TubeSum ← Transcribe a video

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

0h 37m video Transcribed Jul 1, 2026 S SignsOfKelani
46.4K
Views
1.1K
Likes
214
Comments
25
Dislikes
2.9%
📈 Moderate

AI Summary

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

HUGE Class Changes Revealed

44s

The opening teases massive reworks and nerfs, grabbing viewers' attention with the promise of major gameplay shifts.

▶ Play Clip

Devourer DH Void Matter Nerfed 66%

60s

A massive nerf to a popular spec's core ability creates outrage and curiosity about how it will affect performance.

▶ Play Clip

Unlimited Bonus Rolls Exploit Confirmed

60s

Revealing a loophole that lets players farm mythic loot repeatedly is both educational and controversial, driving engagement.

▶ Play Clip

[00:00] Hey folks, this is Kalani. Patch 12.1

[00:02] was just revealed and it includes a

[00:04] massive round of class changes, buffs,

[00:07] and nerfs with a handful of classes or

[00:09] specs getting completely reworked. Some

[00:12] of those reworks are for classes that

[00:13] have already been reworked multiple

[00:16] times over the course of season 1, while

[00:18] others are finally getting some updates

[00:20] after an entire season of stagnation.

[00:23] So, we're going to go over all of those

[00:24] updates in detail. We also have some

[00:27] quick updates for the live game and

[00:29] patch 12.0 7 including changes to how

[00:32] rare spawns work. The Umbral Champion

[00:34] achievement mount has finally been

[00:36] revealed and you may be able to gear up

[00:38] even faster if you've been holding onto

[00:40] your bonus rolls. There's a lot to talk

[00:42] about, so let's break it all down in

[00:44] this week's WoW news video. Now, before

[00:47] we jump in, be sure to hit that like

[00:48] button and subscribe so you never miss

[00:50] another video.

[00:52] Let's kick things off with the huge

[00:54] class changes coming in patch 12.1. The

[00:57] dev team has a few goals in mind with

[00:59] most of these changes. They want to

[01:01] reduce the overall throughput of most

[01:03] major cooldowns while increasing the

[01:05] damage you deal with your standard

[01:07] rotation. So, you shouldn't see as many

[01:09] big damage spikes when you have your

[01:11] cooldowns up, which may be less fun for

[01:14] quite a few classes, but your overall

[01:16] damage should be more reliable,

[01:18] especially for the classes that relied

[01:20] heavily on their damage during cooldowns

[01:22] to carry that overall throughput. To

[01:25] that end, several classes and specs have

[01:27] some big changes and a few of them are

[01:29] getting completely reworked.

[01:32] For Blood Death Knights, Permafrost was

[01:34] buffed up to provide a shield for 50% of

[01:36] damage dealt up from 40%. Voracious now

[01:39] grants 15% leech up from 12%. Relish in

[01:43] blood healing was increased by 25% Rapid

[01:46] Decomposition increases blood plague

[01:48] healing by 85% up from 50%. Sanguinary

[01:52] Burst heals you for 18% of damage dealt

[01:54] up from 15% and Umbilicus Eternus was

[01:58] buffed up to six times damage dealt by

[02:00] Blood Plague up from five times. So, a

[02:02] lot of buffs to Blood's self-healing and

[02:04] sustain. Frost Death Knights only have

[02:07] one quick change for Permafrost, so

[02:09] that'll grant a shield for 35% of damage

[02:11] dealt up from 30%, so not much going on

[02:14] for Frost right now, which is the total

[02:17] opposite for Unholy DK, who will see a

[02:19] lot of changes that reduce the overall

[02:22] number of summons that you can control

[02:23] at once. Reanimation has been renamed to

[02:26] Lord of the Dead and its secondary

[02:28] effect has been redesigned so that when

[02:30] you control three Mages of the Dead, you

[02:33] sacrifice them to summon a Lord of the

[02:35] Dead for 15 seconds, which casts

[02:38] bouncing frostbolts. So, you reset your

[02:40] Mages of the Dead count whenever you

[02:41] reach three and you'll get this more

[02:43] powerful summon instead. The rank three

[02:46] Apex talent was updated to no longer

[02:48] give Mages of the Dead a stacking damage

[02:50] bonus for Necrotic Coil and Graveyard

[02:52] and the effectiveness of Putrify

[02:54] activated by Dark Plague has been

[02:55] increased to 100%. Soul Reaper has been

[02:58] updated to no longer consume charges of

[03:00] Putrify and will instead consume up to

[03:02] three lesser ghoul stacks to summon them

[03:05] instantly. Unholy Aura has been updated

[03:07] so Mages of the Dead now grants the

[03:09] haste buff on spawn for 15 seconds. Army

[03:12] of the Dead has been changed to summon

[03:13] or empower lesser ghouls to form an

[03:16] unholy army of eight for 30 seconds.

[03:19] While active, your Scourge strikes will

[03:21] cause your ghouls to do something based

[03:23] on nearby enemies. So, I guess in single

[03:26] target they use Death Order in order to

[03:28] strike your enemy, but in AoE they use

[03:30] Epidemic Order and explode for

[03:32] additional damage. Menacing Mages now

[03:34] also causes your Lord of the Dead's

[03:36] frostbolts to chain to extra enemies.

[03:39] Lesser ghoul damage has increased by

[03:40] 10%. Army of the Dead lesser ghoul

[03:42] damage was reduced by 20%. Necrotic Coil

[03:46] and Graveyard saw a 20% buff each.

[03:49] Commander of the Dead was nerfed down to

[03:50] a 10 and 20% damage bonus, down from 15

[03:53] and 30. Ruptured Viscera now deals

[03:56] reduced damage beyond five targets.

[03:57] Players other than the Death Knight can

[03:59] now only see up to three lesser ghouls

[04:01] at a time, so they're going to cause a

[04:03] lot less business in melee, and they'll

[04:06] see the same Permafrost Shield buff. So,

[04:08] there's a lot going on here, but all in

[04:10] all, you'll have a smaller army of

[04:12] undead minions to do your bidding with

[04:14] these changes in play.

[04:17] Moving on to the Demon Hunters, they'll

[04:19] now be able to equip daggers, which is

[04:21] really only important for Devourers, so

[04:23] they can use intellect daggers moving

[04:25] forward. For Devourers specifically,

[04:27] they're going to see some huge nerfs to

[04:29] void matter damage throughput, and a lot

[04:31] of that damage is getting funneled into

[04:33] your basic rotation. So, their mastery's

[04:35] bonus damage during void matter was

[04:37] nerfed by 66%,

[04:39] which is kind of crazy, so we may see

[04:41] their stat priority shift quite

[04:43] dramatically in this next patch as well,

[04:46] but then all ability damage was

[04:47] increased by 20%. Void Matter now

[04:50] increases avoid ray damage by 40%, down

[04:52] from 67%. Impending Apocalypse's

[04:55] Collapsing Star damage bonus was reduced

[04:58] to 20% per cast, down from 30%, and then

[05:01] consume damage was increased by 60%, but

[05:04] that's not going to affect Devourer.

[05:07] It'll be interesting to see how this

[05:08] plays out. It should reduce the wide

[05:11] swings of potential damage among

[05:13] Devourer Demon Hunters, so you should do

[05:15] more damage even if you mess up your

[05:17] void matters a bit, but then you won't

[05:19] have the crazy damage profile when you

[05:21] execute them perfectly, which a lot of

[05:23] players were really enjoying.

[05:26] Havoc has a few changes. The first one

[05:29] locks most of their core rotation to

[05:31] requiring war glaves, axes, swords, and

[05:34] fist weapons. So, even though Demon

[05:36] Hunters can now use daggers, Havoc

[05:38] actually can't. There's a new talent

[05:40] called Never Say Die that increases your

[05:42] damage while above 50% health, and

[05:44] increases your leech while below 50%

[05:46] health. And dash of chaos has been

[05:48] removed. For vengeance specifically,

[05:51] they also can't use daggers when using

[05:53] pretty much any of their main abilities.

[05:55] Charred Warblades was buffed up to 5%

[05:58] from 4%. Soul Cleave healing and Fel

[06:00] Devastation healing were increased by

[06:02] 25%. Frailty causes you to heal for 10%

[06:05] of damage dealt up from 8%. Feast of

[06:08] Souls saw a 25% buff, and Revel in Pain

[06:11] causes 6% of your fire damage to shield

[06:14] you up from 5%. So, a lot of

[06:16] self-sustain buffs for Demon Hunter

[06:17] tanks as well.

[06:20] Druids are up next with a couple of

[06:22] general buffs to get us started. Matted

[06:24] Fur absorb was increased by 25% and

[06:27] Heart of the Wild empowered Wild Growth

[06:29] healing was buffed up by 25% too. For

[06:32] Balance Druids, the dev team are trying

[06:34] to make Astral Power management more

[06:36] impactful. There's a new passive learned

[06:38] at level 42 that applies Stellar Flare

[06:40] if Moonfire or Sunfire are dispelled.

[06:43] Umbral Intensity has been updated to

[06:45] increase Wrath and Starfire damage by

[06:47] 10% at all times. The rank two Apex

[06:50] talent had its damage nerfed, but its

[06:52] duration increased. They'll also see a

[06:55] blanket damage buff across the board of

[06:57] 4%. Star Surge and Starfall damage saw a

[07:00] 10% buff on top. And then Rejuvenation,

[07:03] Wild Growth, and Regrowth healing all

[07:05] got 25% buffs. Celestial Fire was buffed

[07:08] up to a 10% damage bonus. Orbit Breaker

[07:11] effectiveness was reduced to 50%. Touch

[07:14] of the Cosmos chance to trigger was

[07:15] reduced for both Wrath and Starfire.

[07:18] Total Eclipse chance to trigger was

[07:19] buffed up to 15 and 30% up from 10 and

[07:22] 20%. Sculpt the Stars and Astral

[07:24] Communion swap places in the talent

[07:26] tree, and Sculpt the Stars reduces

[07:28] Eclipse cooldown by 3 seconds up from 2.

[07:31] And then to round out the balance

[07:32] changes, Elune's Chosen Lunar Calling

[07:34] was nerfed slightly, and a few hero

[07:36] talents in the Keeper of the Grove tree

[07:38] were nerfed as well.

[07:41] Feral Druids have quite a few changes,

[07:43] too. Saber Jaws damage bonus was

[07:45] increased to 60% per point. Focused

[07:47] Frenzy damage bonus was nerfed down to

[07:49] 15%. Rip and Tear damage bonus was

[07:52] increased up to 20% and Chomp damage saw

[07:55] a 30% buff. Apex Predator's craving base

[07:58] chance to trigger was reduced down to 4%

[08:01] and then Rejuvenation, Wild Growth, and

[08:03] Regrowth healing all saw 25% buffs.

[08:06] Resto druids are up next and they have a

[08:08] bunch of updates. There's a new talent

[08:10] that causes Nature's Swiftness to let

[08:12] Regrowth apply pretty much all of your

[08:14] heal over time effects. Flash of Clarity

[08:16] is a new talent that causes Omen of

[08:18] Clarity to increase Regrowth healing by

[08:20] 40%. Innervate has been redesigned to

[08:23] grant 25% of the target's max mana over

[08:26] 8 seconds instead of just making spells

[08:28] free to cast, which should be far easier

[08:30] to make good use of. Abundance has been

[08:33] redesigned to have a hard cut off point

[08:35] for Rejuvenations. So, at five

[08:37] Rejuvenations, Regrowth gets 50% crit

[08:40] strike chance and 50% reduced mana cost.

[08:43] Tranquility has been updated to grant

[08:45] you an absorb shield that also prevents

[08:47] knockbacks, so you just root yourself to

[08:49] the ground during Tranquility.

[08:51] Incarnation: Tree of Life now casts

[08:53] Regrowth onto up to three nearby injured

[08:56] allies when you initially shapeshift.

[08:58] Swiftmend healing is now increased by

[08:59] 40% of the consumed heal over time

[09:01] effect. And Everbloom rank three's heal

[09:04] effect now triggers when you press

[09:05] Swiftmend instead of Soul of the Forest.

[09:08] Verdant Infusion no longer extends heal

[09:10] over time effects. Germination no longer

[09:12] increases Rejuvenation's duration. And

[09:15] Ysara's Gift now transfers any

[09:17] overhealing to a nearby ally. In

[09:19] addition to all of that, all spell and

[09:22] ability healing was increased by 6% Wild

[09:24] Growth healing saw a 20% buff, but its

[09:27] mana cost was increased by 15%. Verdancy

[09:30] healing was increased by 40%.

[09:32] Rejuvenation and Regrowth mana costs

[09:34] were reduced by 10%. Lifebloom mana cost

[09:37] was cut down by 20%. Passing Seasons

[09:40] reduces Nature's Swiftness cooldown by

[09:42] three extra seconds. A couple of talents

[09:44] were removed and some talents have

[09:46] shifted around in the talent tree. So, a

[09:48] lot of changes for Restoration Druid as

[09:51] we head into patch 12.1.

[09:54] And then we round out the Druid changes

[09:56] with Guardian. Gorey Fur has been

[09:58] redesigned so that Iron Fur has a chance

[10:01] to make your next Maul, Raze, or Ravage

[10:03] free while Maul, Raze, and Ravage have a

[10:06] chance to make your next Iron Fur free.

[10:08] The Apex talent have been redesigned to

[10:10] give you a chance to summon a Guardian

[10:12] spirit whenever you spend range. The

[10:14] spirits reset the cooldown on Thrash and

[10:16] Mangle and when you use Berserk or

[10:18] Incarn, your next two Mauls are

[10:21] guaranteed to spawn a spirit. Hopefully,

[10:23] this makes the Apex talent worth taking

[10:25] in most cases, unlike the original

[10:28] iteration. Brambles Absorb was increased

[10:30] by 25% after the Wildfire healing was

[10:33] buffed by 25%. Ursoc's Fury was buffed

[10:36] up to 35% of Thrash and Maul damage.

[10:39] Elune's Favored heals you for 18% of

[10:41] Arcane damage dealt up from 15%. Lunar

[10:44] Beam healing was increased by 25% and

[10:47] Lunation reduces a Lunar Beam's cooldown

[10:49] by a flat 20 seconds instead of 3

[10:52] seconds per Arcane ability. Elune's

[10:54] Chosen Boundless Moonlight also saw a

[10:56] buff that now causes you to leech 12% of

[10:59] damage dealt up from 10%. So, a lot of

[11:02] buffs for self-sustain and absorb

[11:04] shields and hopefully an actually useful

[11:07] Apex talent moving forward.

[11:10] Evokers are up next and Augmentation

[11:12] only has a couple of changes. Upheavals

[11:14] cast by duplicates no longer knock

[11:16] enemies into the air, which means less

[11:19] free knock-ups but also more reliable

[11:21] knock-ups. Living Flame healing, Verdant

[11:23] Embrace healing, and Emerald Blossom

[11:25] healing were all increased by 25% so

[11:28] they do seem to want to up the healing

[11:30] potential of hybrid specs across the

[11:32] board by the looks of things. And then

[11:34] for Chronowarden, the additional stats

[11:36] from Ebonmight crits now last for 15

[11:38] seconds, modified by mastery, instead of

[11:40] the entire Ebonmight duration. For

[11:43] Devastation, the rank three Apex talent

[11:45] is being redesigned to give you a new

[11:47] spell, Unbound Flame, that you can cast

[11:49] up to four times before Dragon Rage

[11:51] finishes its cooldown. That spell deals

[11:54] AoE damage and grants one Essence Burst.

[11:57] Tyranny has been updated to now work

[11:58] with Unbound Flame, so it always

[12:00] benefits from your max mastery bonus.

[12:02] Living Flame, Verdant Embrace, and

[12:04] Emerald Blossom healing were all buffed,

[12:06] and Risen Fury has been removed. And

[12:08] then for Preservation, Morithus's

[12:10] Blessing has been updated to increase

[12:12] Dream Breath healing by 60%, down from

[12:14] 250%,

[12:16] but the bonus now applies to the heal

[12:18] over time portion of the spell as well.

[12:21] Font of Magic has been updated to reduce

[12:23] the empower time of Dream Breath and

[12:24] Fire Breath by 20%. Dream Breath instant

[12:27] healing saw a 50% nerf, but its periodic

[12:31] healing was increased by 118%.

[12:33] So, that should offer you a stronger

[12:35] heal over time option instead. And then

[12:37] Temporal Barrier absorption was

[12:39] increased by 30%.

[12:42] Then we come to the Hunters, and they're

[12:44] starting out strong with a ranged auto

[12:46] shot damage buff of 600%.

[12:49] So, that should do more than just tickle

[12:51] your target now. And then Hunter's Mark

[12:53] can now be applied to up to five targets

[12:55] at a time instead of one, which lets you

[12:58] mark priority adds in rating counters

[13:00] without it dropping off the boss. This

[13:02] also lets you mark multiple targets in

[13:04] dungeon packs, which can actually lead

[13:06] you to spending five globals before you

[13:08] get to deal any damage. So, hopefully

[13:10] something changes here to streamline

[13:12] that process. For Dark Ranger, Bleak

[13:14] Arrow's damage was a 300% buff, and

[13:17] Withering Fire's Black Arrow damage was

[13:19] reduced by they'll see a lot of damage

[13:21] boosts to help their damage outside

[13:25] of Bestial Wrath windows. Heart of the

[13:28] Pack was renamed to Razor Sharp and it's

[13:30] been redesigned to increase the damage

[13:32] of your pets bite, claw, and smack by

[13:34] 100%.

[13:36] Piercing Fangs now increases the crit

[13:37] damage of Kill Command by 15%. Bloody

[13:40] Frenzy now reduces Barbed Shot's

[13:41] periodic rate increase by 33% instead of

[13:44] 50%.

[13:45] Kill Cleave was nerfed so only cleaves

[13:47] 20% of Kill Command's damage down from

[13:50] 40% and then Barbed Shot damage was

[13:52] buffed up by 25%.

[13:54] Kill Command and Cobra Shot damage saw a

[13:56] 20% increase. Beast Cleave's duration

[13:58] was extended by 2 seconds. Dire Beast

[14:01] summons can now be tracked on the

[14:02] cooldown manager and Wild Instincts has

[14:04] been removed. So, it should be easier to

[14:06] maintain Beast Cleave and a lot of

[14:08] abilities will deal more damage

[14:10] baseline.

[14:12] Marksmanship is one of the specs with

[14:14] the larger changes in the new patch,

[14:15] mostly due to the previous rework not

[14:18] sticking the landing. Explosive Shot has

[14:20] been redesigned into a damage over time

[14:23] effect that deals AoE damage every time

[14:25] it ticks. So, it's more like the old

[14:27] survival explosive shot from way back in

[14:29] the day. There's a new talent that lets

[14:31] you fire explosive shot again right

[14:33] away. Multiple talents have been updated

[14:35] to extend the duration of explosive shot

[14:37] or reduce its cooldown. The rank two

[14:39] Apex talent was updated to increase your

[14:41] crit strike damage and ranged ability

[14:43] damage. And the rank three Apex talent

[14:45] now increases the damage of Aimed Shot

[14:47] and Rapid Fire instead of just Aimed

[14:49] Shot. Bullet Storm has been changed so

[14:51] Rapid Fire now increases the damage of

[14:53] your next Aimed Shot incendiary

[14:55] ammunition now causes Bullet Storm to

[14:57] affect your next two Aimed Shots. Death

[14:59] Blow has been updated so you know

[15:01] exactly when it's going to proc. Aspect

[15:03] of the Hydra no longer causes Arcane

[15:05] Shot to cleave and then Aimed Shot,

[15:07] Rapid Fire, Arcane Shot, Multi-Shot, and

[15:10] Kill Shot damage all saw 20% buffs.

[15:13] Eagle's Accuracy is now a one point

[15:15] talent that increases the damage of

[15:17] Aimed Shot by 5% down from 10% and Rapid

[15:20] Fire by 10% down from 20%. Focused Aim

[15:23] was nerfed to a 1 second cooldown

[15:25] reduction Double Tap and Head Shot were

[15:27] both removed and Aimed Shot has a new

[15:29] icon. It will be interesting to see how

[15:32] this damage over time explosive shot

[15:34] works and if it helps the spec feel

[15:36] smooth and cohesive in the new patch.

[15:38] That's not all though, Dark Rangers

[15:40] Through the Eyes has been redesigned

[15:41] Black Arrow no longer highlights itself

[15:43] whenever it's available Black Arrow

[15:45] direct damage was cut down by 40% Evan

[15:48] Bowstring now causes Black Arrow to have

[15:50] a chance to cause your next Aimed Shot

[15:52] to grant the Death Blow effect and Dark

[15:54] Minion summons can now be tracked on the

[15:56] cooldown manager. For Sentinel, Moon's

[15:58] Blessing reduces the cooldown of Aimed

[16:00] Shot by 1 second down from two. And then

[16:03] Survival hasn't been entirely left out

[16:05] though it's not quite as exciting as the

[16:07] other spec changes. There's a new talent

[16:09] that increases the crit chance and crit

[16:11] damage of Raptor Strike, Raptor Swipe

[16:13] and Kill Command. Primal Surge has moved

[16:15] up in the talent tree and Shower of

[16:17] Blood has been removed. For Sentinel,

[16:20] Lethal Bonds has been updated to give

[16:21] auto attacks a high chance to generate

[16:23] three focus rather than every attack

[16:25] generating one focus and then Scout's

[16:28] Vigil no longer increases stealth

[16:29] detection radius while using camouflage.

[16:32] Very exciting changes indeed.

[16:35] Moving on we have the mages who will see

[16:37] some decent survivability buffs. There's

[16:40] a new talent that reduces AoE damage

[16:41] taken by 4% which is always going to be

[16:44] nice. Improved Prismatic Barrier has

[16:46] been updated to grant an additional

[16:48] charge of your shields so both Arcane

[16:50] and Fire that extra charge now and then

[16:52] Temporal Re-alignment now immediately

[16:55] heals 20% of your health and 30% extra

[16:58] over 6 seconds. There are also a lot of

[17:00] updates for Sunfury will only have three

[17:02] orbs now but you can buff those three

[17:04] orbs instead of just being able to get a

[17:06] couple extra. Mana Cascade is now

[17:08] uncapped and several hero talents that

[17:10] grant the buff have been updated. For

[17:13] Arcane, their apex talent is being

[17:15] redesigned into Prismatic Bolt. Arcane

[17:18] Barrage has a chance per Arcane Salvo

[17:20] stack consumed to trigger prismatic

[17:23] bolt, which deals damage to your target

[17:25] and nearby enemies and generates four

[17:27] Arcane charges. Arcane Pulse has been

[17:29] changed to now have a cooldown, a larger

[17:31] radius, and generate one charge per

[17:33] target hit. Expanded Mind causes

[17:36] prismatic bolt to grant four stacks of

[17:38] Arcane Salvo. A few talents no longer

[17:40] interact with Arcane Pulse, and Touch of

[17:42] the Archmage has been removed.

[17:45] Fire has a few updates, too. Pyroblast

[17:47] damage and Flame Strike damage saw 15%

[17:50] buffs, and the Apex talent has been

[17:51] adjusted so that rank one increases fire

[17:54] damage by 2% for 8 seconds, down from 4%

[17:57] for 12 seconds. Rank two now increases

[17:59] fire damage by 5 and 10%, up from 3 and

[18:02] 6%, and rank three's chance to trigger

[18:04] during Combustion was reduced. And then

[18:07] we come to Frost, who no longer get the

[18:09] extra charge of Ice Barrier all by

[18:11] themselves, as that's now a baseline

[18:13] function. They'll see a 4% damage boost

[18:15] across the board, but their rank two

[18:17] Apex talent spell damage bonus was cut

[18:20] in half.

[18:22] Monks are up next with a couple of

[18:23] general changes. Chi Transfer now causes

[18:26] Touch of Death to heal you for 60% of

[18:28] damage dealt, up from 50%, and Vigorous

[18:31] Expulsion increases Expel Harm's healing

[18:33] by 6%, up from 5%. For Brewmaster,

[18:36] stagger reduction from staggering

[18:38] strikes was increased by 25%. Spirit of

[18:40] the Ox chance to generate a healing

[18:42] sphere was increased by 20%. Celestial

[18:44] Brew and Celestial Fusion absorbs were

[18:46] increased by 25%.

[18:48] Awakening Spirit's max absorb value saw

[18:50] a 25% buff. Vital Flame heals for 50% of

[18:54] damage dealt, up from 40%, and a few

[18:56] more buffs were added into the cooldown

[18:58] manager.

[18:59] For Mistweaver, there's a new talent

[19:01] that increases Soothing Mist's healing

[19:03] by 300%, but increases its mana cost as

[19:06] well. They'll see a 3% nerf to all

[19:08] healing done, a 50% boost to their

[19:11] mastery, a 15% nerf to spinning crane

[19:14] kick damage, way of the crane now

[19:16] transfers 280% of damage done down from

[19:18] 340% and then Jade Fire Teachings now

[19:21] increases ancient teachings transfer

[19:23] amount by 320%

[19:26] up from 270%.

[19:28] So, some give and take for the

[19:29] Mistweaver so far in patch 12.1.

[19:32] Windwalkers haven't been left out.

[19:34] They'll see a 30% damage boost to auto

[19:36] attacks and Zenit Storm damage. Blackout

[19:39] kick damage is up 50%. Tiger Palm saw a

[19:41] huge 200% damage buff and duel threat

[19:44] damage was increased by 30%. Weapon of

[19:47] Wind was nerfed down to a 5% bonus and

[19:49] Tiger Eye Brew's crit strike damage

[19:51] bonus was cut down to 5 and 10% down

[19:54] from 10 and 20% and then Vivify healing

[19:57] saw a 25% buff. For Conduit of the

[19:59] Celestials, Celestial Conduit damage

[20:02] will see a 25% nerf and Temple Training

[20:05] increases the damage of Fist of Fury and

[20:07] Spinning Crane Kick by 30% up from 10%.

[20:10] So, a lot of damage boosts for your main

[20:12] rotational abilities to look forward to.

[20:16] Paladins have a lot of changes to look

[20:17] forward to as well. Golden Path,

[20:19] Lightforged Blessing, Brought to Light,

[20:21] and Lights Myth Right of Adoration

[20:24] healing were all increased by 25%.

[20:27] For protection, they're going to see

[20:28] some big buffs. There's a new talent

[20:30] that lets Word of Glory's overhealing to

[20:32] be applied as an absorb shield, so you

[20:34] could potentially end up with some big

[20:36] bubbles as a prop paladin. Improved

[20:39] Ardent Defender now increases max health

[20:40] by 20% while active and no longer

[20:43] cancels the remaining duration if you

[20:45] take fatal damage. Seal of Reprisal now

[20:47] causes Blessed Hammer to reduce enemy

[20:49] damage taken by 10% for 8 seconds.

[20:51] Master was updated, so after you cast a

[20:54] Holy Armament, your Crusader Strike or

[20:56] replacement ability will bestow a lesser

[20:58] version to a nearby ally. And then we

[21:00] have some huge damage buffs and nerfs.

[21:03] Judgment and Consecration damage are up

[21:05] 100%. Shield of the righteous is getting

[21:08] a 150%

[21:09] buff. Hammer of the righteous primary

[21:11] damage is up 50%. Avenging wrath now

[21:14] increases damage, healing, and crit

[21:16] strike chance by 10% baseline. Avenger

[21:18] shield is getting a 30% buff, and lesser

[21:21] weapon damage was increased by 50%.

[21:23] Hammer of light and Imperium hammer

[21:25] damage will catch a 33% nerf. Divine

[21:28] exaction's divine toll effectiveness was

[21:30] cut down to 80% from 150% and sentinel's

[21:34] duration was increased up to 20 seconds.

[21:37] Undying embers was buffed up to 125%.

[21:40] Bulwark of order absorb shield was

[21:42] increased to 75% of damage done. Solace

[21:45] causes consecration to heal you for 375%

[21:48] of the damage it deals, which will be

[21:50] buffed even further by the consecration

[21:52] damage buff from earlier. Glory of the

[21:54] vanguard now deals damage as a

[21:56] percentage of Avenger shield initial

[21:58] damage. Sentinel has been moved, and it

[22:00] now inherits the crit strike bonus of

[22:02] Avenging wrath, and sanctified wrath has

[22:05] been removed. So, you no longer have to

[22:07] choose between sanctified wrath and

[22:08] sentinel. You'll have way more damage

[22:10] baseline and more self-sustain on top of

[22:13] everything else. So, there's some huge

[22:14] changes for prop paladins in this patch.

[22:18] That's not all though, retribution also

[22:20] has some pretty significant changes. The

[22:22] apex talent was updated to let art of

[22:24] war and righteous cause stack twice, so

[22:27] you don't have to worry about spending

[22:28] those quite as quickly, and you'll lose

[22:30] fewer procs. Art of war now increases

[22:32] blade of justice's damage by 80% down

[22:35] from 150%, so that's a pretty big nerf.

[22:38] But then blade of justice base damage is

[22:40] being increased by 40%. Final verdict

[22:43] and divine storm damage will see 15%

[22:45] buffs. Avenging wrath damage bonus and

[22:47] crit strike chance bonus were reduced

[22:49] down to 15%, but then Templar strike,

[22:52] Templar slash, judgement, and hammer of

[22:54] wrath will all see 50% buffs. Divine

[22:57] toll's judgement now deals 50% increased

[22:59] damage down from 100%, and the rank

[23:01] three Apex talent saw a 25% damage

[23:04] nerve. Flash of light, word of glory,

[23:06] and eternal flame healing were all

[23:07] increased by 25%. Art of war no longer

[23:10] activates from additional sky fury

[23:12] attacks. Crusading strikes now increases

[23:14] auto attack speed by 15% instead of

[23:17] decreasing it by 20%. So, that's going

[23:20] to be pretty huge. And then, execution

[23:22] sentence area of effect radius was

[23:23] increased. Then, there are some quick

[23:25] changes to Templar. Hammer of light

[23:27] damage saw a 30% nerve, but it now only

[23:30] costs three holy power down from five.

[23:33] So, that's going to be interesting to

[23:34] get used to, but we have a lot of

[23:36] changes for retribution, which should

[23:38] lead to smoother damage overall, less

[23:40] burst damage from cool downs, and the

[23:42] Apex talent will be a bit easier to use.

[23:46] Then, we come to the priests, starting

[23:48] with discipline. There's a new talent

[23:49] that increases the healing of shadow

[23:51] mend and lets it apply a longer

[23:53] atonement effect. Flash heal will just

[23:55] now passively be shadow mend. Mind blast

[23:58] now always upgrades your next power word

[24:00] shield into void shield, but void shield

[24:02] now reflects 15% of damage taken down

[24:04] from 25%. Your Apex talent can now

[24:07] accumulate up to two charges, which

[24:09] sounds quite powerful. Flash healing

[24:11] will see a 25% buff. Smite damage is

[24:14] increased by 40% inescapable torment

[24:17] damage was nerfed by 30%. Penance no

[24:19] longer applies atonement when cast on an

[24:21] ally, and greater smite is now a one

[24:23] point talent. For Oracle, unfolding

[24:26] vision has been redesigned. Void

[24:27] weaver's void blast damage is increased

[24:29] by 25%. Void wraith damage was buffed by

[24:32] 30%, and void infusion now increases

[24:35] atonement healing from void blast and

[24:37] penance by 75% while your rift is

[24:39] active, up from 50%.

[24:42] Now, holy doesn't have too much going on

[24:44] so far in the patch. It does see a

[24:45] slight change to resonant energy in the

[24:47] Archon hero talent tree, and divine hymn

[24:50] has been updated to grant guardian

[24:51] spirit while you channel it. So, at

[24:53] least you shouldn't die quite as often

[24:55] while trying to keep everyone else

[24:56] alive. It's interesting that druids get

[24:59] an absorb shield and knockback immunity

[25:02] while priests get a lethal damage

[25:03] protection spell. I'd probably prefer

[25:06] the druid tranquility change, but what

[25:08] do you think will be more valuable? Let

[25:10] me know in the comments section below.

[25:12] And then shadow has quite a few changes

[25:14] coming their way. There's a new talent

[25:16] that causes shadowy apparitions to

[25:18] explode when they reach their target,

[25:20] which sounds really cool. Improved void

[25:22] form now causes void form to increase

[25:24] your spell damage and grant two

[25:25] additional uses of void volley. Ancient

[25:28] madness has been redesigned to give you

[25:29] stacks of a haste buff that linger after

[25:31] void form ends, and you can only use

[25:33] void volley a certain number of times in

[25:35] during each void form. And then power

[25:38] word shield saw a 25% buff. There are

[25:40] also a couple of quick changes for the

[25:42] Arcan hero talent tree, so you won't be

[25:44] quite as reliant on psychic link for

[25:46] your cleave and AoE damage, and

[25:48] exploding spirits sounds really fun.

[25:52] Now, rogues actually have quite a few

[25:53] updates in this patch, which may

[25:55] surprise many of the rogues out there.

[25:57] Thistle Tea is now a choice talent

[25:59] letting you choose between it

[26:00] automatically activating at low energy

[26:03] or giving you an ability you can cast

[26:04] actively. Atrophic Poison now reduces

[26:07] damage dealt by 4% up from 3% and its

[26:10] duration was increased to 60 seconds up

[26:12] from 10. For Fate Bound, Deal Fate now

[26:14] has a 60% chance to grant an extra combo

[26:17] point when you Seal Fate down from 100%.

[26:20] For assassination, there's a new talent

[26:22] that increases Envenom damage but

[26:23] reduces its duration. Your rank one apex

[26:26] talent has been updated to increase

[26:28] Envenom damage and restore energy for

[26:30] each combo point spent. Internal

[26:31] bleeding now triggers from casting

[26:33] kidney shot and rupture rather than also

[26:35] being applied when copying ruptures with

[26:37] Crimson Tempest. Iron Wire now causes

[26:40] garrote from stealth to silence targets

[26:42] for 5 seconds. Dashing scoundrel was

[26:44] buffed up to a 10% crit chance bonus.

[26:46] They'll see a 3% damage boost across the

[26:49] board. Death Mark was reduced to a 75%

[26:52] damage boost. Kingsbane damage to a 15%

[26:54] nerf. Shrouded Suffocation got buffed up

[26:57] to 30%. Avulsion increases rupture

[26:59] damage by 25%. Motivated Murderer energy

[27:03] was increased to 30% and Rapid

[27:05] Injection's damage bonus was buffed up

[27:06] to 20 and 40%.

[27:08] Venomous Wounds generates more energy

[27:10] when multiple targets are affected by

[27:12] your bleeds. Blindside's chance to

[27:14] trigger was reduced to 10 and 20%.

[27:16] Deadly Momentum was removed and several

[27:18] talents have shifted around in the

[27:20] talent tree.

[27:22] For Outlaw, improved Between the Eyes

[27:24] was reduced to 2.5 times normal damage

[27:26] down from three times. Fast Action has

[27:28] been updated to reduce the cooldown of

[27:30] Between the Eyes by 8 seconds up from

[27:32] five and increases the damage bonus from

[27:34] each stack by 1%. Killing Spree damage

[27:37] was increased by 60%.

[27:39] Heavy Hitter was buffed up to a 15 and

[27:41] 30% bonus. Zero In value per stack was

[27:44] reduced to 2%. Hidden Opportunities

[27:46] chance for Ambush to grant opportunity

[27:48] was increased to 100% of the chance for

[27:50] Sinister Strike's chance. And then there

[27:53] are new connections in the talent tree

[27:54] to help you pick and choose talents more

[27:56] freely. And then for Sub Rogues,

[27:58] Relentless Strikes was nerfed down to

[27:59] four energy per combo point spent.

[28:01] Shadow Craft no longer stores one

[28:03] additional combo point, but the

[28:04] frequency bonus from auto attacks was

[28:06] almost doubled. Lingering Shadow now

[28:09] also applies to Shuriken Storm and your

[28:11] Apex talent now considers the total

[28:13] damage of Secret Technique instead of

[28:15] only the initial hit.

[28:17] Moving on, we have the Shamans. For

[28:19] Elemental, Chain Lightning now hits up

[28:21] to five targets up from three. Lava

[28:23] Burst now also increases damage by a

[28:25] percent equal to your crit strike

[28:27] chance. For Elemental, a lot of damage

[28:30] has been taken out of your Ascendant's

[28:32] windows and put into your standard

[28:33] rotation. Power of the Maelstrom now

[28:35] gives a Lightning Bolt and Chain

[28:37] Lightning a chance to cause your next

[28:38] Lava Burst to deal 20% increased damage

[28:41] stacking up to two times and Lava Burst

[28:44] consumes one stack at a time.

[28:46] Stormkeeper now affects your next two

[28:47] lightning bolts or two chain lightnings

[28:49] and they cause an elemental overload on

[28:51] all targets hit. Lava burst and

[28:53] lightning bolt damage will both by 30%.

[28:56] Chain lightning and flame shock damage

[28:57] up 60%. Tempest direct damage is buffed

[29:00] by 20% and then healing surge, earth

[29:03] shield and healing stream totem also a

[29:05] 25% boost to their healing. Ascendance

[29:08] now increases the damage of over mental

[29:10] overload by 30% down from 75%.

[29:14] Bonus lava bursts when activating and

[29:16] are 50% of their normal value down from

[29:18] 100% and molten wrath now increases the

[29:21] damage of lava burst by 10% down from

[29:23] 15%. The apex talent rank one now

[29:26] increases elemental overload damage by

[29:27] 10% down from 35% but now also increases

[29:31] elemental damage by 10%. The rank two

[29:34] was nerfed down to a 15 and 30% bonus to

[29:36] crit damage down from 25 and 50% and

[29:39] elemental blast casts from fusion of the

[29:41] elements now only grants 40% of the

[29:43] normal duration of your stats above down

[29:45] from 100% and then for storm ringer

[29:48] supercharge now causes lightning bolt,

[29:50] chain lightning and tempest overloads to

[29:52] deal 10% additional damage. So

[29:54] ascendance might not be quite as fun to

[29:57] push but your damage profile should be

[29:59] smoother overall. Now enhancement

[30:02] doesn't really have much going on they

[30:03] just get the hybrid heal boosts to

[30:05] healing surge, earth shield and healing

[30:07] stream totem and then resto has been

[30:09] more or less left out too. Healing rain

[30:11] now has a 12 second cool down and 18

[30:14] second duration so you can move it

[30:16] around easier. That's all for now.

[30:19] Warlocks are up next and I'm very

[30:21] surprised to say they have the least

[30:23] changes out of any class so far in patch

[30:26] 12.1. Hell callers blackened soul and

[30:29] mark of perathon have been redesigned

[30:31] and destructions conflagration of chaos

[30:33] now causes conflagrate and shadow burn

[30:35] to always crit and the damage increased

[30:37] by your crit chance and that's it.

[30:41] And then last but not least we come to

[30:42] the warriors. Rend has been given back

[30:44] to arms warriors exclusively as an

[30:46] ability and will be single target only,

[30:48] but cleave will still apply rend to all

[30:50] targets hit. Storm of blood causes

[30:53] whirlwind to apply rend to all targets

[30:55] hit for fury and blood and thunder

[30:57] causes thunderclap to apply rend to all

[30:59] targets hit for protection. It seems

[31:01] like a bit of a weird switch around that

[31:04] ultimately doesn't really change

[31:05] anything. For arms, ravager has been

[31:08] updated to deal more damage. It no

[31:10] longer increases cleave or whirlwind

[31:12] damage and instead causes all enemies to

[31:14] take extra damage from your bleed

[31:16] effects for its duration and its

[31:17] duration is no longer affected by haste.

[31:20] Bloodletting has been updated to give

[31:22] you extra crit chance against targets

[31:24] affected by rend and mortal strike

[31:26] inflicts rend on targets below 35%

[31:29] health. Broad strokes has been updated

[31:31] so colossus smash now grants six stacks

[31:33] of sweeping strikes or news and a couple

[31:35] talents have shifted around in the

[31:37] talent tree. For colossus, tide of

[31:39] battle increases the damage of and

[31:41] execute instead of just overpower.

[31:44] Demolish's cool down was reduced to 30

[31:45] seconds baseline, but dominant of the

[31:47] colossus no longer reduces the cool down

[31:50] of demolish. For fury warrior, whirlwind

[31:53] has been updated to now generate three

[31:55] rage. Improved whirlwind now just

[31:57] increases rage generated per target hit

[31:59] and there's a new talent that increases

[32:01] whirlwind's damage when it only hits one

[32:03] target. Rampaging ruin has been

[32:05] redesigned to deal AoE damage when

[32:06] improved whirlwind is active and hack

[32:08] and slash was updated to give rampage a

[32:10] 75% chance to refund a charge of raging

[32:13] blow and increase the damage of your

[32:15] next raging blow by 20%. For mountain

[32:18] thing, thunder blast damage is buffed by

[32:19] 40% but crashing thunder's damage boost

[32:22] was nerfed down to 10%. And then we come

[32:25] to protection warriors. Devastating

[32:27] focus has been updated to also increase

[32:29] the damage of execute. Blood born now

[32:31] increases all bleed damage. Fueled by

[32:33] violence was buffed up to 125%.

[32:36] Ignore pain absorb was buffed by 25%.

[32:39] Brutal vitality at 10% of damage dealt

[32:41] to ignore pain up from 8% and ravager

[32:44] will see the same updates that arms

[32:46] warrior got. Protection will also get

[32:48] all of the changes for both hero talent

[32:50] trees that we already went over.

[32:53] So as you can see, we have an enormous

[32:56] amount of class changes planned for 12.1

[32:59] and this is just the very first build.

[33:01] As the PTR unfolds and more builds get

[33:03] pushed through, we should see even more

[33:05] tweaks and tuning. So if your class

[33:07] didn't get much in this first round,

[33:09] there's still plenty of time for changes

[33:11] to make their way into the patch. What

[33:13] do you think of the changes to your

[33:15] class and spec from what you've seen so

[33:16] far? Let me know what you think in the

[33:18] comments section below.

[33:21] Now that's all for the class changes

[33:22] coming in 12.1 but that only scratches

[33:25] the surface of what this new patch has

[33:27] to offer. We'll get a whole new zone to

[33:29] explore, new seasonal content, massive

[33:31] changes to gearing up, raid loot saw

[33:34] some big buffs, solo players have more

[33:36] content than ever and there are a bunch

[33:38] of quality of life updates too. If you

[33:40] want to check out the patch in more

[33:42] detail, I'll leave a link to our full

[33:44] preview video in the comments section

[33:46] below.

[33:48] Now in other news, we do have a couple

[33:49] of important updates for the live game

[33:51] in patch 12.0.7. To start with, the

[33:54] Umbral Champion mount has finally been

[33:56] revealed. This is the mount you can earn

[33:58] if you end the season in the top 1% of

[34:01] mythic plus players. It's a dark red

[34:03] recolor of the mythic mount from

[34:05] Kel'Thuzad's freeze mount and it looks

[34:07] pretty awesome. I might actually push

[34:09] some keys to see how close I can get to

[34:11] this reward. If you're ever curious

[34:13] about what rating you'd have to reach to

[34:15] be in the running, you can pop by

[34:17] raider.io and check out their season

[34:19] ratings cutoff page. As of writing this

[34:22] video, NA realms 1% currently sits just

[34:25] under 3,800 rating and EU realms sit at

[34:28] just over 3,850

[34:31] rating. That's only going to go up as we

[34:33] get closer to the end of the season, so

[34:35] you'll probably need to time at least

[34:37] every key on plus 20 or thereabouts if

[34:39] you want a chance of obtaining this

[34:41] shiny new mount.

[34:43] If you'd rather spend your time gearing

[34:45] up your alts and farming the patch

[34:47] 12.0.7 zones, I have some good news for

[34:49] you. All rares will now be immune to

[34:51] damage for 3 minutes after they spawn,

[34:54] giving you plenty of time to cross the

[34:56] zone to reach any rare on the map before

[34:58] they get absolutely obliterated. With

[35:01] rares offering some of the best catch-up

[35:02] rewards in the patch, this should make

[35:04] gearing up easier and faster for all

[35:07] players.

[35:08] And then the last little bit of news we

[35:10] have for this week is for the new

[35:11] Sporfall raid. The mythic version of the

[35:14] Rotmire encounter being flexible wasn't

[35:16] the only change to mythic difficulty. It

[35:19] also doesn't have a standard mythic

[35:21] lockout. That means you can go in as

[35:23] many times as you want and kill the boss

[35:25] over and over and over again to help out

[35:27] your friends or guildies. Now, you only

[35:29] get one chance at loot for your very

[35:31] first kill, so you may be wondering, why

[35:34] would anyone even bother? And that's

[35:36] where bonus rolls come in. Because you

[35:39] can kill the boss repeatedly, you can

[35:41] actually roll on the boss as many times

[35:43] as you want within a week as long as you

[35:45] have the bonus rolls to spend. Using two

[35:48] void core bonus rolls guarantees you a

[35:50] piece of gear, and with the duplicate

[35:52] protection actually working nowadays,

[35:54] you won't ever see the same piece twice.

[35:57] That means if you have enough bonus

[35:59] rolls, you could theoretically get every

[36:02] single piece of loot from Rotmire in one

[36:04] week, giving you an insane item level

[36:07] advantage. And that's what some players

[36:09] have been doing. The only problem is

[36:12] that this wasn't really available for

[36:14] any other mythic boss due to the mythic

[36:17] lockout changes, so it wasn't clear if

[36:19] this was intended or if those players

[36:21] would end up getting rolled back or

[36:23] receiving some kind of punishment. But

[36:25] the dev team took to the forums to

[36:27] confirm that there are no current plans

[36:29] to change Sepulcher's loot lockout and

[36:32] players are free to use multiple bonus

[36:34] rolls on repeated attempts for this

[36:36] encounter. So, we have a blue post to

[36:38] confirm that you can roll as many times

[36:40] as you want to get that shiny 298 gear.

[36:44] But that's all of the updates we have so

[36:45] far. So, that's it for this week's WoW

[36:48] news video. What do you think of the

[36:50] huge round of class changes slated for

[36:52] patch 12.1? And how do you feel about

[36:55] certain specs getting reworked yet

[36:57] again? Leave all your thoughts in the

[36:59] comments section below. A big thank you

[37:01] to all of our supporters over on Patreon

[37:02] and to all of our members here on

[37:03] YouTube. You can see their names on

[37:05] screen. If you're interested in

[37:07] supporting the channel, you can find

[37:08] links in the description or click the

[37:10] join button just below the video. If you

[37:12] enjoyed the video or found it useful in

[37:13] any way, make sure to subscribe and ring

[37:15] the notification bell so you're always

[37:16] kept up to date. Thanks for watching,

[37:18] folks. Good luck and have fun and as

[37:20] always, I will see you next time.

[37:38] >> [music]

⚡ Saved you 0h 37m reading this? Transcribe any YouTube video for free — no signup needed.