HUGE Class Changes Revealed
44sThe opening teases massive reworks and nerfs, grabbing viewers' attention with the promise of major gameplay shifts.
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[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]
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