one to [4:58] rank three. The base chance to proc was [5:00] adjusted to 10%. Spirit rage generation [5:03] was increased to eight. And rank three [5:05] grants one guaranteed spirit and [5:06] increases thrash and mangle damage while [5:08] a spirit is active. Fingers crossed to [5:10] these apex talents end up in a good [5:12] place. So they're an interesting pickup [5:14] for guardian druids moving forward. [5:16] Evokers and monks both got the same kind [5:18] of hybrid healing buffs that many other [5:20] classes got when the PTR first went up. [5:23] So panacea healing, defy fate, and [5:25] molten blood healing all went up 25% for [5:28] evoker. Then Silent Sanctuary and Wind [5:30] Walkers Expel harms saw 25% buffs as [5:33] well. Paladins have a couple of quick [5:36] changes this week. Prod is going to see [5:37] a lot more abilities added into the [5:39] cooldown manager so you can track [5:40] whatever you want much easier. And then [5:42] the rat fourpiece was changed to no [5:44] longer cost the empowered Templars's [5:46] verdicts to be free, but it will empower [5:48] your next two Templar verdicts instead. [5:51] For the shaman's reactive warding [5:53] healing was increased by 25% and [5:55] elemental stormkeeper has changed for [5:58] this patch, but the previous notes [5:59] weren't really clear. Stormkeeper no [6:02] longer causes lightning bolt to generate [6:03] an additional elemental overload, and [6:06] that's pretty much the only change [6:07] there. Now for enhancement, lightning [6:09] bolt and chain lightning damage are up [6:11] 20%. Lava lash, storm strike, and melee [6:14] damage all saw 15% buffs, but then doom [6:17] winds only increases the chance for [6:18] windfury weapon to activate by 50% down [6:20] from 100%. For the hero talent trees, [6:23] Stormbbringer's tempest main target [6:25] damage saw a 10% nerf, and the secondary [6:28] target damage saw a 30% nerf. For [6:30] totemic, surging totem tremor damage [6:32] caught a 15% damage nerf, and surging [6:34] bolts damage was reduced by 10%. And [6:37] then warlocks and warriors saw some [6:39] healing boosts as well. For warlocks, [6:41] drain life and zebra's resilience [6:43] healing are up 25%. And for arms [6:45] warriors, ignore pain absorb was [6:47] increased by 25%. Now, all of these [6:50] updates are for the 12.1 PTR. So, if you [6:52] want to check out the changes and your [6:54] new tier set bonuses, you'll need to hop [6:56] onto the PTR to check them out. [6:59] This PTR build has more than just class [7:01] balance tuning, though. For example, the [7:03] leveling trick that some players were [7:05] using with the earn race has been nerfed [7:07] quite considerably, but it actually [7:09] affects everyone to a lesser degree. In [7:11] 12.1, the baseline experience gained [7:14] from exploring zones has been reduced by [7:16] 60%. So, everyone will get less [7:18] experience from exploring as they level [7:20] up. This impacts the earn more due to [7:23] their wideeyed wonder racial ability, [7:25] which significantly increases experience [7:27] earned from exploring zones. That ratio [7:30] turned out to be quite potent indeed, as [7:32] some players were leveling from 10 to 90 [7:35] in under 3 hours from just exploring [7:38] zones on their earn characters. There's [7:40] even an add-on to make the whole thing [7:42] easier and faster. Some folks were even [7:44] using this trick to level up their alt [7:46] super fast and then just paying for a [7:47] race change so they didn't actually have [7:49] to play as an earn character. It's kind [7:51] of like a cheaper character boost. I [7:54] guess this is probably why they're [7:55] changing exploration experience in the [7:57] first place. So when 12.1 goes live, [8:00] this probably won't be fast enough to be [8:02] worth it anymore. Now, it's not all bad [8:04] news for the earn, though, because this [8:06] will impact one of their racials quite [8:08] significantly. The dev team are [8:09] increasing the effectiveness of the [8:11] well-fed buff gain from ingest minerals [8:13] by 30%. So, an actually useful earn [8:16] ratio is seeing a decent buff. Something [8:19] else to consider is that if you really [8:21] wanted to level up a few alts using the [8:23] earn exploration trick, you'll still be [8:25] able to until this patch goes live. [8:27] These are not hot fixes, which means the [8:30] XP nerfs won't come in until the patch [8:32] hits live servers, which gives you at [8:34] least until August to take advantage of [8:36] the leveling trick before it goes away. [8:39] Personally, I would just wait for the [8:40] turbulent timeways event, but you do [8:42] you. [8:44] Something else that was confirmed this [8:46] week is that upgrading gear will not be [8:48] significantly changing as we head into [8:50] season 2. When the PTR first went up, [8:53] all gear upgrades were using the [8:54] original season 1 design where crest [8:57] costs would increase with each upgrade [8:59] for an item. So, you would spend 10 [9:01] crests on the first item and it would [9:03] increase by 10 for each bump up in item [9:06] level. So, you would actually end up [9:08] spending 50 crests to get an item from [9:10] five of six to six of six. Naturally, [9:13] everyone hated the idea. So, it was [9:15] quickly shot down before the Midnight [9:17] expansion went live. I guess that's why [9:19] it was so surprising to see it pop back [9:21] up in the first week of the PTR for [9:23] patch 12.1. But the dev team [9:25] specifically noted in this week's PTR [9:28] build that the scaling upgrade costs was [9:30] a bug. Gear upgrades will be the exact [9:32] same as they were in season 1 with a [9:34] flat 20 crest cost for each upgrade. So, [9:37] if you were worried about this change [9:38] making its way back into the game, you [9:40] can breathe a sigh of relief. [9:43] Something that will be changing as we [9:45] head into season 2 are dungeons, [9:47] specifically the difficulty load and how [9:50] it's split between the various roles. In [9:52] season 1, tanks and healers bore most of [9:54] the burden with healers arguably having [9:56] the hardest time. For season 2, the dev [9:59] team wants to shift some of that burden [10:00] over to the DPS, who have historically [10:03] had the easiest time in most content [10:06] types. To achieve that, we'll see [10:08] slightly higher creature health pools, a [10:10] larger emphasis on skills like target [10:11] prioritization and damage checks, and [10:14] some abilities trading raw damage [10:15] effects for penalties to damage output [10:17] or mobility. So, if your DPS don't do [10:20] their job and target the right stuff, [10:22] fights will likely take much longer, and [10:24] you'll be at risk of wiping due to a [10:26] lack of damage throughput. That should [10:28] also make the healer's job a bit easier [10:29] if certain abilities aren't throwing out [10:31] huge chunks of damage to your team and [10:33] are instead just reducing damage when [10:35] things go wrong. It's an interesting [10:37] change, and dungeon success should feel [10:39] more evenly shared across the group. But [10:41] only time will tell if this will [10:43] actually do what the dev team intends. [10:46] I'm all for trying new approaches, [10:47] though, and we should expect season 2 [10:49] dungeons to have the same overall [10:50] difficulty as season 1. So, if you [10:52] enjoyed the easy Mythic Plus experience [10:54] at the start of Midnight, season 2 [10:56] should be more of the same. We'll also [10:58] see a change to how cone and line [11:00] attacks are displayed with distinct [11:02] borders that should make it easier to [11:03] tell where these attacks will actually [11:05] hit. This follows the change to circles [11:07] and swirls, which gave them solid [11:09] borders for the exact same reason. And I [11:11] am so happy the dev team are continuing [11:13] to make these spells easy to read and [11:15] judge. You shouldn't ever have to double [11:18] guess whether or not you're going to be [11:19] hit by an ability due to poor visuals. [11:22] So, this looks like a great next step [11:24] forward. [11:26] A lot of the new season rewards were [11:27] also included in this build, including [11:29] the new mounts for season 2 mythic plus [11:32] dungeon achievements. If you reach 2,000 [11:34] rating and get the keystone master [11:35] achievement, you'll earn yourself the [11:37] breath of blight mount, which is a toxic [11:39] green skeletal wind serpent mount, which [11:42] is both very cool and quite unique. I [11:44] don't think we've really seen many [11:46] mounts like this before, so unique mount [11:48] rewards are always awesome. If you can [11:50] get up to 3k rating and earn the [11:52] keystone legend achievement, you'll get [11:54] the same mount, but in a red and black [11:56] color scheme, which looks pretty [11:57] amazing. If season 1 is anything to go [11:59] by, getting up to 3k shouldn't be too [12:01] bad, but I guess we'll have to wait and [12:03] see how the new dungeon pool and these [12:04] dungeon changes play out. The new season [12:07] 2 Nemesis delve solo achievement mount [12:10] can also be previewed if you manage to [12:12] take down the new Nemesis all by [12:13] yourself on the higher difficulty. You [12:15] can walk away with the apotheic [12:17] soulcrusher mount which is another mech [12:19] style mount in that you'll stand in the [12:21] same kind of place and will most likely [12:22] move in the same kind of ways, but it's [12:24] got a fiery troll theme going on which [12:27] definitely fits in with patch 12.1. [12:30] And then for all the raiders out there, [12:31] if you can conquer the venomous abyss [12:33] and take down Oollettech on mythic [12:35] difficulty, you'll get the primeval sky [12:37] friend. It says sky friend, but surely [12:39] that's supposed to be sky fiend, right? [12:42] Unless we're all just making friends [12:43] with the flying snakes now. Either way, [12:45] it's a two-headed flying snake mount. [12:47] That looks pretty cool. [12:49] We also have our first look at the new [12:51] alter of corrosion talent feature coming [12:53] for the open world players in this [12:55] patch. Most activities are going to [12:57] reward you with a new currency called [12:59] corrosive coins, which are used to buy [13:00] up all manner of cosmetic goodies and [13:02] rewards, but they are also used to [13:04] unlock talents. In this new altar, you [13:07] can gain new powers that increase your [13:09] primary stats, give you a chance to [13:11] poison enemies, reduce the damage you [13:13] take from venom pools, reduce the damage [13:15] you take from monsters. You can find [13:17] extra keys or treasures, and a variety [13:19] of other small bonuses that make playing [13:21] in the zone, especially in the vaults [13:23] area, a bit easier to deal with. and [13:26] less frustrating. There are 18 talents [13:28] total, and the cost does increase for [13:30] every talent point you earn, so you'll [13:32] have to spend a lot of corrosive coins [13:34] if you want to unlock everything, which [13:35] means a lot of farming in the new zone. [13:38] Now, while I would assume many of these [13:40] talents only work in the new zone, many [13:42] of them aren't really explicit about it. [13:44] Giving your abilities a chance to [13:46] inflict poison on enemies may carry over [13:48] into other activities, especially if [13:50] they're more openworld oriented like [13:52] delves. So, we'll have to wait and see [13:54] what the scope of this system could be, [13:56] but usually the dev team tries to avoid [13:58] making these powers a requirement for [14:00] dungeons or raid progress. As you unlock [14:03] more talent points, you'll earn more and [14:04] more corrosive coins. So, if you want to [14:06] max out your corrosive coins to buy [14:08] everything on offer, it might be a good [14:10] idea to focus on these talents first so [14:12] that you're earning more coins from [14:14] every source. [14:16] Another update I want to highlight in [14:17] this week's PTR build gives hunters the [14:19] ability to use enchant illusions on [14:21] their ranged weapons. I'm honestly [14:23] surprised it took this long, but hunters [14:25] can finally make their bows and guns [14:27] sparkle, drip poison, crackle with [14:30] flames, or whatever your favorite [14:31] illusion happens to do. And then there's [14:33] a bunch of focus testing starting up [14:35] this week. The new dungeon, Alter of [14:37] Fangs, opened up on all difficulties. [14:39] So, we got our first look at the new [14:40] three boss dungeon. Raid testing for the [14:43] Venomous Abyss, started this week as [14:44] well, with most of the heroic bosses [14:46] being covered already. and Prey season 2 [14:48] became available, which has some very [14:51] interesting updates that we'll get to in [14:52] another video. So, the 12.1 PTR is [14:55] chugging along quite nicely and [14:57] hopefully we'll end up with a well [14:59] polished, bug-free experience when it [15:01] goes live sometime in August. [15:04] Now, in other news, if you've been [15:05] trying to get your hands on the special [15:07] mount from the Midsummer Fire Festival [15:09] event, there is some good news this [15:11] week. In a hot fix, the dev team [15:13] introduced bad luck protection for the [15:15] mount, which should lead to most players [15:17] picking it up if you complete the mini [15:19] dungeon at least once per day. The Sun [15:21] Festival painted rocks chance to drop in [15:23] the satchel of chilled goods has been [15:25] doubled for the first drop of the day on [15:26] your account, and the drop rate will [15:28] continue to increase each day until you [15:30] obtain the mount. So, if you keep [15:32] running the Frost Lord Aoon dungeon, you [15:34] will have a much better chance of [15:36] grabbing the mount before the event [15:37] ends. If you had no idea this event was [15:40] running, you can quickly hop into the [15:42] dungeon by queuing from the dungeon [15:43] finder tool. Just open the dropdown, [15:45] pick the frost lord of hoon, and keep [15:47] your fingers crossed. As a side note, [15:49] the bug that people were using to try [15:51] and get the mount multiple times per day [15:53] was fixed. So even if you leave your [15:55] bags unopened, you won't be able to pick [15:57] up another one. So you are strictly [15:59] limited to one chance per day now. But [16:02] that's all of the updates we have. So [16:03] that's it for this week's WoW news [16:05] video. What do you think of patch 12.1 [16:08] from what you've seen so far and when do [16:10] you think the patch will go live? Leave [16:12] all your thoughts in the comment section [16:13] below. A big thank you to all of our [16:15] supporters over on Patreon and all of [16:16] our members here on YouTube. You can see [16:18] their names on screen. If you're [16:20] interested in supporting the channel, [16:21] you can find links in the description or [16:23] click the join button just below the [16:24] video. If you enjoyed the video or found [16:26] it useful in any way, make sure to [16:28] subscribe and ring that notification [16:29] bell so you're always kept up to date. [16:31] Thanks for watching folks. Good luck and [16:32] have fun. And as always, I will see you [16:34] next time.