Blizzard Just NUKED Mages?! Patch Notes Reaction
45sThe creator's explosive reaction to major mage changes hooks viewers immediately, promising juicy details.
▶ Play ClipThe video is a live reaction and detailed analysis of the latest patch notes for a World of Warcraft Classic version, focusing on class changes, racial updates, and UI improvements. The creator, a Mage player, expresses excitement about the redesigns, particularly for Mages, Shadow Priests, and Elemental Shamans, while also discussing the implications for gameplay and raid composition.
The creator reads the patch notes immediately after they were released, unable to wait for the stream, and plans to go through them again with the audience.
The new unit frames and nameplates are praised as updated versions of classic ones, looking much better than before.
Racial abilities are updated: Tauren Warstomp cooldown reduced to 90 seconds, Dwarf Mace Spec replaced with Earth Fury (2% crit and healing), Human Sword Spec removed for 2% increased crit chance.
Gnome Eureka now grants an 8-second buff with no charges, providing 10% less mana cost and 10% more damage infinitely, which the creator considers a massive buff.
Wands and auto-shot now require the player to stand still, fixing previous issues, but new wand-weaving tech is mentioned.
Frost Blast is a new spell learned at level 24, dealing damage and slowing the target by 40%, replacing the functionality of Rank 1 Frostbolt.
Arcane Blast now has a 1.5-second cast, grants 15% of intellect as spell damage per stack, and the effect lasts 15 seconds, making Arcane Mages a mana-dependent class again.
Arcane Wrath is a new 16-point talent dealing damage similar to Fireball, with additional spell power equal to 5% of max mana, encouraging mana management.
Heating up is no longer consumed with Presence of Mind, and Fire Blast always grants an initial charge, making Fire rotation more viable in PvE.
Cone of Cold now retains its full effect on four or fewer targets, but is reduced against larger groups, addressing bot farming while keeping it useful in normal gameplay.
All Mage specs now have four-button rotations (e.g., Frostbolt, Ice Lance, Cone of Cold, and optionally Missiles), making them rotationally healthy.
Salvation is now raid-wide, and Windfury Totem is raid-wide, reducing the need for multiple classes in every group, promoting flexibility.
Shadow Priests now have five buttons (Mind Blast, Devouring Plague, Shadow Word Pain, Mind Flay, Shadow Word Death), with Vampiric Embrace being unresistable and a 30-second cooldown.
Elemental Mastery allows instant Chain Lightning and Lava Burst casts for 15 seconds, making Elemental Shamans powerful, though numbers are not final.
Battle Shout is now raid-wide, and other buffs like Blessings and Totems are raid-wide, changing raid composition strategy.
The creator highlights the updated unit frames as the best change, looking like polished classic frames instead of downgraded retail ones.
The patch notes bring significant class and racial changes, with a focus on rotational complexity and raid flexibility. The creator is optimistic about the direction, emphasizing that numbers will be tuned, but the design philosophy of making the game approachable and familiar is a win.
[00:00] Right when I got offline yesterday, all of the patch notes came through. No, I couldn't help myself. Yes, I've taken a peek. Normally, I'll save the juicy content for stream, but I couldn't wait.
[00:16] So yes, I've read the patch notes, but yes, we're going to go through them again. Actually, you know, I haven't read all of them, actually. I skimmed them, and I read the mage ones and some of the other ones, but not all of them. But I've read a lot of them for the Mage, okay?
[00:31] Zero. Thanks for the prompt. Appreciate it. Give to the Mage part. Yeah. I mean, guys, are you kidding me? I can't believe it. I actually can't believe it. This is nuts. This is nuts.
[00:43] This is nuts. This is nuts. Pops, thanks for the reset, man. Appreciate it. Yo, Pumpkin has five gifted subs. Thank you, man. Give to the UI in the bottom section.
[00:55] I guess before we even get into this, guys, the UI, the new nameplate, I can't believe they did it. Or the unit frames. I can't believe they did it. The mini-map borders up your chains. I can't believe they did it.
[01:07] It looks so much better now. Holy crap. Bro, they ruined Hunters? What happened? New plates are great? I mean, they just look like updated classic ones how they're supposed to. It's awesome.
[01:19] It's amazing. It's just like the action bars are updated classic ones. They're just updated classic ones. It's so good. It's so good. Oh my gosh. Wand twisting? Oh man, what's wand twisting?
[01:31] Guys, we're on a hype train right now. This is legendary. What is wand twisting? Thoughts on Ice Lance? Guys, I haven't played at all. I haven't tried it. Apparently, Ice Lance got cut in half in terms of its damage,
[01:44] but rightfully so. They needed the nerfs. Like my stream title says, mage buffs, mage nerfs, mage changes. I don't know. We're going to have to test all of these things, man. We're going to have to test all of them. This is it.
[01:56] Yesterday at 5.15, guys, I ended my stream at what? 5.05? It was 10 minutes after I went offline, and everyone is spamming me saying, bro, take a look. It was crazy. Snapchat, thanks for the sub. Arboa, thanks for the sub, man.
[02:09] This was like insane timing. I actually can't believe it. I actually can't believe it. Okay. Extra bright fog, bug fix, here in tour, new tutorials for new players.
[02:22] Okay, that's good. improved control over the lighting bloom intensity and options to be a slider. Oh, that's nice. Because, yeah, for bloom, it was, like, really annoying. Like, I kind of just had to turn bloom off because it looked so... made the game look so bad. Where's bloom now? Added auto-attack and
[02:39] auto-shot setting. It's enabled 100% auto-attack and auto-shot. This is now also supported for gamepad. Whoa, what the heck? Okay. Racial abilities updated. Torrent's endurance now grants 2%
[02:52] increased crit and healing was 1% hit chance, okay. Plane's shining, also grants 3% mounted movement speed, okay. And plane's running now, requires to turn and move a minimum distance to keep effects. No more wiggle.
[03:04] No more left to right jiggle wiggle. Warstomp changes insane. Cooldown reduced to 90 seconds on Warstomp instead of 2. And cultivation, cooldown reduced to 15 minutes instead of 60.
[03:17] Wait, what's cultivation again? Dwarf changes, Skyborne changes. 3% haste for Skyborn? Oh my gosh. Three dots. Thanks for the resub, man. Appreciate it. Oh my goodness gracious.
[03:30] Crit damage is nice for ferals? Yeah. Maze, Spectre, Dwarf, replaced with Earth Fury, 2% crit and healing. Oh wow, that's good. It's actually, yeah, it's actually a crit.
[03:43] Walk on air, reduced to 90 seconds, relay line, increased to 30. Human got 2% increased critical strike chance. Wait, no more sword spec at all.
[03:55] 3% haste is insane? Yeah, it is insane, but... Wait, there's no more... Is it... There's no more sword spec, huh? So there's no more weapon specs. Oh, so for Dwarf, mace spec is gone.
[04:08] They just gave you flat stats. For Human, sword spec is gone. And for Axe, it's... Oh my gosh. Wait, I actually like this. Because part of me is like, okay, I could be a human mage, but now I need to wear a sword if I have a staff, it sucks.
[04:21] I actually like it. I think... I can see why people might think this is bad for an RPG, which I kind of get, but I think for the game, this is really healthy. Touch of the Grave,
[04:33] proc chance and cooldown. Adjusted to make more consistent improvement made to visuals. Okay, let me... Turn the music down in here a little bit. Oh, these are so much I want to go over today. Undead will no longer have willpower
[04:45] to take an available item under the effect of scatter. Okay, Touch of the Dead now has a 30% chance to activate for casters and 20% activate for Pally, Swords, Warriors, as well as a 25 second internal. Touching the dead no longer feels as shadow increases. Touching the dead
[04:57] no longer suffers from a decrease multiplier. Gnome Eureka now with an 8 second buff with no charges. Same effect on damage and ability cost. Eureka is just
[05:09] 10% less mana and 10% more damage infinitely instead of on 3. Yo! Gnome socks are up, boys. Are you kidding me? I mean, I was going to play
[05:21] Gnome anyway because I think they look cool, but now it's like, oh, yeah, now I'm excited. Holy moly. It's worse? Wait, wait, wait. What am I missing? Wait, why is it worse?
[05:33] What am I missing? Am I misreading this? It's only eight seconds. Okay, how much was it before? Like, like 12 or something? 16? Oh, it's way better. What are you guys talking about? It's worse.
[05:45] I would much rather have 8 seconds of 10% damage than 15 seconds of 3 spells. Way better. Way better. I'm way better. Way better. Guys, come on. What are you talking about?
[05:57] Way better. In 8 seconds, how many lances can you get off in 8 seconds? How many arcane explosions can you get off? How many cone of coals, arcane explosions, fire blasts? I'm way better. Way better. Not even close.
[06:09] Massive buff. But, yeah, that's it. Eureka cannot be used in stealth or endues. Night Elves, quickness, movement speed, now stash with other movement speed, okay? Night Elves no longer display their shields. Troll, regen, health regen increases.
[06:22] Classes, wands require you to stand still. Oh my gosh, they fixed wands. They fixed wands. They did it. They did it. They did it. I still feel pretty fast. But yeah. You do have to actually stand still. It's still pretty quick, though.
[06:35] But apparently there's a new bug with wands where you can, like, wand weave or something. Yeah, I don't know. I'll have to figure that out. Apparently, there's some wand-weaving tech that's, like, crazy.
[06:50] New unit frames, guys. I am using better blue frames. I've already... I woke up early this morning to, like, tweak it already. But, bro, they look nice. Holy moly, they look nice. They look really nice.
[07:03] They look nice. There's upgraded classic ones, man. I love it. Oh, my gosh. Druid. Fixed issue, high ranks for retube or preventing other troops from reclining. Retube, Omen of Clarity, fixed to club where it can be triggered from fairy.
[07:15] Fairy, not generating threat. Treads now learn at 20, so 22. Fixed an issue, heart of the wild. Balance, feral, leader of the pack. It's raid-wide. Wow, they hinted at this.
[07:27] Feral is raid-wide leader of the pack, guys. Oh, my gosh. Wow. Fury, not allowed to play to retain energy. Autoshot, I require you to stand still.
[07:39] they picked auto-shot. Finally. Holy moly, that took a while. Your character will still fire auto-shot while casting spells at aim shot? Wait. While you're aim-shotting, you're still going to be shooting? That's
[07:52] normal? Wait, in Classic WoW it was not like that, right? I only played a little bit of Hunter, but I only was like this? Yes, it was. Not for aim-shot. No way. No, it wasn't?
[08:04] No, absolutely not. In Classic WoW, if you're aim-shotting, you're not still getting shot. But if you're casting an aim shot, this is definitely new. Not normal for ancient classic. Yeah, yeah, yeah. Very interesting.
[08:18] In PvP, that's going to be nuts. Because while you're aim shotting, you can keep shooting by pushing people's spell bags. That's massive quality of life for hunters. But auto shot now requires you to stand still. That's a big one.
[08:31] That's a big one. That's a big one. That's a big one. That's a big one. That's a big one. You skipped the orc nerfs. So, blood.
[08:43] Fury is now 3 minus instead of 2, and shatter occurs and it still curses some veins and doesn't give immunity, and magic damage taken is by 5 instead of 15. That's good, but the stun one is still there. I select the big one. Okay. Holy crap.
[08:55] Okay. Arrows should now be visible when a character has a bow drawn. Pets now correctly benefit from expertise. Hunter fire traps now correctly scale to attack power. Hunters may now have one active fire trap and one active cross. Was one trap among all types? Oh, wow.
[09:07] Okay. That's a pretty big buff. Pet 6, an issue where pets are only ever inheriting the player's melee crit instead of whichever is higher. Okay. Healing reduction reduced to 25 instead of 50. Cooldown reduced to 6 instead of 10.
[09:20] Cooldown increased to 15, was 6. So, the mortal strike is not as strong. That's still really strong, to be honest. Cat speed reduction... Cat speed reduction, rather.
[09:34] Reduced to 30 instead of 50. That's still really strong. That's still probably too strong. I'm not going to lie. Duration reduced to 2130. Was 30. Cooldown increased to 60. Oh, it's 60 seconds, though. Okay, this makes a bit more sense. If it's 60 seconds, it'll last for 20.
[09:49] I mean, that's still very strong. Mind, bird of prey, duration reduced to 3. Was 4. Cooldown increased to 90. Interesting. Okay, so they're doing a pet balance here. Balance test.
[10:01] Someone hawking out correctly. Caught the hawk to spawn at the target. The soul is cast on. fixed an issue costing Men's Pet to increase the mana cost of Men's Pet. True Shot is now raid wide. Fixed an issue where Sniper Shot was not benefiting.
[10:13] Stratocake now be useful disarmed and will no weapon is equipped. Resorts will now correctly reduce the cost of this. Okay, cool. Mage. All right, boys. Here we go. Here we go.
[10:26] Here we go. Here we go. Frost Blast. This spell is now learned at 24.
[10:38] Start going to the trainer right now. It deals damage and slows the target's movement by 40. It has a 1.5 second cast, and it is affected by all talents that affect your own. The purpose of this spell is to provide the functionality formally granted by Rank 1 Frostbolt.
[10:56] Despite the penalization of downranking, it does have a higher mana cost to deal with more damage. There we go, boys! That's what we're talking about! That is what we're talking about. Holy moly.
[11:08] They did the solution they used for Ress. They did the solution they used for Feral. Approachable and familiar is a game pillar. They want the game to not feel gamey, like, oh, I'm bug abusing the seal twist.
[11:23] What do they do? They add seal twisting into the game, right? Feral Druids. It feels weird to power shift with a low-level helmet. What do they do? shifting power, talent in the game, right?
[11:36] Rank 1 Frostbolt, always been a very core fundamental to Major's kit, but it feels weird to game the system by using a Rank 1 spell What do they do They put it in the game Approachable and familiar game pillar This makes perfect sense I love it man Holy crap
[11:51] Let's test it out. I need to keep reading these notes, but... Frost. Blast. Quickly send a launch... Quickly launch a weak blast of frost. Causing 63 to 66 cost damage and slowing them.
[12:04] So it's 40 mana instead of 25. So it's, wow, it's almost twice the mana cost. And it's 63. It's actually doing less damage. Maybe that's just a bug.
[12:16] I don't know. It looks like it's almost twice the mana cost for less damage. But that's not the point. I, you know, the tuning will come in. The point is, like, oh, my gosh. Rank 1 Frostbolt is its own spell now, man.
[12:29] Are you kidding me? That is so cool, man. I can't believe it. That is so cool. Wow.
[12:41] Wow. I love this, though, man. It does make the game more approachable. It makes the game more familiar. But it keeps the core fundamentals of, like, yeah, you need this as a mage, right? This is, like, one of your tool, like, biggest toolkits.
[12:53] Now, let's not get overexcited. I mean, this is amazing. But when you compare mage to classic, we've still lost rank one Tornacold, rank one Blizzard, rank one Frost Armor, and Ice Armor, right?
[13:06] So it's still, we got one of the tools back, not all of them, but, you know, that's fine. That's fine. But it's still a massive nerf from where we were, just to put everything into perspective. This is a lot, you know, it's awesome.
[13:20] Not nearly where we were, and that's fine, right? But just so people have that perspective, there was a lot of rank on stalls utilized. Now we're going to utilize one instead. Cool. Fixed issue of palm would not be consumed.
[13:33] Nice. Fixed issue where Missile Barrage could reduce the cost and duration of a second missile. Good. Missile Barrage is how I'm going to move to the first row.
[13:53] Okay. That might be a mistake. That seems a little too OP for it to be there. because there's no build you would ever take in the history of the game that doesn't take this.
[14:06] I'm a mage, and I think this might be a mistake. This is a little too strong to be in the first row. We'll see how that plays out. Quiet star. Mages. I'm going to be honest.
[14:18] I want the game to be good. I don't want mages to be OP. I'm going to call it as I see it. This seems a little too strong for a first row. Sorry, mages. There it is. If mages need nerfs, I'll call it. if it's made with the buffs or changes, I'll call it, right?
[14:32] But that seems a little strong to be in the first row. Definitely going to send a Respec, though, because we're definitely going to need that. I mean, there's no choice now. Absolutely no choice. Okay, I'm learning right now.
[14:44] Definitely going to Respec into that. Zero percent chance we skip that. Arcane Blast redesign. Thank goodness! Arcane Blast needed this redesign. Let's go! Let's go!
[14:56] I don't even have it in Reddit yet, but it's like, Yeah, the old one didn't make any sense at all. Arcane Blast 3, find the spell, let's have a 1.5 second cast. So it's quick.
[15:08] Good, okay. Each time it's cast, you get 15% of their int as spell damage. Okay, so using it probably increases mana, right? This also increases the cost of Arcane Blast
[15:21] as before, in fact, before. Okay, so as you cast, you're getting stronger. Cool, nice, that's what we wanted. Nice, now it actually works how it's supposed to. However, the effect now lasts 15 seconds from when it first applied instead of just until the next spell cast.
[15:34] Oh, so it doesn't... Hmm, I don't have to test this. It doesn't re... So it's 15 seconds period? So you have to be quick with it. Mana cost unchanged, but damage done and spell damage coefficient both reduced by 40.
[15:48] Hmm, I'm going to have to play around with this. This is really interesting stuff. Very interesting stuff. Doesn't refresh itself. Right. Okay, so I did read that right. You cast four and then have 15 seconds to clump? Let's see it.
[16:01] Arcane Wrath. New 16-point gold medal talent. Oh my gosh. Oh my gosh. Oh my gosh. This new spell deals base damage similar to Fireball with a 3.5 second cast,
[16:13] but also deals damage as if the mage had additional spell power equal to 5% of the mage's maximum mana. So if you're higher mana, it's going to do more damage. arcane mages are back to being a mana class
[16:25] with these changes I love this so the core fantasy of arcane mage was play with your mana bar now it's back to how it should be nice this is really interesting though in terms of rotation not current mana
[16:37] max mana oh oh so it's just more oh it's not current maybe it should be current huh maybe it should be current because I kind of like the idea of as a mage you have to play with the mana bar I mean you already are with arcane blast
[16:49] this would make it a whole other level anyway so you're gonna arcane blast arcane blast arcane blast arcane blast and then spend with an arcane wrath but you're also gonna weep in missiles oh my oh wow arcane looks insane on a
[17:02] raid boss now because you're gonna be probably using missiles as they cross but the goal would be to get a four stack arcane blast and arcane wrath and then reset oh yeah you know actually i don't even know what the rotation is off the top of my head that's cool normally i can just
[17:15] be like oh that's for rotation but with this it's like you'll have three buttons right arcane blast arcane wrath and missiles. Ooh, this seems cool. Nice. Okay. Heating up is no longer consumed.
[17:29] If the mage... Oh, guys, by the way, we got the czar timeout emote, so subs, you can now use the czar timeout. Let's take a quick look in the chat. Yeah, there we go. I think you'd be happy with that one.
[17:41] Great. So if we have people misbehaving, we can actually just tell them to take a timeout. Yeah, we'll watch clips in a bit, guys. Got a new sub from AP. Got a new prime from Doge. Welcome in, guys.
[17:53] Oh, yeah, this is our timeout. It's looking nice. Yeah, so if we have people misbehaving, right, we can actually just put them in timeout for a little bit. We like that. We like that. We like that. Not on YouTube. I think YouTube, we're full on Nemo flops.
[18:07] I could take one out to put that in on YouTube. Brothong, thanks for the resub, man. Five gifted subs from Killua. I appreciate it. Dimmick, thanks for the resub. Yeah, we'll do more react clips in a sec.
[18:20] I just want to get through these. I want to, like, read everything first. Oh, my God. This looks fun. This looks good. All right, let's keep reading. Fire. Heating up is no longer consumed if mages also have presence of mind active for the pyrocast.
[18:34] Heating up also always grants an initial charge if the mage casts fire blast. This is what we're talking about! This does mean fire blast crits generate two charges. Oh, my gosh.
[18:46] Fire is saved! We're talking PvE here, guys, not PvP. We're talking about Honor Raid boss in a dungeon while leveling. Fire is saved. Holy crap. Oh, they just put this to improve Fire Blast.
[19:00] Oh, this is so much better. Oh, this is so much better. Wake a fire talent reverted back. Oh, thank you for changing this. Wake a fire needed to go. Oh my gosh, this is so good.
[19:12] No longer grants a bonus when the mage kills a target. it. It also now increases the range. Okay, so Fire Blast is a guaranteed generator for heating up, and you need three stacks to get a quick-pass Pyro. So now the rotation will
[19:26] make sense even if you're low level, but it'll also make sense at high level. W change. Now we think of Charmin. Okay, so Arcane will be playable in a raid without
[19:42] being one button. Fire will be playable in a rate without being one button. We haven't gotten the frost yet. Critical mass now can spend 5 points for 10% increased crit. Wow, that's good. Fire power redesigned now only 3 points.
[19:54] Increases damage by 1, 2, 3. Frost channeling now correctly reduces danger to threat. Oh wait, what's this? Now only 3 points on fire power? Oh. Fire spells by 1%
[20:06] per fire effect. Oh, so you want all your fire effects up. So you want to cast Fireball, Pyro Dot, and Ignite Dot. You want to keep your dots up to get more fire. Oh, wow.
[20:19] Hmm, cool. And it does say effects which mix multiple tools do not qualify. So it will not work for Frost Firebolt. Interesting. Oh, yeah, Scorch Debuff, too, yeah. It benefits from it, but just doesn't stack it.
[20:33] Hmm, right, right, right, right. Takes an issue where your Ice Block is too transparent. Oh, that was a bug? I didn't even know that. Okay, nice. It made Ice Block blue again. Fixed an issue about clear casting. Clear casting now correctly does not roll for every target struck by a spell. Clear casting
[20:46] no longer has a chance to activate updance and then amp. Clear casting no longer has a chance to activate or reveal a demonic combat. Okay. Prox. Fixed an issue preventing frostbite and stingers from activating. Oh, nice. Okay, so we're getting more prox now.
[20:58] Finally. I knew this was bugged. I was like, why am I never getting prox? Now we're actually being able to send it out. Ice lance damage against frozen target changed to 200 turn for the Sirenerd. Yup.
[21:11] It needed to happen, mages. I'm sorry, mages. It did need to happen. Right? It had to happen. It was hitting too strong. It was hitting, it was hitting for too much damage. We'll have to test how much it's,
[21:23] I don't know if it's a wet noodle now, but it did need a nerf. It needed a nerf. So that, you know, can't even complain. We'll have to test that out, but yeah, it needed a nerf. That's fine.
[21:35] Tone of Cold. Movement speed of the first four targets hit is decreased by an additional 10% and are slowed by an additional three seconds.
[21:48] Oh! Let's go! Okay, let's read the death note. The ability of this spell is to control a massive number of targets with the primary reason it was reduced in effectiveness and duration.
[22:00] It feels reasonable to let it retain this level of power when it's used against four or fewer targets. so if you guys aren't haven't been in this conversation cone of cold can be used to basically like bots can basically follow dungeons with cone of cold and it becomes problematic
[22:16] because gold sellers so they had to nerf mage aoe they had to nerf blizzard they had to nerf cone of cold so that you can't just follow the dungeon and like as much as it sucks i get it because it's like okay yeah major shouldn't be able to just farm infinite gold got it they nerfed it
[22:30] But the problem is, Kona Cold is very important for just the class. Whether you're in a dungeon with some friends. Not AoE, just a dungeon with some friends. Dueling, questing, leveling, killing three mobs at a time.
[22:47] Not 15, but just three. So now Kona Cold gets nerfed on everything because of dungeon AoE grinders and bots. That sucks. So now it's like, okay, you can still use Kona Cold just how it was before.
[23:02] For one target, two target, three target, four target. Now if you're going to try to do 15, it's still going to break, and that's the intention. But most gameplay falls down. Oh, I love this. Oh, I love this.
[23:14] Oh, I just love this, man. Great. Winner's show, redesigned. No longer increases crit chance. Instead it causes Kona Cold to deal 40 increased damage per stack Okay So my idea for Winter Chill was to give it was to redesign it around Frost Firebolt It looks like they redesigned it around Kona Cold
[23:36] I have a lot of thoughts. The first is, I'm really happy Kona Cold is going to be back in the rotation because Kona Cold is such an iconic spell, which they gave a new spell look, for classic mages.
[23:49] This is awesome. I like this. It also means that mages will be playing in melee distance in a raid if you're Frost. They'll be on the melee stack.
[24:01] Battle Mage hype! You're going to literally be in the melee stack if you're a Frost Mage, because the rotation will be like Frostbolt, Frostbolt, Frostbolt, Frostbolt, Kona Cold.
[24:14] So we kept talking about okay, so mages clearly need another button in their rotation, in a raid, in a dungeon. What button do you give them? Kona Cold is their button. So now instead of two buttons, they have three.
[24:27] They have Kona Cold, Ice Lance, and Frostbolt. And if you want to go into Archangels, you have Nickel Brush. You have four. Mages are fine now in terms of their rotational complexity. Hallelujah. Oh my gosh.
[24:39] Mages are fine in terms of their rotational complexity. They're in a good spot now. They have four spells, just like pretty much every other class in the game. Nice. Nice. I'm happy. I'm happy.
[24:51] When you're on a boss, it's not just going to be Frostbolt. It's going to be Frostbolt, it's going to be Ice Lance, it's going to be Kona Cold, and you might even chuck in some missiles. Four buttons. That's not too complex, right? Not retail, but it's not too simple either.
[25:05] I love it. Four buttons, man. Oh. Great. Slightly changed the positioning of the spell for Kona Cold. Hopefully they fix, like, that it bugs out. Yeah, Kona Cold looks way different now.
[25:17] Your mission is gone. Now help us with Warrior. I can't believe this, bro. New spell, crossblocks, 1.5 second cast, deals low cross damage, close and chills. Yeah, so once again, we talked about emergent gameplay.
[25:32] Emergent gameplay, right? Seal twisting, power shifting. Rank 1 crossbow became a part of how mages play, so they do want to kill downranking, but they're like, okay, let's keep the emergent gameplay. This makes perfect sense. I love it.
[25:45] It's a little higher on the mana cost, but that's fine. We still lose, like, rank one Kona Cold, rank one Blizzard, rank one Armors, all that kind of stuff. But, like, overall, this is a massive win. It'll be good in solo play. It'll be good in dungeons.
[25:57] Of course, it'll be good in PvP. Won't use it as much in a raid. Cool. Very cool. Okay. Winners chill. Okay. Wow. Wow. Guys. Wow. Guys. Guys. Guys. Mages?
[26:10] Mages are in a good spot. And I'm not talking strength, right? Box, nerfs, whatever. That's fine. I'm talking rotationally. What buttons do they have to press in a race? What buttons can fire hit now?
[26:23] Fire blast, pyro, fireball, scorch. What buttons can arcane hit now? Arcane blast, arcane wrath, missile barrage. What buttons can frost it? Frost what Iceland tonicled. All of the specs are now rotationally where they should be.
[26:37] Now, of course, some things might be too strong in the nerf. Some things might be too weak in the softest. Fine. But rotationally, we're in a good spot. I'm so happy. I'm so happy with this.
[26:49] This is all I wanted. The only thing I will say with Mage is Missile Barrage might be too strong this line in the tree. Sorry, Mages, for saying it, but I think it's true. Missile Barrage, it might be too strong to be in the first row.
[27:01] I've got to call it as I see it, guys. I've got to call it as I see it, right? Whether it helps Mage or hurts Mage, I want the game to be good. I've got to call it as I see it, right? People are spam-linking the center if you click.
[27:14] Nichols? You're a pickle. Okay. You're a freaking pickle, bro. All right, here we go. Arcane Wrath. Chris! Yeah!
[27:26] Let's go, baby! Wow. Okay, so the numbers need a bit tweaking, like we were talking about. That is not okay by any stretch of the imagination.
[27:38] Was that four stacks? That was a four stacks and he sheathed them. I mean, so that will be impossible to get off in PvP. But still, that number is way too big. Holy crap.
[27:50] Wow. It was also 100% of his mana. I mean, yeah, you'll never get four stacks in PvP unless you're dueling someone that is standing there like a target dummy. But still, that's crazy. Starlight, thanks for the plan.
[28:02] Barstoma, thanks for the plan. Wildcat, thanks for the plan. Fury, thanks for the plan. Wuffalo, thanks for the plan. But he's also... No, yeah. Wow. Okay, lots of stuff to test. Took him an hour to get that crit? Right, right, right, yeah.
[28:15] Seal of Fury is no longer overwritten by Power Word Shield. That's good. Salve is now Greater Salve and has been replaced by Salve and Mass Salve. So you can do Salve, Raid, Wide. It doesn't take a blessing spot. Wow.
[28:28] Paladin is now a member of Poker and Salve is under Poker moves. Target, Party, or Raid. Member Salve or Mass Salve. Oh, interesting. Oh, that's kind of cool. So Paladins can take away Salvation. Judgment of Righteous and Fury now have the correct...
[28:41] Wait, people are mad about Raid, Wide, Salve? Wait, people are mad about raid-wide buffs? Hold on, how can you be mad about a raid-wide buff? Bro, I played a Paladin. The buffs sucked in Classic. Having to buff every single class's, like, group and class, like, this is nice, isn't it?
[28:57] No one's mad? I saw one guy in the chat that seemed mad. Maybe I'm trolling. One guy? Yeah. Wow. This is different. This is different. This is different, guys.
[29:09] This is good. This is good. They've been cooking. Demolisher, thanks for the front. Sell, thanks for the front. This is... This is insane. This is insane.
[29:21] This has got to be one of the biggest possible patches ever. So what it sounds like is like, each week they're tackling new... Talon's been getting patch notes every week, though. It definitely seems like the week of Mage.
[29:33] And bug fixes. Corrected spell coefficients. Spell coefficients. Spell coefficients. So they're, you know, tweaking numbers. of course it will continue to happen. Righteous Fury's holy damage threat trend increased
[29:47] by 90 with 60. Seal of Fury rank 3 is now correctly available for training at 26. Okay. White's Vigil, Pirate. Gonna move back here. Keep reading. Shield spec, mana restored
[30:02] to the paladin, lowered to 4. What's 6? Reckoning. This paladin's been interested in getting into Reckoning each time it triggers the next melee swing auto attack. Will accumulate charges for one extra tech each, you may have mentioned before. This restores classic air function on strength for four charges
[30:16] and delays all the triggers until your next swing so that it does not cause the auto-attack timer to be reset by instant attacks. Okay, okay. So you can, like, store up the charges again. Okay, interesting. Wreck bomb? Yeah. Fascinating.
[30:31] Wreck. Champion of light now increases your spell damage by 1020-30 of your int. Sinks by judgment. Mana restores no... Sinks by judgment's Mana restore effect no longer generates threat.
[30:43] Okay. Priest. High ranks remove, preventing the priest from playing. Lower ranks. Periodic. Okay, fix spell coefficients here. Power shield fix. Wording fix.
[30:55] Bug fix. Okay. Devouring plague reduced to 24 seconds. Shadow priest have two dots. Oh my gosh. I didn't think they'd do that.
[31:07] I didn't think they'd do it. So Shadow Priest now has Mind Blast, Devouring Plague, Shadow Word Pain, Mind Flay, Shadow Word Death. Okay, five buttons now. Keep in mind, some of those are longer cooldown.
[31:19] Like, Devouring Plague is 24, Shadow Word Pain, I think it's like, what, 18, 16, right? Longer. But still, like, that's awesome. Very big if you're a priest. Super cool. Shadow Priest, guys, if I make an alt character, it'll be a Shadow Priest.
[31:34] Shadow Priest looks awesome, man. Shadow Word Death cooldown increased to 18 instead of 12. Ooh, oh. That's interesting. Okay. So you have five buttons but Shadow Word Death is an 18 second and a Devouring Plague is 24.
[31:46] So like, a lot of it is Mind Blast Mind Flay keeping up Shadow Word Death cooldown but a lot of it is Mind Blast Mind Flay. Okay. So, we'll see. Disc. Inner Focus, not correctly, we can be used
[31:58] on a single spell. Added Divine Aegis. Added Divine Aegis. Power and Light now increases to my dependence that the target is affected by Holy or Shudder of Pain. Silence. Results. Reduction. Outrights all spells.
[32:10] Mental strength moved from 2 to 4. Okay. Improved power. Retrieval moved. Twin Discipline. I'll have to see exactly how this affects Discs and see what happens there. Shadow. Big Snitcher Shudder definitely not benefiting.
[32:23] Big Snitcher Varying Contagion has caused the Bouncer in DT to cost mana. Change Vampiric Embrace. Can't be resisted! Oh my gosh! So I generally don't like this for classics because resists are part of the game,
[32:36] but for this specific spell, it makes a lot of sense. For a Shadow Priest, it makes a lot of sense because when you're in a raid, your one utility is you have this button, and to have it resist
[32:48] means the entire reason you're there is, like, gone. This is good. I think this is really good. Man, they really coach their Shadow Priest. Vampiric and Break, cooldown reduce to 30.
[33:00] Wow. Wow. Wow. Improved Fade Removed? Oh, we were just talking about this, that it's a complete waste of a talent. Shadow Infinity Removed, Improved Mind Blast, New Talent Dark Inspiration Mind Blast, and Fully Channeled Mind Flay causes Dark Inspiration to increase its URF and party spirit.
[33:17] Oh, interesting. So it'll be like some mana regen or something. Not a ton, but a little. Improved Mind Flay changes each cause if Mind Flay does 10-20% more damage than its previous instance of damage. Oh, okay, I don't want you clipping as much. Devour Cajun spreads, fix an issue.
[33:32] So my only question with Shadow Priest is threat with Mind Blast. So Shadow Priest, guys, got to glow up. I was already excited to play a Shadow Priest. Now I'm really excited to play one. I'll have to make an ult. Because now you have Vampiric and Brace you're going to use all the time.
[33:48] DP, Shadow Word Pain, Mind Blast, Shadow Word Death, and Mind Play. But you're also going to be a little mini mana battery, and you're going to heal your party. This is cool. This is cool. This is really cool.
[34:01] Oh, Silence Resolve. Okay, let's see if Talents Forever is updated. Is this updated? Yes, it is updated. Okay, so... Oh, where is it, though? Am I blind here?
[34:13] There. So this is now reduces threat by all spells, not just shadow. So you're going to need to get this as a Shadow Priest, which is fine. But maybe that solves the Mind Blast Threat issue.
[34:25] Oh, my gosh. Shadow Priest, it looks like it's going to be so fun. Oh, my gosh. Oh my gosh. Hit change notes at the top. Rogues. Ah, we can skip it.
[34:37] Shamans. Fix an issue where totem... Okay, no, I'm kidding. Rogues out there, I'm sorry. I had to. Rogue poisons will no longer incorrectly activate against targets that are attacking them. Sap no longer has a chance to activate weapon procs.
[34:50] Good. Fix an issue where rogues could swap specs. Assassination cold blood is not credible. Okay, so... So rogues need some love. Can we all agree? Not power, not strength, not bucks.
[35:05] Love. Assassination is kind of a two, three button thing right now. I think it needs maybe an extra Talk of P P Not 30 dueling Not power Not balance
[35:20] Rotational complexity. Right? One or two more buttons to make them feel like they're actually playing the game like everyone else is. It's an issue where totemic recall costs 70 silver instead of 22 silver.
[35:32] Okay, grounding totem is now correctly destroying after redirecting a spell. Oh, wait. There was a bug? Wait, grounding totem was a bug the whole time? Wait, I actually kind of liked that. Wait, it was a bug this whole time?
[35:44] Oh, it actually kind of liked that you... I mean, this is a Shaman nerf, but, like, it was kind of cool that you had to target it. It was really OP. Yeah, it was really OP. But it was, like, kind of cool that if they pop a Ground Totem,
[35:56] you have to target it and kill it, not just, like, send a spell and it's gone. Well, okay. Now that's a big Ground Totem nerf. Okay. Wind Fury, Weapon Attack, Monopoly, Whitehead, Frasier Totem, Longer Exclusive,
[36:08] chain lightning mana cost reduced fire nova spell coefficient changed fire nova's base damage reduced fire nova's mana cost reduced flamethrower windfury now correctly on effect added a little green visual to the chain heal without overpowering
[36:21] the original effect um elemental your clear casting from elemental focus more have a way to spend the same fire nova that activates the element mastery turned into 31 gold talent lava burst move from the 7th to the 5th
[36:35] so some of this stuff in terms of moving rows. I'll have to actually look and play around with this a bit more. Okay, like, what does that actually mean in terms of the build? I don't play Ellie enough to really know.
[36:49] You missed the most important one on Ellie Mastery. Wraith is the lightning, the castler of Lightning Pull and Lava Burst at 0.5. Anger moves the cooldown from Chain Lightning for 15. 3 minute cooldown. Lava Burst is a prerequisite.
[37:01] Wait, what? So you're 15 seconds? You can spam chain lightning and quick lightning bolt lava burst? Holy crap. Whoa.
[37:13] That's going to be nuts. That's pretty cool. Palpatine mode. Boom, boom, boom, boom. Dude. Guys, are these some of the best patch notes that we've ever seen in the history of the game?
[37:26] Ellie Shaman. Shadow Priest. Mages. This is insane. Hunter. Bug Fixers. I mean, they're not done. I'm sure we're going to get more patch notes like this for, you know, the other classes in the coming weeks.
[37:40] But, like, holy crap, man. Ellie's back. Shadow's back. It's so bad because she's 90 to 0 damage. Guys, don't look at numbers. Those will all be tuned. Those will all be tuned. Just look at rotational stuff. Don't look at numbers.
[37:53] That's what a bait is for. Lightning overload. Elemental alacrity moved. Elemental warding moved. Call of Thunder talent removed. Earthbound. Oh, man, I'm going to need to, like, deep dive on the Ellie stuff,
[38:05] because this is, like, I've never played an Ellie tournament, so this is, like, past my understanding of the class, but it seems like they moved a lot of stuff in the free round. So builds will look different. Rotations will look different. All I know is Ellie Mastery looks sick.
[38:18] Dude, what is this going to mean for the tournament? We have a $100,000 tournament tomorrow. Wait, for people in the chat that are whining about, like, saying it's bad,
[38:30] what's bad about this Ellie do you not like the new Ellie mastery like what am I missing bell timing yeah nice reckoning is bugged
[38:42] tournament is chalked too many exploits I mean it's a beta tourney chainlining does zero damage guys still tune the damage I'm sure eggs want more damage guys don't look at the damage all the numbers will be tweaked
[38:54] I'm talking about just like the class this seems really good I mean if you're if you're a shaman are you happy with this I mean, it seems nice. Like I said, I haven't played Ellie, but it seems nice. If you're a Shadow Priest, you're probably very happy.
[39:07] Yes, yes, no, no, yes, yes, no, no. So, the Chauvinists that aren't happy with this, what are you upset about? Like, because I'm really trying to understand. Because it seems like this is awesome. Are you guys just upset because Chain Lightning doesn't do damage yet?
[39:21] Like, they haven't tweaked the numbers? Nerf Enhanced AoE. Lane Truck Range is nerfed. Call of Thunder is gone. Okay, well like I said, I don't play a shaman, so maybe there's some complexity of this that
[39:33] I'm not understanding, but it seems, from an outsider it seems cool, but we'll have to look more into that one. Your Stormstrike debuff is no longer consumed if your spell does not land, fixing for a Stormstrike can be consumed by other players or pets that weren't casting the shaman.
[39:47] Resto adds an additional rank of Manatide. Resto totems now correctly increases the entirety of healing stream. Water Shroom cannot trigger from any crits. Warlocks, an issue or summon incubus is available on those soul shards.
[39:59] Fixed an issue with multiple curses, affliction, malediction. Replace with Grim Reach, which increases their range. Soda, why? Soda! Nice, Soda.
[40:12] Nice. Demolisher, 10 gifted subs. Thank you very much, man. I really appreciate that. Nice, Soda. Nice, man. Cool. Cool. Cool. Shadow Mastery.
[40:24] changes increase your shadow spell damage fix an issue where you couldn't cast soul intent or pants destructive breach change to just estro okay okay okay warriors battle shout is raid wide the battle like I
[40:37] mean I understand box like a blessing but a battle shout wow so it's I mean that's that's huh I wonder if that's good I always thought a battle shout is
[40:49] different from a buff like mentally because it's like three minutes it's well two minutes in blocking out three. Hmm. Okay. So they are trying to get rid of the idea of, okay, we need five shamans, five pallies,
[41:03] five warriors, five ferals, because every group needs this buff, this buff, this buff, this buff. Instead, it's like, okay, we want to bring a warrior because they're good at cleave. We want to bring a feral because they have good damage and they provide this buff or this utility,
[41:16] but we don't want a feral in every group, a pally in every group, a shaman in every group, and a warrior in every group, because then it gets too metagamey. Is that what they're trying to do? So there's more flexibility now. So here's the key.
[41:29] This is good if each class is still valued to bring. This is bad if it's now like, okay, let's just bring one warrior in our whole raid or one pally in our whole raid. As long as the classes are actually somewhat balanced, I think this is a good thing.
[41:43] Because now you don't feel like you need five of them or four of them. But you, yeah, there's more flexibility. This is good as long as the balance is somewhat okay. this is good if the balance is okay if the balance is out of whack
[41:55] then it's just gonna you're only gonna bring like one of each thing it sucks so we'll see we'll see how this plays out flames no longer subject to slow pushback fixed initial overpower it's not able to activate
[42:07] fixed initial weapon forward lingering rage no longer stops the health player fixed initial word berserk rage just not removing wow oh wow guys this is I mean these are some of the most insane fat jokes I've ever read in my entire life
[42:19] like raid wide battle shout Raidwide Blessings, Shadow Priest reworked, Frostfire and Arcane reworked, Bug Fixes, Ellie reworked, Racial completely reworked,
[42:32] Dwarf, Human Racial gone, Axe replaced, like, everything, man. Axe spec, Human Sword spec gone. Gamepad support, Mystic Mushroom, Insight, Morbid Fames, Skrulls,
[42:47] now in current global cooldown. Scrolls! Encourage global! No more scroll teasers! Oh my gosh! Many totems created by prompts have their benefits reduced.
[42:59] Shroud of Predatory Senses, now potion, okay. Legacy. Fixed an issue with bartering, this is counted. Are these legacy talents still the same, I would assume? Yeah, still not a fan of those, but...
[43:13] General fixed several quest items where their multi-drop should not be. Ashenvale, Dalaran, Darkshark, a bunch of quest fixes, cool. PvP, Battlegrounds, Marksman, or stack up to 30 instead of 20, both.
[43:27] And the singular best change, I didn't think they'd do it. Blizzard, I lost hope. I'm not going to lie. I lost hope. Unit frames have been updated.
[43:39] The singular best change of the entire patch, right there. I can't believe they did it. They made the unit frames look like an updated version of the classic ones
[43:51] instead of a downgraded version of the retail ones. Let me say that again. The unit frames now look like a polished, updated version of classic as they should.
[44:03] Thank you, Blizzard. This actually means so much. It is insane how much this means. I don't know why this is such a big deal to me, but this really is. That is so cool.
[44:16] That is so cool. Minimap header display. And no one else will notice this except me, but the header looks way better now. Oh my gosh, the header looks way better. But more thanks for the pure one. Here's thanks for the prime.
[44:29] For real, thanks for the prime. Ellie versus two predictable now. Without that buff, I see what you're saying. Spells in different ranks and behaviors. Penal entry in the cooldown manager. Good. Auction out stuff. No one else displays. Auction out stuff. Searching for threat. We'll display the threat.
[44:41] Oh, nice. Display aggro highlight. Display red outline for players. Aggro. Aggro display. Oh, no, that's different. You still need the command to show it over your head. To reduce nameplate color, the distance from nameplate to enemies has been adjusted.
[44:54] So one thing that they still need to do, in my opinion, is under the nameplate options, style. Wait, where is this? Where's the nameplate? Oh, yeah, here. Style, default large block focus.
[45:10] I think it would be really cool to add a classic style, just like on TDC. Don't use it if you don't like it. Use it if you like it. But I think the whole idea of just not having an option when there's large block default focus,
[45:22] there should be a classic style. It's already on TBC. I don't know. It's also on MOP, I think, MOP TBC. Anyway, not a huge deal to everyone, but I think that would be a nice option, just the classic option.
[45:35] Restore level of messages in the game. Cool. End game tutorials. Show all level ranges. Fixed in issues, art assets, slash who. People can always... People said I missed raid-wide totems.
[45:48] Wait, raid-wide wind fury? Are you kidding me? Raid-wide? Where is that? Must have been... Must be up here. Wait, where... Am I blind? I must be blind. Somewhere.
[46:00] Rounding, wind fury, weapons, color change, grace of air, grace... Oh, this one. Grace of air, strength... Oh, so also... Yeah. Wow! Wow!
[46:12] Dude! So, raid-wide pally buffs, raid-wide shaman buffs, raid-wide feral buffs, raid-wide warrior buffs. No more, when you're making a raid, are you going to have to go,
[46:28] we need a feral any troop, we need a warrior any troop, we need a windfury any troop, and then we need a, like, you can just build a group. I mean, I can see how some people are going to be pissed about this,
[46:43] but I like it as long as balance is okay. As long as balance is okay, I love this. As long as balance is okay, I love this. You should still want to bring every class, though. Okay, I need to test, though.
[46:55] I want to test Arcane. I want to test Fire. I want to test Frost.
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