Este site faz uso extensivo de JavaScript.
Favor habilite JavaScript em seu navegador.
No ar
RTP
11.0.7
RTP
11.0.5
Restoration Druid: First Impression of the New Druid Talent Trees in Dragonflight
No ar
Criado
04/7/2022 em 05:19
por
Voulk
With the recent reveal of the Dragonflight Druid talent trees, our guest Restoration Druid writer provides initial reactions and first impressions to this revamped system. We break down the Druid and Restoration trees, discussing the new talents and providing some sample builds. Join us as we predict how this class could play in Dragonflight!
To learn about the best PvE talent builds in Dragonflight for this class, and export these builds into the game, please check out our Balance, Feral, Guardian, and Restoration Druid class guides:
Balance Druid Talent BuildsFeral Druid Talent BuildsGuardian Druid Talent BuildsRestoration Druid Talent Builds
ROW 1
Rake
Rake the target for Bleed damage and additional Bleed damage over 15 seconds. Awards 1 combo point.
Granted by default when selecting Feral Specialization.
Frenzied Regeneration
Heals you for 20% health over 3 seconds.
Granted by default when selecting Guardian Specialization.
Rejuvenation
Heals the target over 12 seconds.
Granted by default when selecting Restoration Specialization.
Starfire
Call down a burst of energy, causing Arcane damage to the target, and a small amount of Arcane damage to all other enemies within 8 yards. Generates 8 Astral Power.
Granted by default when selecting Balance Specialization.
ROW 2
Thrash
Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form.
Granted by default when selecting Feral or Guardian Specializations.
Improved Barkskin
Barkskin duration increased by 2/4] seconds. Two Rank Talent.
Swiftmend
Consumes a Regrowth, Wild Growth, or Rejuvenation effect to instantly heal an ally for a large amount.
Granted by default when selecting Restoration Specialization.
Starsurge
Launch a surge of stellar energies at the target, dealing Astral damage, and empowering the damage bonus of any active Eclipse for its duration.
Granted by default when selecting Balance Specialization.
ROW 3
Rip
Finishing move that causes Bleed damage over time. Lasts longer per combo point.
Swipe
Swipe nearby enemies, inflicting Physical damage. Damage varies by shapeshift form.
Improved Frenzied Regeneration (NNF)
Frenzied Regeneration and Barkskin increase all healing received by 20%.
Remove Corruption
Nullifies corrupting effects on the friendly target, removing all Curse and Poison effects.
Moonkin Form
Shapeshift into Moonkin Form, increasing the damage of your spells by 10% and your armor by 125%, and granting protection from Polymorph effects. The act of shapeshifting frees you from movement impairing effects.
ROW 4
Maim
Finishing move that causes Physical damage and stuns the target. Damage and duration increased per combo point.
(3 Ranks) Increased Armor and Physical Damage (NNF)
Armor and Physical damage dealt increased by 2/4/6]%. Three Rank Talent.
Ironfur
Increases armor for 7 seconds.
(3 Ranks) Increased Healing and Magic Damage (NNF)
Healing and Magic damage dealt increased by 2/4/6]%. Three Rank Talent.
Hibernate
Forces the enemy target to sleep for up to 40 seconds. Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin.
ROW 5
(2 Ranks) Feline Swiftness
Movement speed by 8/15]%. Two Rank Talent.
Skull Bash
You charge and bash the target's skull, interrupting spellcasting and preventing any spell in that school from being cast for 4 seconds.
(2 Ranks) Thick Hide
Reduces all damage taken by 3/6]%. Two Rank Talent.
Choice: Wild Charge / Tiger Dash
Wild Charge:
Fly to a nearby ally's position.
Tiger Dash:
Shift into Cat Form and increase your movement speed by 200%, reducing gradually over 5 seconds.
Wild Charge
Fly to a nearby ally's position.
Tiger Dash
Shift into Cat Form and increase your movement speed by 200%, reducing gradually over 5 seconds.
(2 Ranks) Increased Healing & Healing Taken (NNF)
Healing done and healing taken increased by 3/6]%. Two Rank Talent.
Cyclone
Tosses the enemy target into the air, disorienting them but making them invulnerable for up to 6 seconds. Only one target can be affected by your Cyclone at a time.
(2 Ranks) Astral Influence
Feral & Guardian: Increases the range of all your abilities by 1/3] yards. Two Rank talent.
Restoration & Balance: Increases the range of all your abilities by 3/5] yards. Two Rank Talent.
ROW 6
Tireless Pursuit
For 2 sec after leaving Cat Form or Travel Form, you retain up to 40% movement speed.
Soothe
Soothes the target, dispelling all Enrage effects.
Sunfire
A quick beam of solar light burns the enemy for a small amount of Nature damage and then an additional Nature damage over 12 seconds.
Typhoon
Blasts targets within 15 yards in front of you with a violent Typhoon, knocking them back and dazing them for 6 seconds. Usable in all shapeshift forms.
ROW 7
Primal Fury
When you critically strike with an attack that generates a combo point, you gain an additional combo point. Damage over time cannot trigger this effect.
Ursoc’s Endurance (NNF)
When you use Barkskin or Survival Instincts, absorb a small amount of damage over 8 seconds.
Stampeding Roar
Shift into Bear Form and let loose a wild roar, increasing the movement speed of all friendly players within 15 yards by 60% for 8 seconds.
Wild Growth
Heals up to 5 injured allies within 30 yards of the target over 7 seconds. Healing starts high and declines over the duration.
Improved Sunfire (NNF)
Sunfire now applies its damage over time effect to all enemies within 8 yards.
ROW 8
Choice: Incapacitating Roar / Mighty Bash
Incapacitating Roar:
Shift into Bear Form and invoke the spirit of Ursol to let loose a deafening roar, incapacitating all enemies within 10 yards for 3 seconds. Damage will cancel the effect.
Mighty Bash:
Invokes the spirit of Ursoc to stun the target for 4 seconds. Usable in all shapeshift forms.
Incapacitating Roar
Shift into Bear Form and invoke the spirit of Ursol to let loose a deafening roar, incapacitating all enemies within 10 yards for 3 seconds. Damage will cancel the effect.
Mighty Bash
Invokes the spirit of Ursoc to stun the target for 4 seconds. Usable in all shapeshift forms.
(2 Ranks) Ursine Vigor
For 4 sec after shifting into Bear Form, your health and armor are increased by 15/30]%. Two Rank Talent.
(3 Ranks) Lycara's Teachings (NNF)
You gain of a stat based on your current form.
No Form: Haste
Cat Form: Critical Strike
Bear Form: Versatility
Moonkin Form: Mastery
Improved Rejuvenation (NNF)
Rejuvenation's duration is increased by 3 seconds.
Choice: Mass Entanglement / Ursol's Vortex
Mass Entanglement
Roots the target and all enemies within 15 yards in place for 30 seconds. Damage may interrupt the effect. Usable in all shapeshift forms.
Ursol's Vortex
Conjures a vortex of wind for 10 sec at the destination, reducing the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Usable in all shapeshift forms.
Mass Entanglement
Roots the target and all enemies within 15 yards in place for 30 seconds. Damage may interrupt the effect. Usable in all shapeshift forms.
Ursol's Vortex
Conjures a vortex of wind for 10 sec at the destination, reducing the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Usable in all shapeshift forms.
ROW 9
(2 Ranks) Well-Honed Instincts
When you fall below 40% health, you cast Frenzied Regeneration, up to once every 120/90] seconds. Two Rank Talent.
Improved Stampeding Roar (NNF)
Cooldown reduced by 60 seconds.
Renewal
Instantly heals you for 30% of maximum health. Usable in all shapeshift forms.
Innervate
Infuse a friendly healer with energy, allowing them to cast spells without spending mana for 10 seconds.
ROW 10
Furor
When you shift into a form you haven't been in for 20 sec, abilities cost no Rage, Energy, Astral Power, or Mana for 4 seconds.
Heart of the Wild
Abilities not associated with your chosen specialization are substantially empowered for 45 seconds.
Nature's Vigil
For 20 sec, all single-target healing and damage spells and abilities also heal a nearby friendly target based on the amount done, 20% for heals, 40% for damage spells. 1.5 min cooldown.
ROW 1
Eclipse
Casting 2 Starfires empowers Wrath for 15 seconds. Casting 2 Wraths empowers Starfire for 15 seconds. These Eclipses occur in alternation.
Eclipse (Solar): Wrath cast time reduced 8% and damage increased 20%.
Eclipse (Lunar): Starfire cast time reduced 8% and critical strike chance increased 20%.
ROW 2
(2 Ranks) Improved Eclipse
Eclipse now reduces the cast time of affected spells by 15%.
]
(2 Ranks) Improved Moonfire and Sunfire
Moonfire and Sunfire duration increased by 3/6] seconds. Two Rank Talent.
]
ROW 3
Force of Nature
Summons a stand of 3 Treants for 10 sec which immediately taunt and attack enemies in the targeted area. Generates 20 Astral Power.
(2 Ranks) Nature's Balance
While in combat you generate 1/2] Astral Power every 2 seconds. While out of combat your Astral Power rebalances to 50 instead of depleting to empty. Two Rank Talent.
Warrior of Elune
Your next 3 Starfires are instant cast and generate 40% increased Astral Power.
ROW 4
Starfall
Calls down waves of falling stars upon enemies within 40 yds, dealing Astral damage over 8 seconds.
Improved Moonkin Form
While in Moonkin Form, single-target attacks against you have a 15% chance make your next Starfire instant.
]
Celestial Alignment
Bring the celestial bodies into alignment over the target area applying Moonfire and Sunfire to all enemies. For 20 sec, both Eclipses are maintained and you gain 10% haste.
ROW 5
Improved Starsurge
Starsurge further empowers the damage bonus of any active Eclipse.
Solar Beam
Summons a beam of solar light over an enemy target's location, interrupting the target and silencing all enemies within the beam. Lasts 8 seconds.
Shooting Stars
Moonfire and Sunfire damage over time has a chance to call down a falling star, dealing Astral damage and generating 2 Astral Power.
ROW 6
(2 Ranks) Improved Starfall
Casting Starfall extends the duration of active Moonfires and Sunfires by 2/4] seconds. Two Rank Talent.
(2 Ranks) Power of Goldrinn
Starsurge has a chance to summon the Spirit of Goldrinn, which immediately deals Arcane damage to the target. Two Rank Talent.
(2 Ranks) Starlord
Starsurge and Starfall grant you 2/4]% Haste for 15 seconds. Stacks up to 3 times. Gaining a stack does not refresh the duration. Two Rank Talent.
ROW 7
Stellar Drift
Starfall deals 50% additional damage and allows you to cast while moving while it is active, but now has a 12 sec cooldown.
(2 Ranks) Stellar Inspiration
Starsurge and Starfall have a 10/15/20]% chance to empower Eclipse or extend Moonfire and Sunfire by double the amount. Three Rank Talent.
Light of the Sun
Reduces the remaining cooldown on Solar Beam by 15 seconds when it interrupts the primary target.
(2 Ranks) Umbral Intensity
Eclipse's damage bonus to Wrath and Starfire starts 10/20/30] stronger. Three Rank Talent.
Precise Alignment
The duration of Celestial Alignment is increased by 5 seconds.
ROW 8
Choice Node:
Choice: Blessing of Elune / Blessing of An’she
Blessing of Elune
Lunar Eclipse is 3 seconds longer and Solar Eclipse is 3 seconds shorter.
Blessing of An'she
Solar Eclipse is 3 seconds longer and Lunar Eclipse is 3 seconds shorter.
Blessing of Elune
Lunar Eclipse is 3 seconds longer and Solar Eclipse is 3 seconds shorter.
Blessing of An'she
Solar Eclipse is 3 seconds longer and Lunar Eclipse is 3 seconds shorter.
Soul of the Forest
Eclipse increases Wrath's Astral power generation 50%, and increases Starfire's area effect damage by 150%.
(2 Ranks) Fury of the Skies
Moonfire increases your Arcane damage to the target, and Sunfire increases your Nature damage to the target, by 1/2]%. Two Rank Talent.
Choice Node:
Choice: Twin Moons / Stellar Flare
Twin Moons
Moonfire deals 10% increased damage and also hits another nearby enemy within 15 yds of the target.
Stellar Flare
Burns the target for a small amount of Astral damage, and then additional Astral damage over 24 seconds. Generates 8 Astral Power.
Twin Moons
Moonfire deals 10% increased damage and also hits another nearby enemy within 15 yds of the target.
Stellar Flare
Burns the target for a small amount of Astral damage, and then additional Astral damage over 24 seconds. Generates 8 Astral Power.
(2 Ranks) Solstice
During the first 6 sec of every Eclipse, Shooting Stars fall 250% more often. Two Rank talent.
ROW 9
Choice Node:
Choice: Oneth's Clear Vision / Timeworn Dreambinder
Oneth's Clear Vision
Starsurge has a 20% chance to make Starfall free. Starfall has a 40% chance to make Starsurge free.
Timeworn Dreambinder
Starsurge and Starfall reduce the cost of Starsurge and Starfall by 10% and increase their damage by 10% for 5 sec, stacking up to 2 times.
/ Timeworn Dreambinder ]
Oneth's Clear Vision
Starsurge has a 20% chance to make Starfall free. Starfall has a 40% chance to make Starsurge free.
]
Timeworn Dreambinder
Starsurge and Starfall reduce the cost of Starsurge and Starfall by 10% and increase their damage by 10% for 5 sec, stacking up to 2 times.
]
(2 Ranks) Umbral Infusion
While in an Eclipse, the cost of Starsurge and Starfall is reduced by 5/10]%. Two Rank Talent.
]
Choice Node:
Choice: Incarnation: Chosen of Elune / Convoke the Spirits
Incarnation: Chosen of Elune
An improved Moonkin Form that grants the benefits of Celestial Alignment, and 10% critical strike chance. Lasts 30 seconds. You may shapeshift in and out of this improved Moonkin Form for its duration.
Convoke the Spirits
Call upon the Druidic ancestors for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Starsurge, Starfall, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.
Incarnation: Chosen of Elune
An improved Moonkin Form that grants the benefits of Celestial Alignment, and 10% critical strike chance. Lasts 30 seconds. You may shapeshift in and out of this improved Moonkin Form for its duration.
Convoke the Spirits
Call upon the Druidic ancestors for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Starsurge, Starfall, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.
(2 Ranks) Circle of Life and Death
Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time. Two Rank Talent.
Choice Node:
Choice: Syzygy / Primordial Arcanic Pulsar
Syzygy
Celestial Alignment now blasts all targets between you and the selected area for Astral damage and applies Moonfire and Sunfire to them.
Primodial Arcanic Pulsar
Every 400 Astral Power spent grants Celestial Alignment for 12 seconds.
Syzygy
Celestial Alignment now blasts all targets between you and the selected area for Astral damage and applies Moonfire and Sunfire to them.
Primordial Arcanic Pulsar
Every 400 Astral Power spent grants Celestial Alignment for 12 seconds.
ROW 10
Choice Node:
Choice: New Moon / Fury of Elune
New Moon
Deals Astral damage to the target and empowers New Moon to become Half Moon. Generates 10 Astral Power.
Fury of Elune
Calls down a beam of pure celestial energy that follows the enemy, dealing Astral damage over 8 sec within its area. Damage reduced on secondary targets. Generates 40 Astral Power over its duration.
New Moon
Deals Astral damage to the target and empowers New Moon to become Half Moon. Generates 10 Astral Power.
Fury of Elune
Calls down a beam of pure celestial energy that follows the enemy, dealing Astral damage over 8 sec within its area. Damage reduced on secondary targets. Generates 40 Astral Power over its duration.
Improved Incarnation/Convoke
Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.
]
Choice Node:
Choice: Adaptive Swarm / Balance of All Things
Adaptive Swarm
Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.
Balance of All Things
Entering Eclipse increases your critical strike chance with Arcane or Nature spells by 24%, decreasing by 3% every 1 seconds.
Adaptive Swarm
Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.
Balance of All Things
Entering Eclipse increases your critical strike chance with Arcane or Nature spells by 24%, decreasing by 3% every 1 seconds.
Orbit Breaker
Every 30th Shooting Star calls down a Full Moon upon its target.
BASELINE ABILITIES
Feral Instinct
Reduces the chance enemies have to detect you while Prowl is active.
Feline Adept
Soothe and Remove Corruption are usable in Cat Form.
ROW 1
Tiger's Fury
Instantly restores 20 Energy, and increases the damage of all your attacks by 15% for their full duration. Lasts 10 seconds.
ROW 2
(3 Ranks) Increased Energy
Energy increased by 10/20/30]. Three Rank Talent.
]
Omen of Clarity
Your auto attacks have a chance to cause a Clearcasting state, making your next Shred, Thrash, or Swipe cost no Energy.
(3 Ranks) Improved Tiger's Fury
Tiger's Fury generates an additional 10/20/30] energy. Three Rank Talent.
]
ROW 3
Improved Shred
While stealthed, Shred generates 1 additional combo point.
]
Scent of Blood
Each enemy hit by Thrash reduces the cost of Swipe by 3 Energy for the next 6 seconds.
Choice Node:
Choice: Predator / Sabertooth
Predator:
The cooldown on Tiger's Fury resets when a target dies with one of your Bleed effects active, and Tiger's Fury lasts 5 additional seconds.
Sabertooth:
Ferocious Bite deals 20% increased damage and increases the duration of Rip on your target by 1 sec per combo point spent.
Predator
The cooldown on Tiger's Fury resets when a target dies with one of your Bleed effects active, and Tiger's Fury lasts 5 additional seconds.
Sabertooth
Ferocious Bite deals 20% increased damage and increases the duration of Rip on your target by 1 sec per combo point spent.
ROW 4
(2 Ranks) Improved Prowl
While stealthed, Shred deals increased damage, and has double the chance to critically strike. While stealthed, Rake will stun the target for 4 sec, and deal increased damage.
]
(2 Ranks) Improved Shred and Swipe
Shred & Swipe deal 20% increased damage against bleeding targets. Two Rank Talent. Swipe deals 20% increased damage against bleeding targets.
]
ROW 5
(3 Ranks) Sudden Ambush
Finishing moves have a 1/2/3] % chance per combo point spent to make your next Rake or Shred deal damage as though you were stealthed. Three Rank Talent.
Berserk: Relentlessness
Go berserk for 20 sec, giving finishing moves a 20% chance per combo point spent to refund 2 combo points. Combines with other Berserk abilities, granting all known Berserk effects while active.
(3 Ranks) Taste for Blood
Ferocious Bite deals 2/4/6]% increased damage for each of your Bleeds on the target. Three Rank Talent.
ROW 6
Lunar Inspiration
Moonfire is usable in Cat Form, costs 30 energy, and generates 1 combo point.
Primal Wrath
Finishing move that deals instant damage and applies Rip to all enemies within 8 yards. Lasts longer per combo point.
Moment of Clarity
Omen of Clarity now triggers 50% more often, can accumulate up to 2 charges, and increases the damage of your next Shred, Thrash, or Swipe by 15%.
Brutal Slash
Strikes all nearby enemies with a massive slash, inflicting Physical damage. Deals reduced damage beyond 5 targets. Awards 1 combo point.
Savage Roar
Finishing move that increases damage by 15% and energy regeneration rate by 10% while in Cat Form. Lasts longer per combo point.
ROW 7
Predatory Swiftness
Your finishing moves have a 20% chance per combo point to make your next Regrowth or Entangling Roots instant, free, and castable in all forms.
Infected Wounds
Rake causes an Infected Wound in the target, reducing the target's movement speed by 20% for 12 seconds.
*Survival Instincts
Reduces all damage you take by 50% for 6 seconds.
ROW 8
Berserk: Jungle Stalker
Go berserk for 20 sec, causing Rake and Shred to deal damage as though you were stealthed and allowing the use of Prowl once while in combat. Combines with other Berserk abilities, granting all known Berserk effects while active.
(2 Ranks) Carnivorous Instinct
Tiger's Fury's damage bonus is increased by 3/6]%. Two Rank Talent.
(2 Ranks) Eye of Fearful Symmetry
Tiger's Fury causes your next 2 finishing moves to restore 1/2] combo points. Two Rank Talent.
(2 Ranks) Cat-Eye Curio
Clearcast abilities generate 15/30]% of their Energy cost. Two Rank Talent.
Berserk: Frenzy
Go berserk for 20 sec, causing your combo point-generating abilities to bleed the target for an additional 150% of their damage over 8 seconds. Combines with other Berserk abilities, granting all known Berserk effects while active. Passive: Combo-point generating abilities reduce the cooldown of Berserk by 0.3 seconds.
ROW 9
Choice Node:
Choice: Feral Frenzy / Bloodtalons
Feral Frenzy
Unleash a furious frenzy, clawing your target 5 times for Physical damage and additional Bleed damage over 6 seconds. Awards 5 combo points.
Bloodtalons
When you use 3 different combo point-generating abilities within 4 sec, the damage of your next 2 Rips or Ferocious Bites is increased by 30%.
Feral Frenzy
Unleash a furious frenzy, clawing your target 5 times for Physical damage and additional Bleed damage over 6 seconds. Awards 5 combo points.
Bloodtalons
When you use 3 different combo point-generating abilities within 4 sec, the damage of your next 2 Rips or Ferocious Bites is increased by 30%.
Adaptive Swarm
Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.
Choice Node:
Choice: Incarnation: Avatar of Ashamane / Convoke the Spirits
Incarnation: Avatar of Ashamane
An improved Cat Form that grants all of your known Berserk effects and reduces the Energy cost of all Cat Form abilities by 20%. Lasts 30 seconds. You may shapeshift in and out of this improved Cat Form for its duration.
Convoke the Spirits:
Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Ferocious Bite, Shred, Tiger’s Fury, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.
Incarnation: Avatar of Ashamane
An improved Cat Form that grants all of your known Berserk effects and reduces the Energy cost of all Cat Form abilities by 20%. Lasts 30 seconds. You may shapeshift in and out of this improved Cat Form for its duration.
Convoke the Spirits
Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Ferocious Bite, Shred, Tiger’s Fury, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.
Soul of the Forest:
Your finishing moves grant 5 Energy per combo point spent and deal 5% increased damage.
Choice Node:
Choice: Draught of Deep Focus / Apex Predator's Craving
Draught of Deep Focus
When Moonfire, Rake, Rip, or Rejuvenation are active on a single target, their effects are increased 40%.
Apex Predator's Craving
Rip damage has a 4% chance to make your next Ferocious Bite free and deal the maximum damage.
Draught of Deep Focus
When Moonfire, Rake, Rip, or Rejuvenation are active on a single target, their effects are increased 40%.
Apex Predator's Craving
Rip damage has a 4% chance to make your next Ferocious Bite free and deal the maximum damage.
ROW 10
(2 Ranks) Unknown
This ability does not have a description but has the icon of Adaptive Swarm.
Unknown
Improved Incarnation and Convoke
Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.
]
Circle of Life and Death
Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.
ROW 1
Maul
Maul the target for Physical damage.
ROW 2
Gore
Thrash, Swipe, Moonfire, and Maul have a 15% chance to reset the cooldown on Mangle, and to cause it to generate an additional 4 Rage.
Survival Instincts
Reduces all damage you take by 50% for 6 seconds.
ROW 3
Choice Node:
Choice: Brambles / Bristling Fur
Brambles:
Sharp brambles protect you, absorbing and reflecting damage from each attack. While Barkskin is active, the brambles also deal Nature damage to all nearby enemies every 1 seconds.
Bristling Fur:
Bristle your fur, causing you to generate Rage based on damage taken for 8 seconds.
Brambles
Sharp brambles protect you, absorbing and reflecting damage from each attack. While Barkskin is active, the brambles also deal Nature damage to all nearby enemies every 1 seconds.
Bristling Fur
Bristle your fur, causing you to generate Rage based on damage taken for 8 seconds.
Improved Bear Form (or Ursine Adept)
Bear Form gives an additional 20% stamina. Moonfire, Soothe, Remove Corruption, and Rebirth are usable in Bear Form.
]
Improved Survival Instincts
Survival Instincts now has 2 charges.
Improved Mangle
Mangle deals 20% additional damage against bleeding targets.
ROW 4
Innate Resolve
Regrowth and Frenzied Regeneration healing is increased by 12.0% on yourself.
Infected Wounds
Mangle and Maul cause an Infected Wound in the target, reducing their movement speed by 50% for 12 seconds.
Berserk: Ravage
Go berserk for 15 sec, reducing the cooldowns of Mangle, Thrash, and Growl by 100%. Combines with other Berserk abilities, granting all known Berserk effects while active.
Ursoc's Endurance
Increases the duration of Barkskin and Ironfur by 1 seconds.
Gory Fur
Mangle has a 15% chance to reduce the Rage cost of your next Ironfur by 25%.
ROW 5
Pawsitive Outlook
Thrash has a 10/20]% chance to trigger an additional Thrash. Two Rank Talent.
Scintillating Moonlight
Moonfire reduces damage dealt to you by 2/4]%. Two Rank Talent.
Tooth and Claw
Autoattacks have a 20% chance to empower your next Maul, stacking up to 2 times. Empowered Maul deals 40% increased damage and reduces the target's damage to you by 15% for 6 seconds.
Layered Mane
Ironfur has a 5/10]% chance to grant two applications. Two Rank Talent.
ROW 6
Earthwarden
When you deal direct damage with Thrash, you gain a charge of Earthwarden, reducing the damage of the next auto attack you take by 30%. Earthwarden may have up to 3 charges.
Twin Moonfire
Moonfire deals 20% increased damage and also hits another nearby enemy within 15 yds of the target.
Galactic Guardian
Your damage has a 5% chance to trigger a free automatic Moonfire on that target. When this occurs, the next Moonfire you cast generates 8 Rage, and deals 300% increased direct damage.
Vulnerable Flesh
Maul has an additional 15/30]% chance to critically strike. Two Rank Talent.
Vicious Cycle
Mangle increases the damage of your next Maul, and Maul increases the damage of your next Mangle by 10/15]%. Stacks up to 3. Two Rank Talent.
Reinforced Fur
Ironfur increases armor by an additional 4% and Barkskin reduces damage by an additional 5%.
ROW 7
Berserk
Persistence: Go berserk for 15 sec, reducing the cooldown of Frenzied Regeneration by 100% and the cost of Ironfur by 50%. Combines with other Berserk abilities, granting all known Berserk effects while active.
Fury of Nature
While in Bear From, you deal 10/20]% increased Arcane damage. Two Rank Talent.
Front of the Pack
Increases your movement speed by 5/10]%. Stampeding Roar’s radius and duration are increased by 15/30]%. Two Rank Talent.
Berserk
Unchecked Aggression: Go berserk for 15 sec, increasing haste by 15%, and reducing the rage cost of Maul by 10. Combines with other Berserk abilities, granting all known Berserk effects while active.
ROW 8
Choice Node:
Choice: Dream of Cenarius / Ursoc's Fury
Dream of Cenarius:
When you take non-periodic damage, you have a chance equal to your critical strike to cause your next Regrowth to be instant, free, and castable in all forms. Cannot occur more than once every 20 seconds.
Ursoc's Fury:
Maul & Thrash grants you an absorb shield for 75% of all damage they deal.
Dream of Cenarius
When you take non-periodic damage, you have a chance equal to your critical strike to cause your next Regrowth to be instant, free, and castable in all forms. Cannot occur more than once every 20 seconds.
Ursoc's Fury
Maul & Thrash grants you an absorb shield for 75% of all damage they deal.
Elune's Favored
While in Bear From, you deal 30% increased Arcane damage, and are healed for 30% of all Arcane damage done.
Circle of Life and Death
Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.
Choice Node:
Choice: Guardian of Elune / After the Wildfire
Guardian of Elune:
Mangle increases the duration of your next Ironfur by 2 sec, or the healing of your next Frenzied Regeneration by 20%.
After the Wildfire:
Each time you spend 200 Rage, you heal nearby allies for 3% of your maximum health.
Guardian of Elune
Mangle increases the duration of your next Ironfur by 2 sec, or the healing of your next Frenzied Regeneration by 20%.
After the Wildfire
Each time you spend 200 Rage, you heal nearby allies for 3% of your maximum health.
ROW 9
Reinvigoration
Frenzied Regeneration's cooldown is reduced by 10.0%.
Pulverize
A devastating blow that consumes 2 stacks of your Thrash on the target to deal Physical damage and reduce the damage they deal to you by 35% for 10 seconds.
Choice Node:
Choice: Convoke the Spirits / Incarnation, Guardian of Ursoc
Convoke the Spirits:
Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Mangle Ironfur, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.
Incarnation, Guardian of Ursoc:
An improved Bear Form that grants all of your known Berserk effects, causes Mangle to hit up to 3 targets, and increases maximum health by 30%. Lasts 30 seconds. You may freely shapeshift in and out of this improved Bear Form for its duration.
Convoke the Spirits
Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Mangle Ironfur, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.
Incarnation, Guardian of Ursoc
An improved Bear Form that grants all of your known Berserk effects, causes Mangle to hit up to 3 targets, and increases maximum health by 30%. Lasts 30 seconds. You may freely shapeshift in and out of this improved Bear Form for its duration.
Choice Node:
Choice: Blood Frenzy / Soul of the Forest
Blood Frenzy:
Thrash also generates 2 Rage each time it deals damage.
Soul of the Forest:
Mangle generates 5 more Rage and deals 25% more damage.
Blood Frenzy
Thrash also generates 2 Rage each time it deals damage.
Soul of the Forest
Mangle generates 5 more Rage and deals 25% more damage.
Survival of the Fittest
Reduces the cooldowns of Barkskin and Survival Instincts by 33%.
ROW 10
Choice Node:
Choice: Untamed Savagery / Rend and Tear
Untamed Savagery:
Increases the damage and radius of Thrash by 25%.
Rend and Tear:
Each stack of Thrash reduces the target's damage to you by 2% and increases your damage to them by 2%.
Untamed Savagery
Increases the damage and radius of Thrash by 25%.
Rend and Tear
Each stack of Thrash reduces the target's damage to you by 2% and increases your damage to them by 2%.
Improved Incarnation and Convoke
Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.
]
Rage of the Sleeper
Unleashes the rage of Ursoc for 10 sec, preventing 25% of all damage you take and reflecting Nature damage back at your attackers. While active, you are immune to loss of control effects.
BASELINE ABILITIES
Nature’s Cure
Cures harmful effects on the friendly target, removing all Magic effects. Combines with Remove Corruption if known.
ROW 1
Lifebloom
Heals the target over 15 seconds. When Lifebloom expires or is dispelled, the target is instantly healed. May be active on one target at a time.
ROW 2
Efflorescence
Grows a healing blossom at the target location, restoring a small amount of health to three injured allies within 10 yards every 2 seconds for 30 seconds. Limit 1.
Nature's Swiftness
Your next Regrowth, Rebirth, or Entangling Roots is instant, free, castable in all forms, and heals for an additional 100%.
Omen of Clarity
Your healing over time from Lifebloom has a 4% chance to cause a Clearcasting state, making your next Regrowth cost no mana.
ROW 3
Improved Lifebloom
Lifebloom is now treated as 1/2] additional Restoration heal over time effect(s) for Mastery: Harmony. Two Rank Talent.
Improved Nature’s Swiftness
Nature’s Swiftness cooldown is reduced by 10/20] seconds. Two rank Talent.
]
Ironbark
The target's skin becomes as tough as Ironwood, reducing damage taken by 20% for 12 seconds.
ROW 4
Improved Wild Growth
Wild Growth heals 1 additional target.
]
Improved Regrowth
Regrowth's initial heal has a 20/40]% increased chance for a critical effect if the target is already affected by Regrowth. Two Rank Talent.
]
Improved Ironbark
Ironbark cooldown is reduced by 10/20] seconds. Two Rank Talent.
]
ROW 5
Unstoppable Growth
Wild Growth's healing falls off 15/30]% less over time. Two Rank Talent.
Tranquility
Heals all allies within 40 yards 8 seconds. Each heal heals the target for a small amount over 8 sec, stacking. Healing increased by 100% when not in a raid.
Ysera's Gift
Heals you for 2/4]% of your maximum health every 5 seconds. If you are at full health, an injured party or raid member will be healed instead. Two Rank Talent.
ROW 6
Nourish
Heals a friendly target. Receives triple bonus from Mastery: Harmony.
Soul of the Forest
Swiftmend increases the healing of your next Regrowth or Rejuvenation by 200%, or your next Wild Growth by 75%.
Inner Peace
Reduces the cooldown of Tranquility by 30/60] seconds. While channeling Tranquility, you take 20% reduced damage and are immune to knockbacks. Two Rank Talent.
Cultivation
When Rejuvenation heals a target below 60% health, it applies Cultivation to the target, healing them for a small amount over 6 seconds.
ROW 7
Improved Tranquility and Wild Growth
Increases healing done by Tranquility and Wild Growth based on t: he current health of the target. Lower heal targets are healed for more.
]
Choice Node:
Choice: Cenarion Ward / Abundance
Cenarion Ward:
Protects a friendly target for 30 seconds. Any damage taken will consume the ward and heal the target over 8 seconds.
Abundance:
For each Rejuvenation you have active, Regrowth's cost is reduced by 6% and critical effect chance is increased by 6%.
Cenarion Ward
Protects a friendly target for 30 seconds. Any damage taken will consume the ward and heal the target over 8 seconds.
Abundance
For each Rejuvenation you have active, Regrowth's cost is reduced by 6% and critical effect chance is increased by 6%.
Stonebark
Ironbark increases healing from your heal over time effects by 10/20]%. Two Rank Talent.
ROW 8
Choice Node:
Choice: Spring Blossoms / Overgrowth
Spring Blossoms:
Each target healed by Efflorescence is healed for a small amount of additional healing over 6 seconds.
Overgrowth:
Apply Lifebloom, Rejuvenation, Wild Growth, and Regrowth's heal over time effect to an ally.
Spring Blossoms
Each target healed by Efflorescence is healed for a small amount of additional healing over 6 seconds.
Overgrowth
Apply Lifebloom, Rejuvenation, Wild Growth, and Regrowth's heal over time effect to an ally.
Rampant Growth
Regrowth heals for more over its duration, and its healing over time effect also applies to the target of your Lifebloom.
Autumn Leaves
Rejuvenation's duration is increased by 1 sec, and it heals for an additional amount when it is your only heal over time on the target.
Grove Tending
Swiftmend heals the target for over 9 seconds.
Choice Node:
Choice: Invigorate / Memory of the Mother Tree
Your heal over time effects on the target complete their healing 100% faster. 45 second cooldown.
Invigorate
Your heal over time effects on the target complete their healing 100% faster. 45 second cooldown.
Memory of the Mother Tree
Wild Growth has a 40% chance to cause your next Rejuvenation or Regrowth to apply to 3 additional allies within 20 yards of the target.
ROW 9
Germination
You can apply Rejuvenation twice to the same target. Rejuvenation's duration is increased by 2 seconds.
Choice Node:
Choice: Incarnation: Tree of Life / Convoke the Spirits
Incarnation: Tree of Life:
Shapeshift into the Tree of Life, increasing healing done by 15%, increasing armor by 120%, and granting protection from Polymorph effects. Functionality of Rejuvenation, Wild Growth, Regrowth, and Entangling Roots is enhanced. Lasts 30 seconds. You may shapeshift in and out of this form for its duration.
Convoke the Spirits:
Call upon the Druidic ancestors for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Wild Growth, Swiftmend, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.
Incarnation: Tree of Life
Shapeshift into the Tree of Life, increasing healing done by 15%, increasing armor by 120%, and granting protection from Polymorph effects. Functionality of Rejuvenation, Wild Growth, Regrowth, and Entangling Roots is enhanced. Lasts 30 seconds. You may shapeshift in and out of this form for its duration.
Convoke the Spirits
Call upon the Druidic ancestors for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Wild Growth, Swiftmend, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.
Improved Innervate
If you cast Innervate on somebody else, you gain its effect at 50% effectiveness. Passive: Mana regeneration increased 5%.
]
ROW 10
Adaptive Swarm
Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.
Choice Node:
Choice: Photosynthesis / The Dark Titan's Lesson
Photosynthesis:
While your Lifebloom is on yourself, your periodic heals heal 20% faster. While your Lifebloom is on an ally, your periodic heals on them have a 4% chance to cause it to bloom.
The Dark Titan's Lesson:
You may Lifebloom two targets at once.
Photosynthesis
While your Lifebloom is on yourself, your periodic heals heal 20% faster. While your Lifebloom is on an ally, your periodic heals on them have a 4% chance to cause it to bloom.
The Dark Titan's Lesson
You may Lifebloom two targets at once.
Circle of Life and Death
Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.
Improved Incarnation and Convoke
Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.
]
Ephemeral Incarnation
Every 3 casts of Swiftmend grants you Incarnation: Tree of Life for 9 seconds.
Choice Node:
Choice: Flourish / Verdant Infusion
Flourish:
Extends the duration of all of your heal over time effects on friendly targets within 60 yards by 8 sec, and increases the rate of your heal over time effects by 100% for 8 seconds.
Verdant Infusion:
Swiftmend no longer consumes a heal over time effect, and extends the duration of your heal over time effects on the target by 8 seconds.
Flourish
Extends the duration of all of your heal over time effects on friendly targets within 60 yards by 8 sec, and increases the rate of your heal over time effects by 100% for 8 seconds.
Verdant Infusion
Swiftmend no longer consumes a heal over time effect, and extends the duration of your heal over time effects on the target by 8 seconds.
Vision of Unending Growth
Rejuvenation healing has a 2% chance to create a new Rejuvenation on a nearby target.
Starting at ID 300
ROW 1
Chains of Ice
Shackles the target with frozen chains, reducing movement speed by 70% for 8 seconds.
Granted by default when selecting Frost Specialization.
Death Strike
Focuses dark power into a strike that deals Physical damage and heals you for a percentage of all damage taken in the last 5 seconds.
Granted by default when selecting Blood Specialization.
Raise Dead
Raises a ghoul to fight by your side. You can have a maximum of one ghoul at a time. Lasts 1 minute.
Granted by default when selecting Unholy Specialization.
ROW 2
Mind Freeze
Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 3 seconds.
Anti-Magic Shell
Surrounds you in an Anti-Magic Shell for 5 sec, absorbing a large amount of magic damage and preventing application of harmful magical effects. Damage absorbed generates Runic Power.
Improved Death and Decay
Blood: Heart Strike hits 3 additional enemies while you remain in Death and Decay.
Frost: Obliterate hits 1 additional enemy while you remain in Death and Decay.
Unholy: Scourge Strike hits 5 additional enemies while you remain in Death and Decay.
]
ROW 3
Icebound Fortitude
Your blood freezes, granting immunity to Stun effects and reducing all damage you take by 30% for 8 seconds.
Blood Scent
Increases Leech by 3%.
Veteran of the Third War
Blood: Stamina increased by 10/20]%. Two Rank Talent
Frost & Unholy: Stamina increased by 5/10] % Rank Two Talent. Two Rank Talent
Suppression
Increases Avoidance by 3%.
Brittle
Your diseases have a chance to weaken your enemy causing your attacks against them to deal 6% increased damage for 5 seconds.
ROW 4
Blinding Sleet
Targets in a cone in front of you are blinded, causing them to wander disoriented for 5 seconds. Damage may cancel the effect. When Blinding Sleet ends, enemies are slowed by 50% for 6 seconds.
Permafrost
Your auto attack damage grants you an absorb shield equal to 40% of the damage dealt.
Death Pact
Create a death pact that heals you for 50% of your maximum health, but absorbs incoming healing equal to 30% of your max health for 15 seconds.
Wraith Walk
Embrace the power of the Shadowlands, removing all root effects and increasing your movement speed by 70% for 4 seconds. Taking any action cancels the effect. While active, your movement speed cannot be reduced below 170%.
Sacrificial Pact
Sacrifice your ghoul to deal Shadow damage to all nearby enemies and heal for 25% of your maximum health. Deals reduced damage beyond 8 targets.
Unholy Ground
Gain 5% Haste while you remain within your Death and Decay.
ROW 5
Merciless Strikes
Increases Critical Strike chance by 2/4]%. Two Rank Talent.
Anti-Magic Zone
Places an Anti-Magic Zone that reduces spell damage taken by party or raid members by 20%. The Anti-Magic Zone lasts for 8 sec or until it absorbs a large amount of damage.
Might of Thassarian
Increases Strength chance by 2/4]%. Two Rank Talent.
ROW 6
Proliferating Chill
Chains of Ice affects 1 additional nearby enemy.
Choice: Runic Empowerment / Runic Corruption
Runic Empowerment:
Each Runic Power you spend has a 2.0% chance to instantly grant you a Rune.
Runic Corruption:
Each Runic Power you spend has a 1.6% chance to increase your Rune regeneration rate by 100% for 3 seconds.
Runic Empowerment
Each Runic Power you spend has a 2.0% chance to instantly grant you a Rune.
Runic Corruption
Each Runic Power you spend has a 1.6% chance to increase your Rune regeneration rate by 100% for 3 seconds.
Anticipation
Successfully interrupting an enemy with Mind Freeze grants 10 Runic Power and reduces its cooldown by 3 seconds.
Asphyxiate
Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 5 seconds.
Death's Advance
For 8 sec, your movement speed is increased by 30%, you cannot be slowed below 100% of normal speed, and you are immune to forced movement effects and knockbacks. Passive: You cannot be slowed below 70% of normal speed.
Anti-Magic Barrier
Reduces the cooldown of Anti-Magic Shell by 20 sec and increases its duration and amount absorbed by 40%.
Control Undead
Dominates the target undead creature up to level 61, forcing it to do your bidding for 5 minutes.
Choice: Death's Reach / Grip of the Dead
Death's Reach:
Increases the range of Death Grip by 10 yds. Killing an enemy that yields experience or honor resets the cooldown of Death Grip.
Grip of the Dead:
Death and Decay reduces the movement speed of enemies within its area by 90%, decaying by 10% every seconds.
Death's Reach
Increases the range of Death Grip by 10 yds. Killing an enemy that yields experience or honor resets the cooldown of Death Grip.
Grip of the Dead
Death and Decay reduces the movement speed of enemies within its area by 90%, decaying by 10% every seconds.
Enfeeble
Your ghoul’s attacks have a chance to apply Enfeeble, reducing the target’s movement speed by 30% and the damage they deal to you by 15% for 6 seconds.
ROW 7
Acclimation
Icebound Fortitude's cooldown is reduced by 60 seconds.
Assimilation
The amount absorbed by Anti-Magic Zone is increased by 10% and grants up to 100 Runic Power based on the amount absorbed.
Lichborne
Draw upon unholy energy to become Undead for 10 sec, increasing Leech by 10%, and making you immune to Charm, Fear, and Sleep.
ROW 8
Icy Talons
Your Runic Power spending abilities increase your melee attack speed by 2/4/6]% for 6 sec, stacking up to 3 times. Three Rank Talent.
Horn of Winter
Blow the Horn of Winter, gaining 2 Runes and generating 25 Runic Power.
Improved Death Strike
Death Strike's cost is reduced by 10, and its healing is increased by 3/6/10]% for Blood specialization and 20/40/60]% for Frost and Unholy specialization. Three Rank Talent.
]
Will of the Necropolis
Damage taken below 30% Health is reduced by 30%.
Unholy Bond
Increases the effectiveness of your Runeforge effects by 10/20/30]%. Three Rank Talent.
ROW 9
Runic Attenuation
Auto attacks have a chance to generate 5 Runic Power.
Rune Mastery
Consuming a Rune has a chance to increase your Strength by 6% for 6 seconds.
Blood Draw
When you fall below 30% health you drain health from nearby enemies. Can only occur every 3 minutes.
Death's Echo
Death's Advance, Death and Decay, and Death Grip have 1 additional charge.
ROW 10
Empower Rune Weapon
Empower your rune weapon, gaining 15% Haste and generating 1 Rune and 5 Runic Power instantly and every 5 sec for 20 seconds. If Empower Rune Weapon is not talented elsewhere on the tree, this grants 1 charge of Empower Rune Weapon.
Abomination Limb
Sprout an additional limb, dealing Shadow damage over 12 sec to all nearby enemies. Deals reduced damage beyond 5 targets. Every 1 sec, an enemy is pulled to your location if they are further than 8 yds from you. The same enemy can only be pulled once every 4 seconds. Gain Runic Corruption instantly, and again every 6 seconds.
Soul Reaper
Strike an enemy for Shadowfrost damage and afflict the enemy with Soul Reaper. After 5 sec, if the target is below 35% health this effect will explode dealing additional Shadowfrost damage to the target. If the enemy that yields experience or honor dies while afflicted by Soul Reaper, gain Runic Corruption.
ROW 1
Heart Strike
Instantly strike the target and 1 other nearby enemy, causing Physical damage, and reducing enemies' movement speed by 20% for 8 sec.
ROW 2
Marrowrend
Smash the target, dealing Physical damage and generating 3 charges of Bone Shield.
Blood Boil
Deals Shadow damage and infects all enemies within 10 yds with Blood Plague.
ROW 3
Foul Bulwark
Each charge of Bone Shield increases your maximum health by 1%.
Crimson Scourge
Your auto attacks on targets infected with your Blood Plague have a chance to make your next Death and Decay cost no runes and reset its cooldown.
Improved Blood Boil
Increases the maximum number of Blood Boil charges by 1.
]
ROW 4
Improved Boneshield
Bone Shield increases your Haste by 5/10]%. Two Rank Talent.
]
Improved Heart Strike
Heart Strike damage increased by 10/20/30]%. Two Rank Talent.
]
Blood Fortification
Stamina increased by 10/20/30]%. Damage taken reduced by 3/6/10]%. Three Rank Talent.
Rune Tap
Reduces all damage taken by 20% for 4 sec.
ROW 5
Blood Tap
Consume the essence around you to generate 1 Rune. Recharge time reduced by 2 sec whenever a Bone Shield charge is consumed.
Reinforced Bones
Increases Armor gained from Bone Shield by 10%.
Leeching Strike
Heart Strike heals you for 0.5% health for each enemy hit while affected by Blood Plague.
Vampiric Blood
Embrace your undeath, increasing your maximum health by 30% and increasing all healing and absorbs received by 30% for 10 sec.
Hasty Bargain
When Crimson Scourge activates, you gain 3/6]% Haste for 6 sec. Two Rank Talent.
Death's Caress
Reach out with necrotic tendrils, dealing Shadow damage and applying Blood Plague to your target and generating 2 Bone Shield charges. 6 second cooldown.
ROW 6
Choice: Blooddrinker / Consumption
Blooddrinker:
Drains health from the target over 3 sec. You can move, parry, dodge, and use defensive abilities while channeling this ability.
Consumption:
Strikes all enemies in front of you with a hungering attack that deals Physical damage and heals you for 150% of that damage. Deals reduced damage beyond 8 targets.
Blooddrinker
Drains health from the target over 3 sec. You can move, parry, dodge, and use defensive abilities while channeling this ability.
Consumption
Strikes all enemies in front of you with a hungering attack that deals Physical damage and heals you for 150% of that damage. Deals reduced damage beyond 8 targets.
Choice: Mark of Blood / Tombstone
Mark of Blood:
Places a Mark of Blood on an enemy for 15 sec. The enemy's damaging auto attacks will also heal their victim for 3% of the victim's maximum health.
Tombstone:
Consume up to 5 Bone Shield charges. For each charge consumed, you gain 6 Runic Power and absorb damage equal to 6% of your maximum health for 8 sec.
Mark of Blood
Places a Mark of Blood on an enemy for 15 sec. The enemy's damaging auto attacks will also heal their victim for 3% of the victim's maximum health.
Tombstone
Consume up to 5 Bone Shield charges. For each charge consumed, you gain 6 Runic Power and absorb damage equal to 6% of your maximum health for 8 sec.
Choice: Voracious / Bloodworms
Voracious:
Death Strike's healing is increased by 20% and grants you 15% Leech for 8 sec.
Bloodworms:
Your auto attacks have a chance to summon a Bloodworm. Bloodworms deal minor damage to your target for 15 sec and then burst, healing you for 15% of your missing health. If you drop below 50% health, your Bloodworms will immediately burst and heal you.
Voracious
Death Strike's healing is increased by 20% and grants you 15% Leech for 8 sec.
Bloodworms
Your auto attacks have a chance to summon a Bloodworm. Bloodworms deal minor damage to your target for 15 sec and then burst, healing you for 15% of your missing health. If you drop below 50% health, your Bloodworms will immediately burst and heal you.
Relish in Blood
While Crimson Scourge is active, your next Death and Decay heals you for a small amount of health per Bone Shield charge and you immediately gain 10 Runic Power.
ROW 7
Ossuary
While you have at least 5 Bone Shield charges, the cost of Death Strike is reduced by 5 Runic Power. Additionally, your maximum Runic Power is increased by 10.
Improved Vampiric Blood
Increases all healing and absorbs by 5/10]% and duration by 2/4] sec. Two Rank Talent.
]
Hemostasis
Each enemy hit by Blood Boil increases the damage and healing done by your next Death Strike by 4/8]%, stacking up to 5 times. Two Rank Talent.
Heartbreaker
Heart Strike generates 1/2] additional Runic Power per target hit. Two Rank Talent.
ROW 8
Rapid Decomposition
Your Blood Plague and Death and Decay deal damage 15% more often. Additionally, your Blood Plague leeches 50% more Health.
Dancing Rune Weapon
Summons a rune weapon for 8 sec that mirrors your melee attacks and bolsters your defenses. While active, you gain 40% parry chance.
Gorefiend's Grasp
Shadowy tendrils coil around all enemies within 15 yards of a hostile or friendly target, pulling them to the target's location.
ROW 9
Shattering Bone
When Bone Shield is consumed it shatters dealing damage to nearby enemies. This damage is tripled to enemies affected by Death and Decay. Two Rank Talent.
Heartrend
Heart Strike has a chance to reduce the Runic Power cost of your next Death Strike by 10 and deal an additional 20/40]% damage based on your missing health. Two Rank Talent.
Crimson Rune Weapon
Dancing Rune Weapon generates 5 Bone Shield Charges and whenever a charge of Bone Shield is consumed, the cooldown Dancing Rune Weapon is reduced by 5 sec.
Tightening Grasp
Enemies hit by Gorefiend's Grasp take 5/10]% increased damage from you for 15 sec. Additionally, reduces the cooldown on Gorefiend's Grasp by 30 sec. Two Rank Talent.
Red Thirst
Reduces the cooldown on Vampiric Blood by 1/2] sec per 10 Runic Power spent. Two Rank Talent.
ROW 10
Bonestorm
A whirl of bone and gore batters all nearby enemies, dealing Shadow damage every 1 sec, and healing you for 3% of your maximum health every time it deals damage (up to 15%). Lasts 1 sec per 10 Runic Power spent. Deals reduced damage beyond 8 targets.
Everlasting Bond
Summons 1 additional copy of Dancing Rune Weapon. Additionally, each rune spent increases its duration by 0.5 sec.
Purgatory
An unholy pact that prevents fatal damage, instead absorbing incoming healing equal to the damage prevented, lasting 3 sec. If any healing absorption remains when this effect expires, you will die. This effect may only occur every 4 minutes.
Unquenchable Thirst
While Vampiric Blood is active store a portion of of your Death Strike healing. When Vampiric Blood expires splatter nearby enemies dealing 100% of the stored healing as Shadow damage.
ROW 1
Frost Strike
Chill your weapons with icy power and quickly strike the enemy with both, dealing Frost damage.
ROW 2
Obliterate
A brutal attack with both weapons that deals Physical damage.
Howling Blast
Blast the target with a frigid wind, dealing Frost damage to that foe, and reduced damage to all other enemies within 10 yards, infecting all targets with Frost Fever.
ROW 3
Killing Machine
Your auto attack critical strikes have a chance to make your next Obliterate critically strike.
Rime
Obliterate has a 45% chance to cause your next Howling Blast to consume no runes and deal 150% additional damage.
ROW 4
Unleashed Frenzy
Frost Strike increases your strength by 1.0% for 6 seconds, stacks up to 3 times.
Runic Command
Increases your maximum Runic Power by 5/10]. Two Rank Talent.
Improved Frost Strike
Increases Frost Strike damage by 10/20]%. Two Rank Talent.
]
Remorseless Winter
Drain the warmth of life from all nearby enemies within 8 yards, dealing Frost damage over 8 sec and reducing their movement speed by 20%.
ROW 5
Improved Obliterate
Increases Obliterate damage by 10/20]%. Two Rank Talent.
]
Pillar of Frost
The power of frost increases your Strength by 20% for 12 seconds. Each Rune spent while active increases your Strength by an additional 1%.
Improved Rime
Increases Howling Blast damage done by an additional 75/100]%. Two Rank Talent.
]
ROW 6
Choice Node:
Choice: Frigid Executioner / Rage of the Frozen Champion
Frigid Executioner:
Obliterate has a 10% chance to refund 2 runes.
Rage of the Frozen Champion:
Obliterate has a 15% increased chance to trigger Rime and Howling Blast generates 8 Runic Power while Rime is active.
Frigid Executioner
Obliterate has a 10% chance to refund 2 runes.
Rage of the Frozen Champion
Obliterate has a 15% increased chance to trigger Rime and Howling Blast generates 8 Runic Power while Rime is active.
Improved Killing Machine
Your next Obliterate also deals Frost damage.
Choice Node:
Choice: Inexorable Assault / Cold Heart
Inexorable Assauit:
Gain Inexorable Assault every 8 sec, stacking up to 5 times. Obliterate consumes a stack to deal additional Frost damage.
Cold Heart:
Every 2 sec, gain a stack of Cold Heart, causing your next Chains of Ice to deal Frost damage. Stacks up to 20 times.
Inexorable Assault
Gain Inexorable Assault every 8 sec, stacking up to 5 times. Obliterate consumes a stack to deal additional Frost damage.
Cold Heart
Every 2 sec, gain a stack of Cold Heart, causing your next Chains of Ice to deal Frost damage. Stacks up to 20 times.
Choice Node:
Choice: Avalanche / Frozen Pulse
Avalanche:
Casting Howling Blast with Rime active causes jagged icicles to fall on enemies nearby your target, dealing Frost damage.
Frozen Pulse:
While you have fewer than 3 full Runes, your auto attacks radiate intense cold, inflicting Frost damage on all nearby enemies.
Avalanche
Casting Howling Blast with Rime active causes jagged icicles to fall on enemies nearby your target, dealing Frost damage.
Frozen Pulse
While you have fewer than 3 full Runes, your auto attacks radiate intense cold, inflicting Frost damage on all nearby enemies.
Biting Cold
Remorseless Winter damage is increased by 30%. The first time Remorseless Winter deals damage to 3 different enemies, you gain Rime.
Chill Streak
Deals Frost damage to the target and reduces their movement speed by 70% for 4 seconds. Costs 40 Runic Power. Chill Streak bounces up to 9 times between closest targets within 6 yards.
ROW 7
Murderous Efficiency
Consuming the Killing Machine effect has a 50% chance to grant you 1 Rune.
Might of the Frozen Wastes
Wielding a two-handed weapon increases Obliterate damage by 30%, and causes your auto attack critical strikes to grant Killing Machine.
Enduring Strength
When Pillar of Frost expires, your Strength is increased by 5/10]% for 6 seconds. This effect lasts 2 sec longer for each Obliterate and Frostscythe critical strike during Pillar of Frost. Two Rank Talent.
Frostwhelp's Aid
Pillar of Frost summons a Frostwhelp who breathes on all enemies within 40 yards in front of you for Frost damage. Each unique enemy hit increases your Mastery by 2/4]%, up to 10/20]%. Two Rank Talent.
Gathering Storm
Each Rune spent during Remorseless Winter increases its damage by 10%, and extends its duration by 0.5 seconds.
Empower Rune Weapon
Empower Rune Weapon gains an additional charge. If Empower Rune Weapon is not talented elsewhere on the tree, this grants 1 charge of Empower Rune Weapon.
Choice Node:
Choice: Piercing Chill / Enduring Chill
Piercing Chill:
Enemies suffer 5% increased damage from Chill Streak each time they are struck by it.
Enduring Chill:
Chill Streak's bounce range is increased by 2 yds and each time Chill Streak bounces it has a 20% chance to increase the maximum number of bounces by 1.
Piercing Chill
Enemies suffer 5% increased damage from Chill Streak each time they are struck by it.
Enduring Chill
Chill Streak's bounce range is increased by 2 yds and each time Chill Streak bounces it has a 20% chance to increase the maximum number of bounces by 1.
ROW 8
Glacial Advance
Summon glacial spikes from the ground that advance forward, each dealing Frost damage and applying Razorice to enemies near their eruption point.
Bonegrinder
Consuming Killing Machine grants 1% critical strike chance for 6 seconds, stacking up to 5 times. At 5 stacks, your next Killing Machine consumes the stacks granting you 5/10]% increased Frost damage for 10 seconds. Two Rank Talent.
Everfrost
Remorseless Winter deals 3/6]% increased damage to enemies it hits, stacking up to 10 tanks. Two Rank Talent.
Frostscythe
A sweeping attack that strikes all enemies in front of you for Frost damage. This attack benefits from Killing Machine. Critical strikes with Frostscythe deal 4 times normal damage. Deals reduced damage beyond 5 targets.
ROW 9
Cold-Blooded Rage
Frost Strike critical strikes have a 5/10]% chance to grant Killing Machine. Two Rank Talent.
Frostwyrm's Fury
Summons a frostwyrm who breathes on all enemies within 40 yd in front of you, dealing Frost damage and slowing movement speed by 50% for 10 seconds.
Invigorating Freeze
Frost Fever critical strikes increase the chance to grant Runic Power by an additional 5/10]%. Two Rank Talent.
ROW 10
Choice Node:
Choice: Obliteration / Icecap
Obliteration:
While Pillar of Frost is active, Frost Strike and Howling Blast always grant Killing Machine and have a 30% chance to generate a Rune.
Icecap:
Your Frost Strike, Obliterate & Frostscythe critical strikes reduce the remaining cooldown of Pillar of Frost by 4 seconds.
Obliteration
While Pillar of Frost is active, Frost Strike and Howling Blast always grant Killing Machine and have a 30% chance to generate a Rune.
Icecap
Your Frost Strike, Obliterate & Frostscythe critical strikes reduce the remaining cooldown of Pillar of Frost by 4 seconds.
Absolute Zero
Frostwyrm's Fury has 50% reduced cooldown and Freezes all enemies hit for 3 seconds.
Breath of Sindragosa
Continuously deal Frost damage every 1 sec to enemies in a cone in front of you, until your Runic Power is exhausted. Deals reduced damage to secondary targets. Generates 2 Runes at the start and end.
Festering Strike
Strikes for Physical damage and infects the target with 2-3 Festering Wounds.
ROW 2
Scourge Strike
An unholy strike that deals Physical damage and Shadow damage, and causes 1 Festering Wound to burst.
Improved Raise Dead
Your Raise Dead ghoul becomes permanent.
]
ROW 3
Sudden Doom
Your auto attacks have a chance to make your next Death Coil cost no Runic Power.
Outbreak
Deals Shadow damage to the target and infects all nearby enemies with Virulent Plague.
ROW 4
Replenishing Wounds
When Festering Wound pops it generates an additional 3 Runic Power.
Improved Festering Strike
Festering Strike damage increased by 10/20/30]%. Three Rank Talent.
]
Infectious Wound
Festering Strike has a 20% increased chance of applying 1/2/3] additional Festering Wounds. Three Rank Talent.
Epidemic
Causes each of your Virulent Plagues to flare up, dealing Shadow damage to the infected enemy, and an additional Shadow damage to all other enemies near them.
ROW 5
Improved Scourge Strike
Scourge Strike damage increased by %. Two Rank Talent.
]
Harbinger of Doom
Sudden Doom triggers 15% more often and can accumulate up to 2 charges.
Dark Transformation
Your ghoul deals Shadow damage to 5 nearby enemies and transforms into a powerful undead monstrosity for 15 seconds. The ghoul's abilities are empowered and take on new functions while the transformation is active.
Deadly Coil
Reduces the Runic Power cost of Death Coil by 5/10]. Two Rank Talent.
ROW 6
Clawing Shadows
(Replaces Scourge Strike) Deals Shadow damage and causes 1 Festering Wound to burst.
Pestilence
Death and Decay damage has a 10% chance to apply a Festering Wound to the enemy.
Choice Node:
Choice: Unholy Pact / Defile
Unholy Pact:
Dark Transformation creates an unholy pact between you and your pet, igniting flaming chains that deal Shadow damage over 15 sec to enemies between you and your pet. While active, your strength is increased by 3%.
Defile:
Defile the targeted ground, dealing Shadow damage to all enemies over 10 seconds. While you remain within your Defile, your Scourge Strike will hit 4 enemies near the target. If any enemies are standing in the Defile, it grows in size and deals increasing damage every seconds.
Unholy Pact
Dark Transformation creates an unholy pact between you and your pet, igniting flaming chains that deal Shadow damage over 15 sec to enemies between you and your pet. While active, your strength is increased by 3%.
Defile
Defile the targeted ground, dealing Shadow damage to all enemies over 10 seconds. While you remain within your Defile, your Scourge Strike will hit 4 enemies near the target. If any enemies are standing in the Defile, it grows in size and deals increasing damage every seconds.
Choice Node:
Choice: Bursting Sores / Ebon Fever
Bursting Sores:
Bursting a Festering Wound deals 25% more damage, and deals Shadow damage to all nearby enemies. Deals reduced damage beyond 8 targets.
Ebon Fever:
Virulent Plague deals 15% more damage over time in half the duration.
Bursting Sores
Bursting a Festering Wound deals 25% more damage, and deals Shadow damage to all nearby enemies. Deals reduced damage beyond 8 targets.
Ebon Fever
Virulent Plague deals 15% more damage over time in half the duration.
Infected Claws
Your ghoul's Claw attack has a 30% chance to cause a Festering Wound on the target.
All Will Serve
Your Raise Dead spell summons an additional skeletal minion.
ROW 7
Pestilent Pustules
Bursting a Festering Wound has a 10% chance to grant you Runic Corruption.
Unholy Command
Damage Dealt by Death Coil reduces the cooldown of Dark Transformation by 0.5/1] seconds. Two Rank Talent.
Army of the Dead
Summons a legion of ghouls who swarms your enemies, fighting anything they can for 30 seconds.
Improved Death Coil
Death Coil deals 20/40]% additional damage and seeks out 1 additional nearby enemy.
Reaping
Your Soul Reaper, Scourge Strike, Festering Strike, and Death Coil deal 20% additional damage to enemies below 35% health.
ROW 8
Death Rot
Sudden Doom causes your Death Coil to burst up to 2 additional Festering Wounds and increases the Shadow damage the target takes from you by 4% per wound popped for 6 seconds.
Apocalypse
Bring doom upon the enemy, dealing Shadow damage and bursting up to 4 Festering Wounds on the target. Summons an Army of the Dead ghoul for 15 sec for each burst Festering Wound.
Unholy Blight
Surrounds yourself with a vile swarm of insects for 6 sec, stinging all nearby enemies and infecting them with Virulent Plague and an unholy disease that deals damage over 14 sec, stacking up to 4 times.
ROW 9
Festermight
Popping a Festering Wound increases your Strength by 1/2]% for 20 sec, stacking. Does not refresh duration. Two Rank Talent.
Frenzied Monstrosity
Dark Transformation also increases the attack speed and damage of you and your Monstrosity by 4/8]%. Two Rank Talent.
Morbidity
Diseased enemies take 3/6]% increased damage per disease they are affected by. Two Rank Talent.
Unholy Aura
All enemies within 8 yards take 10/20]% increased damage from your minions. Two Rank Talent.
ROW 10
Unholy Assault
Strike your target dealing Shadow damage, infecting the target with 4 Festering Wounds and sending you into an Unholy Frenzy increasing haste by 20% for 12 seconds.
Army of the Damned
Death Coil reduces the cooldown of Apocalypse by 1 sec and Army of the Dead by 5 seconds. Apocalypse and Army of the Dead also summon a Magus of the Dead who hurls Frostbolts and Shadow Bolts at your foes.
Summon Gargoyle
Summon a Gargoyle into the area to bombard the target for 30 seconds. The Gargoyle gains 1% increased damage for every 2 Runic Power you spend.
BASELINE
Purify
Dispels harmful effects on the target, removing all Magic effects. Combines with Purify Disease if known.
Developer Note: Purify is currently a talent on the Discipline tree, but will be moved to be a baseline Discipline ability at a later time. A talent will be moved to its current position to keep the overall tree structure intact.
ROW 1
Atonement
Power Word: Shield, Shadow Mend, and Power Word: Radiance apply Atonement to your target for 15 sec. Your spell damage heals all targets affected by Atonement for 50% of the damage done.
ROW 2
Penance
Launches a volley of holy light at the target, causing Holy damage to an enemy or healing to an ally over 1.7 sec. Castable while moving.
Inner Light and Shadow
Inner Light: Healing spells cost 15% less mana.
Inner Shadow: Spell damage and Atonement healing increased by 10%.
Activate to swap from one effect to the other, incurring a 6 sec cooldown.
Purify
Dispels harmful effects on the target, removing all Magic effects. Combines with Purify Disease if known.
Developer Note: Purify is currently a talent on the Discipline tree, but will be moved to be a baseline Discipline ability at a later time. A talent will be moved to its current position to keep the overall tree structure intact.
ROW 3
Power Word: Radiance
A burst of light heals the target and 4 injured allies within 30 yards and applies Atonement for 60% of its normal duration.
Choice Node:
Power Word: Solace / Shield Discipline
Strikes an enemy with heavenly power, dealing Holy damage and restoring 1% of your maximum mana.
When your Power Word: Shield is completely absorbed, you restore 0.5% of your maximum mana.
Power Word: Solace
Strikes an enemy with heavenly power, dealing Holy damage and restoring 1% of your maximum mana.
Shield Discipline
When your Power Word: Shield is completely absorbed, you restore 0.5% of your maximum mana.
Power of the Dark Side
Shadow Word: Pain has a chance to empower your next Penance with Shadow, increasing its effectiveness by 50%.
ROW 4
Shining Radiance
Power Word: Radiance's healing is increased by 10/20]%. Two Rank Talent.
Improved Power Word: Radiance
Power Word: Radiance has an additional cooldown charge.
]
Pain Suppression
Reduces all damage taken by a friendly target by 40% for 8 sec. Castable while stunned.
Schism
Attack the enemy's soul with a surge of Shadow energy, dealing Shadow damage and increasing your spell damage to the target by 25% for 9 sec.
ROW 5
Contrition
When you heal with Penance, everyone with your Atonement is healed for a small amount.
Shining Force
Creates a burst of light around a friendly target, knocking away nearby enemies and slowing their movement speed by 70% for 3 sec.
Protector of the Frail
Power Word: Shield reduces the cooldown of Pain Suppression by 2/4] sec. Two Rank Talent.
Psychic Voice
Reduces the cooldown of Psychic Scream by 30 sec.
Dark Indulgence
Power of the Dark Side increases the effectiveness of Penance by an additional 10%.
Malicious Scission
The duration of Schism is increased by 50%.
ROW 6
Purge the Wicked
Cleanses the target with fire, dealing a small amount Fire damage and additional Fire damage over 20 sec. Spreads to an additional nearby enemy when you cast Penance on the target. Replaces Shadow Word: Pain.
Pain Transformation
Pain Suppression also heals your target for 5/10]% of their maximum health. Two Rank Talent.
Sins of the Many
Your damage is increased by up to 6/12]%, diminishing for each ally affected by your Atonement. Two Rank Talent.
Shadow Covenant
Make a shadowy pact, healing the target and 4 other injured allies within 30 yds. For 7 sec, your Shadow spells deal 25% increased damage and healing, but your Holy spells deal 50% decreased damage and healing.
ROW 7
Revel in Purity
Purge the Wicked deals 10/20]% additional damage and spreads to 1 additional targets. Two Rank Talent.
Castigation
Penance fires one additional bolt of holy light over its duration.
Rapture
Immediately Power Word: Shield your target, and for the next 8 sec, Power Word: Shield absorbs an additional 200% and may be cast on targets with Weakened Soul.
Swift Penitence
The damage or healing of your first bolt of Penance is increased by 10/20]%. Two Rank Talent.
Embrace Shadow
Shadow Covenant lasts an additional 4 sec.
ROW 8
Choice Node:
Spirit Shell / Evangelism
For 10 sec, Penance, Power Word: Radiance, and Atonement create absorb shields for 80% of their value, instead of healing.
Extends the duration of all of your active Atonements by 6 sec.
Spirit Shell
For 10 sec, Penance, Power Word: Radiance, and Atonement create absorb shields for 80% of their value, instead of healing.
Evangelism
Extends the duration of all of your active Atonements by 6 sec.
Exaltation
Rapture's duration is increased by 1.0 sec, and its Power Word: Shield enhancement is increased by 7.5%.
Power Word: Barrier
Summons a holy barrier to protect all allies at the target location for 10 sec, reducing all damage taken by 25% and preventing damage from delaying spellcasting.
Choice Node:
Divine Star / Halo
Throw a Divine Star forward 24 yds, healing allies in its path and dealing Holy damage to enemies. After reaching its destination, the Divine Star returns to you, healing allies and damaging enemies in its path again. Healing reduced beyond 6 targets.
Creates a ring of Holy energy around you that quickly expands to a 30 yd radius, healing allies and dealing Holy damage to enemies. Healing reduced beyond 6 targets.
Divine Star
Throw a Divine Star forward 24 yds, healing allies in its path and dealing Holy damage to enemies. After reaching its destination, the Divine Star returns to you, healing allies and damaging enemies in its path again. Healing reduced beyond 6 targets.
Halo
Creates a ring of Holy energy around you that quickly expands to a 30 yd radius, healing allies and dealing Holy damage to enemies. Healing reduced beyond 6 targets.
Twilight Corruption
While Shadow Covenant is active, Penance becomes Dark Reprimand, dealing Shadow damage over 1.7 sec. Castable while moving.
ROW 9
Evenfall
Power Word: Radiance has a 30/60]% chance to grant Power of the Dark Side. Two Rank Talent.
Lesson in Humility
Smite deals 10/20]% additional damage if you have at least 3 Atonements active. Two Rank Talent.
Lenience
Atonement reduces damage taken by 3%.
Stolen Psyche
Atonement heals for 10/20]% more when activated by Mind Blast. Two Rank Talent.
Twilight Empowerment
Shadow Word: Death's damage triggers Atonement when used on targets below 20% health.
ROW 10
Harsh Discipline
When Atonement has healed a total of 100 times, your next Penance is free and fires 3 additional bolts.
Indemnity
Atonements granted by Power Word: Shield last an additional 2 sec.
Light's Wrath
Invoke the Light's wrath, dealing Radiant damage to the target, increased by 10% per ally affected by your Atonement.
Solatium
Atonements granted by Shadow Mend last an additional 2 sec.
Wickedness
Divine Star and Halo now deal Shadow damage and gain an additional effect:
Wicked Star: Divine Star deals additional Shadow damage over 6 seconds to enemies in its path. Enemies hit by Divine Star are silenced for 2 seconds.
Wicked Halo: Enemies damaged by Halo are dealt additional Shadow damage over 6 seconds. Each enemy hit by Halo reduces its cooldown by 3 seconds, up to 15 seconds.
ROW 1
Prayer of Mending
Places a ward on an ally that heals them the next time they take damage, and then jumps to another ally within 20 yds. Jumps up to 5 times and lasts 30 sec after each jump.
Granted by default when selecting Holy or Discipline Specialization.
Shadow Word: Death
A word of dark binding that inflicts Shadow damage to the target. If the target is not killed by Shadow Word: Death, the caster takes damage equal to the damage inflicted upon the target. Damage increased by 150% to targets below 20% health.
Granted by default when selecting Shadow or Discipline Specialization.
ROW 2
Renew
Fill the target with faith in the light, healing over 15 sec.
Focused Mending
Prayer of Mending does 45% increased healing to the initial target.
Purify Disease
Removes all Disease effects from a friendly target.
Improved Shadow Word: Death
Shadow Word: Death's cooldown is reduced by 10 sec.
]
Shadow Mend
Wraps an ally in shadows which heal, but at a price. The ally will take damage every 1 sec, until they have taken a small amount of damage from all sources, or leave combat.
ROW 3
Renewed Faith
Your healing is increased by 5/10]% on targets with your Renew. Two Rank Talent.
Benediction
Your Prayer of Mending has a 25% chance to leave a Renew on each target it heals.
Improved Smite
Smite deals 25/50]% increased damage. Two Rank Talent.
Choice Node:
Choice: Body and Soul / Angelic Feather
Body and Soul: Power Word: Shield and Leap of Faith increase your target's movement speed by 40% for 3 sec.
Angelic Feather: Places a feather at the target location, granting the first ally to walk through it 40% increased movement speed for 5 sec. Only 3 feathers can be placed at one time.
Body and Soul
Power Word: Shield and Leap of Faith increase your target's movement speed by 40% for 3 sec.
Angelic Feather
Places a feather at the target location, granting the first ally to walk through it 40% increased movement speed for 5 sec. Only 3 feathers can be placed at one time.
Mind Restrain
Mind Blast prevents a small amount of damage dealt by the enemy. Two Rank Talent.
Masochism
When you cast Shadow Mend on yourself, its damage over time effect heals you instead, and reduces all damage you take by 10%.
Improved Mind Blast {NNF]
Mind Blast's cooldown reduced by 3/7.5] sec. Two Rank Talent.
]
ROW 4
Say Your Prayers
Prayer of Mending has a 6% chance to not consume a charge when it jumps to a new target.
Enlightenment
You regenerate mana 5/10]% faster. Two Rank Talent.
Power Infusion
Infuses the target with power for 20 sec, increasing haste by 25%.
Twist of Fate:
After healing a target below 35% health, you deal 10/20]% increased damage and 10/20]% increased healing for 10 sec. Two Rank Talent.
Taming the Shadows
Shadow Mend has a 15% chance to deal no damage.
ROW 5
Holy Nova
An explosion of holy light around you deals Holy damage to enemies and healing to allies within 12 yds, reduced if there are more than 5 targets.
Leap of Faith
Pulls the spirit of a party or raid member, instantly moving them directly in front of you.
Mass Dispel
Dispels magic in a 15 yard radius, removing all harmful Magic from 5 friendly targets and 1 beneficial Magic effect from 5 enemy targets.
Mind Control
Controls a mind up to 1 level above yours for 30 sec while still controlling your own mind. Does not work versus Demonic, Mechanical, or Undead beings or players. This spell shares diminishing returns with other disorienting effects.
Shadowfiend
Summons a shadowy fiend to attack the target for 15 sec.
ROW 6
Cleric's Armaments
Smite deals 10% additional damage while you are shielded.
Improved Holy Nova {NNF]
If your Holy Nova deals damage to at least 3 enemies, a second Holy Nova will be cast a moment later at 50% effectiveness at the same location.
]
Clear Mind
Dispel Magic, Purify, and Mass Dispel cost 20% less mana.
Angel's Mercy
Damage you take reduces the cooldown of Desperate Prayer, based on the amount of damage taken.
Dominant Mind
You may also control your own character while Mind Control is active, but Mind Control has a 2 min cooldown, and it may not be used against players.
Throes of Pain
Shadow Word: Pain deals an additional 5% damage over its duration. When an enemy dies while afflicted by your Shadow Word: Pain, you gain 5/10]% Insanity and Mana. Two Rank Talent.
Improved Shadowfiend
Your Shadowfiend now restores 1% mana/a fixed amount of Insanity to you whenever it attacks.
Improved Shadowfiend
ROW 7
Tools of the Cloth
Holy Nova deals 10% additional damage while you are shielded.
Shackle Undead
Shackles the target undead enemy for 50 seconds, preventing all actions and movement. Damage will cancel the effect. Limit 1.
Twins of the Sun Priestess
Power Infusion also grants you 50/100] % of its effects when used on an ally. Two Rank Talent.
Puppet Master
Shadowfiend and Dominant Mind increase your Mastery by 3/6]% while active. Two Rank Talent.
ROW 8
Blessing of Renewal
Renew heals for an additional 5% and its mana cost is reduced by 10%.
Charitable Soul
Casting Power Word: Shield on an ally also shields you for 5/10]% of the amount for 10 sec. Two Rank Talent.
Translucent Image
For the first 5 sec of Fade, you take 5/10]% reduced damage. Two Rank Talent.
Mindbender
Summons a Mindbender to attack the target for 12 sec. You regenerate 0.5% of maximum mana/a fixed amount of Insanity each time the Mindbender attacks.
ROW 9
Unwavering Will
While above 75% health, the cast times of your Flash Heal, Heal, Prayer of Healing, and Smite are reduced by 10/20]%. Two Rank Talent.
Light's Inspiration
Desperate Prayer heals you for an additional 5/10]% of your maximum health over 5 sec. Two Rank Talent.
Tithe Evasion
Shadow Word: Death deals 10/20]% less damage to the caster. Two Rank Talent.
Rabid Shadows
Your Shadowfiend's attack speed is increased by 5/10]%. Two Rank Talent.
ROW 10
Holy Word: Life
A word of holy power that heals the target. If the target is not below 20% health, the caster takes damage equal to the amount healed. Healing is increased by 150% to targets below 20% health. Instant Cast, 30 second cooldown.
Crystalline Reflection
Power Word: Shield instantly heals the target for 514 and reflects 20% of damage absorbed.
Mindgames
Assault an enemy's mind, dealing Shadow damage and briefly reversing their perception of reality. For 5 sec, a small amount of damage they deal will heal their target, and a small amount of healing healing they deal will damage their target . Reversed damage and healing restore up to 4% mana.
Shadowflame Prism
Mind Blast and Shadow Word: Death cause your Shadowfiend to teleport behind your target, slashing up to 5 nearby enemies for Shadowflame damage. Each time a rift is triggered, the duration of Shadowfiend is increased by 1.0 sec.
BASELINE
Purify
Dispels harmful effects on the target, removing all Magic effects. Combines with Purify Disease if known.
Holy Words
When you cast Flash Heal or Heal, the remaining cooldown on Holy Word: Serenity is reduced by 6 sec.
When you cast Prayer of Healing, the remaining cooldown on Holy Word: Sanctify is reduced by 6 sec and by 2 sec when you cast Renew.
When you cast Smite, the remaining cooldown on Holy Word: Chastise is reduced by 4 sec.
ROW 1
Heal
An efficient spell that heals an ally.
ROW 2
Prayer of Healing
A powerful prayer that heals the target and the 4 nearest allies within 40 yards.
Holy Word: Serenity
Perform a miracle, healing an ally. Cooldown reduced by 6 sec when you cast Flash Heal.
Holy Fire
Consumes the enemy in Holy flames that cause immediate Holy damage and additional Holy damage over 7 sec.
ROW 3
Holy Word: Sanctify
Releases miraculous light at a target location, healing up to 6 allies within 10 yds for 3,001. Cooldown reduced by 6 sec when you cast Prayer of Healing and by 2 sec when you cast Renew.
Holy Word: Chastise
Chastises the target for 1,715 Holy damage and incapacitates them for 4 sec. Cooldown reduced by 4 sec when you cast Smite.
ROW 4
Spirit of Redemption
Upon death, you become the Spirit of Redemption for 15 sec. You cannot move, attack, be attacked, or be targeted by any spells or effects, and your healing spells cost no mana. When the effect ends, you die.
Trail of Light
When you cast Heal or Flash Heal, 35% of the healing is replicated to the previous target you healed with Heal or Flash Heal.
Censure
Holy Word: Chastise stuns the target for 4 sec and is not broken by damage.
Guardian Spirit
Calls upon a guardian spirit to watch over the friendly target for 10 sec, increasing healing received by 60%. If the target would die, the Spirit sacrifices itself and restores the target to 40% health. Castable while stunned. Cannot save the target from massive damage.
ROW 5
Afterlife
Increases the duration of Spirit of Redemption by 50% and the range of its spells by 50%. As a Spirit of Redemption, you may sacrifice your spirit to Resurrect an ally, putting yourself to rest.
Cosmic Ripple
When Holy Word: Serenity or Holy Word: Sanctify finish their cooldown, you emit a burst of light that heals up to 5 injured targets
Circle of Healing
Heals the target and 4 injured allies within 30 yards of the target.
Choice Node:
Divine Star / Halo
Throw a Divine Star forward 24 yds, healing allies in its path and dealing Holy damage to enemies. After reaching its destination, the Divine Star returns to you, healing allies and damaging enemies in its path again. Healing reduced beyond 6 targets.
Creates a ring of Holy energy around you that quickly expands to a 30 yd radius, healing allies and dealing Holy damage to enemies. Healing reduced beyond 6 targets.
Divine Star
Throw a Divine Star forward 24 yds, healing allies in its path and dealing Holy damage to enemies. After reaching its destination, the Divine Star returns to you, healing allies and damaging enemies in its path again. Healing reduced beyond 6 targets.
Halo
Creates a ring of Holy energy around you that quickly expands to a 30 yd radius, healing allies and dealing Holy damage to enemies. Healing reduced beyond 6 targets.
Binding Heal
Heals you, your target, and another friendly target within 20. Reduces the remaining cooldown on both Holy Word: Serenity and Holy Word: Sanctify by 3 sec.
Surge of Light
Your healing spells and Smite have an 8% chance to make your next Flash Heal instant and cost no mana. Stacks to 2.
Guardian Angel
When Guardian Spirit saves the target from death, it does not expire. When Guardian Spirit expires without saving the target from death, reduce its remaining cooldown to 60 seconds.
ROW 6
Prayer Circle
Using Circle of Healing reduces the cast time and cost of your Prayer of Healing by 25% for 8 sec.
Choice Node:
Shining Force / Psychic Voice
Creates a burst of light around a friendly target, knocking away nearby enemies and slowing their movement speed by 70% for 3 sec.
Surge of Light has an additional 6/12]% chance to occur if the target is affected by Renew or Holy Fire. Two Rank Talent.
Shining Force
Creates a burst of light around a friendly target, knocking away nearby enemies and slowing their movement speed by 70% for 3 sec.
Psychic Voice
Reduces the cooldown of Psychic Scream by 30 sec.
Holy Conductor
Surge of Light has an additional 6/12]% chance to occur if the target is affected by Renew or Holy Fire. Two Rank Talent.
ROW 7
Divine Hymn
Heals all party or raid members within 40 yards over 8 sec. Each heal increases all targets' healing taken by 4% for 15 sec, stacking. Healing increased by 100% when not in a raid.
Light of the Naaru
The cooldowns of your Holy Words are reduced by an additional 33% when you cast the relevant spells.
Symbol of Hope
Bolster the morale of raid members within 40 yds. They each recover 60 sec of cooldown of a major defensive ability, and regain 15% of their missing mana, over 4 sec.
ROW 8
Piety of Mana
Cosmic Ripple heals 15% more and restores 1.5/3]% of your mana. Two Rank Talent.
Choice Node:
Holy Word: Salvation / Apotheosis
Heals all allies within 40 yards and applies Renew and 2 stacks of Prayer of Mending to each of them. Cooldown reduced by 30 sec when you cast Holy Word: Serenity or Holy Word: Sanctify.
Reset the cooldowns of your Holy Words, and enter a pure Holy form for 20 sec, increasing the cooldown reductions to your Holy Words by 300% and reducing their cost by 100%.
Holy Word: Salvation
Heals all allies within 40 yards and applies Renew and 2 stacks of Prayer of Mending to each of them. Cooldown reduced by 30 sec when you cast Holy Word: Serenity or Holy Word: Sanctify.
Apotheosis
Reset the cooldowns of your Holy Words, and enter a pure Holy form for 20 sec, increasing the cooldown reductions to your Holy Words by 300% and reducing their cost by 100%.
Burning Vehemence
Reduces the cast time of Holy Fire by 25/50]% and reduces its cooldown by %. Two Rank Talent.
ROW 9
Gales of Song
Divine Hymn heals for 10/20]% more. Stacks of Divine Hymn increase healing received by an additional 2/4]%. Two Rank Talent.
Rune of Healing
Circle of Healing reduces the cooldown of Holy Word: Sanctify by 4 sec.
Resonant Words
Casting a Holy Word spell increases the healing of your next Heal or Flash Heal by 25/50]%. Two Rank Talent.
Rune of Mending
Prayer of Mending reduces the cooldown of Holy Word: Serenity by 4 sec.
Holy Oration
Spells that reduce the cooldowns of your Holy Words reduce them by 10/20]% more. Two Rank Talent.
Rune of Fire
Holy Fire reduces the cooldown of Holy Word: Chastise by 4 sec.
Searing Light
Smite deals 15/30]% additional damage to targets affected by Holy Fire. Holy Nova deals 15/30]% additional damage to targets affected by Holy Fire. Two Rank Talent.
ROW 10
Lightwell
Creates a Holy Lightwell. Every 1 sec the Lightwell will attempt to heal party and raid members within 10 yards that are lower than 50% health over 6 sec. Lightwell lasts for 3 min or until 15 heals are expended. 3 minute cooldown.
Divine Words
The effectiveness of your next Holy Word: Serenity, Sanctify, or Chastise is increased by 50% and grants a corresponding Divine Favor for 15 sec. 1 minute cooldown.
Serenity: Flash Heal, Heal, and Renew heal for more, critically strike more often, and cost less to cast.
Sanctify: Sanctify blesses the area where it was cast, healing allies.
Chastise: Increased damage and Smite has a chance to apply Holy Fire.
Empyreal Blaze
Refreshes Holy Fire. Your next 3 casts of Holy Fire cost no mana, incur no cooldown, and cast instantly. 30 second cooldown. Passive: Whenever Holy Fire is reapplied, its duration is now extended instead.
BASELINE
Shadowform
Assume a Shadowform, increasing your spell damage dealt by 10%.
ROW 1
Mind Flay
Assaults the target's mind with Shadow energy, causing Shadow damage over 4.5 sec and slowing their movement speed by 50%. Generates 18 Insanity over its duration.
ROW 2
Vampiric Touch
A touch of darkness that causes Shadow damage over 21 sec and heals you for 50% of damage dealt. Generates 5 Insanity.
Devouring Plague
Afflicts the target with a disease that instantly causes Shadow damage plus additional Shadow damage over 6 sec. Heals you for 50% of damage dealt. If this effect is reapplied, any remaining damage will be added to the new Devouring Plague. Costs 50 Insanity.
Mind Sear
Corrosive shadow energy radiates from the target, dealing Shadow damage over 4.5 sec to all enemies within 10 yards of the target.
ROW 3
Death and Madness
If a target dies within 7 sec after being struck by your Shadow Word: Death, you gain 40 Insanity over 4 sec and the cooldown of your Shadow Word: Death is reset.
Choice Node:
Mind Bomb / Psychic Voice
Inflicts the target with a Mind Bomb. After 2 sec or if the target dies, it unleashes a psychic explosion, disorienting all enemies within 8 yds of the target for 6 sec.
Reduces the cooldown of Psychic Scream by 30 sec.
Mind Bomb
Inflicts the target with a Mind Bomb. After 2 sec or if the target dies, it unleashes a psychic explosion, disorienting all enemies within 8 yds of the target for 6 sec.
Psychic Voice
Reduces the cooldown of Psychic Scream by 30 sec.
Psychic Voice]
Choice Node:
Misery / Searing Nightmare
Vampiric Touch also applies Shadow Word: Pain to the target. Shadow Word: Pain lasts an additional 5 sec.
Instantly deals Shadow damage to enemies around the target and afflicts them with Shadow Word: Pain. If the enemy is already afflicted by your Shadow Word: Pain, Searing Nightmare's damage is increased by 100%. Only usable while channeling Mind Sear.
Misery
Vampiric Touch also applies Shadow Word: Pain to the target. Shadow Word: Pain lasts an additional 5 sec.
Searing Nightmare
Instantly deals Shadow damage to enemies around the target and afflicts them with Shadow Word: Pain. If the enemy is already afflicted by your Shadow Word: Pain, Searing Nightmare's damage is increased by 100%. Only usable while channeling Mind Sear.
Silence
Silences the target, preventing them from casting spells for 4 sec. Against non-players, also interrupts spellcasting and prevents any spell in that school from being cast for 4 sec.
Fortress of the Mind
Mind Flay and Mind Blast deal 5/10]% more damage and generate 10/20]% more Insanity. Two Rank Talent.
ROW 4
Vampiric Embrace
Fills you with the embrace of Shadow energy for 15 sec, causing you to heal a nearby ally for 50% of any single-target Shadow spell damage you deal.
Unfurling Darkness
After casting Vampiric Touch on a target, your next Vampiric Touch within 8 sec is instant cast and deals 1,291 Shadow damage immediately. This effect cannot occur more than once every 15 sec.
Vampiric Insight
Vampiric Touch periodic damage has a chance to reset the remaining cooldown on Mind Blast and cause your next Mind Blast to be instant.
Last Word
Reduces the cooldown of Silence by 15 sec.
Dispersion
Disperse into pure shadow energy, reducing all damage take
ROW 5
San'layn
Reduces the cooldown of Vampiric Embrace by 45 sec and increases its healing done by 25%.
Hallucinations
Your successful Dispel Magic, Mass Dispel, Purify Disease, Vampiric Embrace, and Power Word: Shield casts generate 6 Insanity during combat.
Shadowy Apparitions
When you use Mind Blast, Devouring Plague or Void Bolt you also create a shadowy version of yourself that floats towards all targets afflicted by your Vampiric Touch dealing Shadow damage. Critical strikes will cause two Apparitions to be created.
Void Eruption
Releases an explosive blast of pure void energy, activating Voidform and causing Shadow damage to all enemies within 10 yds of your target. During Voidform, this ability is replaced by Void Bolt.
Monomania
While channeling Mind Flay or Mind Sear, the periodic rate of your Vampiric Touch and Shadow Word: Pain on your current target is increased by 100%. Mind Blast gains 1 additional charge.
Psychic Horror
Terrifies the target in place, stunning them for 4 sec.
Intangibility
Dispersion heals for 50% of your maximum health over its duration and has 30 sec reduced cooldown.
ROW 6
Psychic Link
Mind Blast deals 30/60]% of its damage to all other targets afflicted by your Vampiric Touch within 40 yards. Two Rank Talent.
Auspicious Spirits
our Shadowy Apparitions now deal 15% increased damage and generate 2 Insanity.
Choice Node:
Hungering Void / Surrender to Madness
Void Bolt causes the target to become vulnerable to the void, increasing their damage taken from you by 10% for 6 sec. This effect may only be active on one target at a time. Casting Void Bolt on an enemy that is already vulnerable extends the duration of your Voidform by 1 sec, or 2 sec if Void Bolt critically strikes.
Deals Shadow damage to the target and activates Voidform. For the next 30 sec, your Insanity-generating abilities generate 100% more Insanity and you can cast while moving. If the target does not die within 30 sec of using Surrender to Madness, you die.
Hungering Void
Void Bolt causes the target to become vulnerable to the void, increasing their damage taken from you by 10% for 6 sec. This effect may only be active on one target at a time. Casting Void Bolt on an enemy that is already vulnerable extends the duration of your Voidform by 1 sec, or 2 sec if Void Bolt critically strikes.
Surrender to Madness
Deals Shadow damage to the target and activates Voidform. For the next 30 sec, your Insanity-generating abilities generate 100% more Insanity and you can cast while moving. If the target does not die within 30 sec of using Surrender to Madness, you die.
Damnation
Instantly afflicts the target with Shadow Word: Pain, Vampiric Touch and Devouring Plague.
Void Touched:
While not in Void Form, Mind Flay has a 5/10]% chance to allow you to cast Void Bolt. Two Rank Talent.
ROW 7
Shadow Crash
Hurl a bolt of slow-moving Shadow energy at the destination, dealing Shadow damage to all targets within 8 yards. Generates 15 Insanity.
Ancient Madness
Voidform increases your critical strike chance by 30% for 15 sec, reducing by 2% every sec.
Malediction
Reduces the cooldown of Damnation by 15 sec.
Void Torrent:
Channel a torrent of void energy into the target, dealing Shadow damage over 3 sec. Generates 60 Insanity over the duration.
ROW 8
Mental Fortitude
Healing from Vampiric Touch when you are at maximum health will shield you for the same amount. Shield cannot exceed a certain value, based on Talent Rank. Two Rank Talent.
Insidious Ire
While you have Shadow Word: Pain, Devouring Plague, and Vampiric Touch active on the same target, your Mind Blast deals 20/40]% more damage. Two Rank Talent.
Mind Devourer
Mind Blast deals 5/10]% increased damage and has a 10/20]% chance to make your next Devouring Plague cost no insanity. Two Rank Talent.
ROW 9
Sanguine Teachings
While shielded, Vampiric Touch and Devouring Plague deal 5/10/15]% additional damage. Three Rank Talent.
Unleash the Shadows
Vampiric Touch critical strikes have a 5/10]% chance to create a Shadowy Apparition. Two Rank Talent.
Rot and Wither
Mind Flay and Mind Sear damage has a 5% chance to extend Vampiric Touch and Shadow Word: Pain by 2/4] sec. Two Rank Talent.
Abyssal Knowledge
Monomania also increases the critical strike chance of Shadow Word: Pain and Vampiric Touch by 5/10/15]%. Three Rank Talent.
ROW 10
Choice Node:
Idol of N'Zoth / Idol of Y'Shaarj
Damage dealt by Shadow Word: Pain, Vampiric Touch, and Devouring Plague has a 20% chance to apply Echoing Void. Each time Echoing Void is applied, it has a chance to collapse, dealing Shadow damage to all nearby enemies until no stacks remain.
Shadowfiend causes you to gain a benefit based on your target's current emotional state.
Idol of N'Zoth
Damage dealt by Shadow Word: Pain, Vampiric Touch, and Devouring Plague has a 20% chance to apply Echoing Void. Each time Echoing Void is applied, it has a chance to collapse, dealing Shadow damage to all nearby enemies until no stacks remain.
Idol of Y'Shaarj
Shadowfiend causes you to gain a benefit based on your target's current emotional state.
Void Apparitions
Shadowy Apparitions have a 10% chance to become infused with the Void, dealing 20% additional damage.
Living Shadow
Consuming Vampiric Insight causes your shadow to animate after a moment. For 10 sec, whenever you cast a spell, your shadow will cast a similar spell.
717
Eidolic Intuition
Vampiric Insight has a greater chance to occur.
Choice Node:
Idol of C'Thun / Idol of Yogg-Saron
Mind Flay and Mind Sear have a chance to spawn a Void Tendril or Void Lasher that channels at your target for 15 sec, generating 3 insanity every 1 sec.
After conjuring 50 Shadowy Apparitions, you summon a Thing from Beyond that serves you for 20 sec. The Thing from Beyond blasts enemies for Shadow damage.
Idol of C'Thun
Mind Flay and Mind Sear have a chance to spawn a Void Tendril or Void Lasher that channels at your target for 15 sec, generating 3 insanity every 1 sec.
Idol of Yogg-Saron
After conjuring 50 Shadowy Apparitions, you summon a Thing from Beyond that serves you for 20 sec. The Thing from Beyond blasts enemies for Shadow damage.
ROW 1
Garrote
Garrote the enemy, causing Bleed damage over 18 sec.
Blind
Blinds the target, causing it to wander disoriented for 1 min. Damage will interrupt the effect. Limit 1.
Sap
Incapacitates a target not in combat for 1 min. Only works on Humanoids, Beasts, Demons, and Dragonkin. Damage will revive the target. Limit 1.
ROW 2
Evasion
Increases your dodge chance by 100% for 10 sec.
Feint
Performs an evasive maneuver, reducing damage taken from area-of-effect attacks by 40% for 6 sec.
Cloak of Shadows
Provides a moment of magic immunity, instantly removing all harmful spell effects. The cloak lingers, causing you to resist harmful spells for 5 sec.
ROW 3
Master Poisoner
Increases the non-damaging effects of your weapon poisons by 20%.
Numbing Poison
Coats your weapons with a Non-Lethal Poison that lasts for 1 hour. Each strike has a 50% chance of poisoning the enemy, clouding their mind and slowing their attack and casting speed by 15% for 10 sec.
Nimble Fingers
Energy cost of Feint and Crimson Vial reduced by 5.
Gouge
Gouges the eyes of an enemy target, incapacitating for 4 sec. Damage will interrupt the effect. Must be in front of your target. Awards 1 combo point.
Rushed Setup
The Energy costs of Kidney Shot, Cheap Shot, Sap, and Distract are reduced by 20%.
Tricks of the Trade
Redirects all threat you cause to the targeted party or raid member, beginning with your next damaging attack within the next 30 sec and lasting 6 sec.
Shadowrunner
While Stealth or Shadow Dance is active, you move 20% faster.
ROW 4
Improved Wound Poison
Wound Poison can now stack 2 additional times.
]
Fleet Footed
Movement speed increased by 15%.
Iron Stomach
Increases the healing you receive from Crimson Vial, healing potions, and healthstones by 25%.
Improved Sprint
Reduces the cooldown of Sprint by 60 sec.
]
Prey on the Weak
Enemies disabled by your Cheap Shot or Kidney Shot take 10% increased damage from all sources for 6 sec.
Shadowstep
Grants 1 charge of Shadowstep. Step through the shadows to appear behind your target and gain 70% increased movement speed for 2 sec.
Subterfuge
Your abilities requiring Stealth can still be used for 3 sec after Stealth breaks.
ROW 5
Improved Garrote
Garrote Silences the target for 3 sec when used from Stealth.
]
Recuperator
Slice and Dice heals you for up to 1% of your maximum health per 2 sec.
Improved Sap:
Energy cost of Sap reduced by 100%.
ROW 6
Deadly Precision
Increases the critical strike chance of your attacks that generate combo points by 5/10]%. Two Rank Talent.
Virulent Poisons
Increases the damage of your weapon poisons by 10/20]%. Two Rank Talent.
Versatility Bonus
Versatility increased by 2/4]%. Two Rank Talent
]
Improved Ambush
Ambush has a 50/100]% chance to generate 1 additional combo point. Two Rank Talent.
Tight Spender
Energy cost of finishing moves reduced by 8/15]%. Two Rank Talent.
Nightstalker
While Stealth is active, your abilities deal 10/20]% more damage. Two Rank Talent.
ROW 7
Cold Blood
Increases the critical strike chance of your next damaging ability by 100%. 45 second cooldown.
Acrobatic Strikes
Increases the range of your melee attacks by 3 yds.
Marked for Death
Marks the target, instantly generating 5 combo points. Cooldown reset if the target dies within 1 min.
ROW 8
Leeching Poison
Adds a Leeching Poison effect to your Deadly Poison and Wound Poison, granting you 12% Leech.
Lethality
Critical strike chance increased by 1/2/3]%. Critical strike damage bonus of your attacks that generate combo points increased by 10/20/30]%. Three Rank Talent.
Lethality
Elusiveness
Feint also reduces all damage you take from non-area-of-effect attacks by 30% for 6 sec.
Alacrity
Your finishing moves have a 7/14/20]% chance per combo point to grant 2% Haste for 20 sec, stacking up to 5 times. Three Rank Talent.
Cheat Death
Fatal attacks instead reduce you to 7% of your maximum health. For 3 sec afterward, you take 85% reduced damage. Cannot trigger more often than once per 6 min.
ROW 9
Seal Fate
When you critically strike with a melee attack that generates combo points, you have a 50/100]% chance to gain an additional combo point per critical strike. Two Rank Talent.
Vigor
Increases your maximum Energy by 50 and your Energy regeneration by 15%.
Echoing Reprimand
Deal Arcane damage to an enemy, extracting their anima to Animacharge a combo point for 45 sec. Damaging finishing moves that consume the same number of combo points as your Animacharge function as if they consumed 7 combo points. Awards 2 combo points.
Deeper Stratagem
Gain 1 additional max combo point. Your finishing moves that consume more than 5 combo points have increased effects.
Find Weakness
Your Stealth abilities reveal a flaw in your target's defenses, causing all your attacks to bypass 20/40]% of that enemy's armor for 10 sec. Two Rank Talent.
ROW 10
Thistle Tea
Restore 100 Energy. Max 3 Charges. 1 minute cooldown.
Resounding Clarity
Echoing Reprimand Animacharges 1/2] additional combo points. Two Rank Talent.
Shadow Dance
Grants 1 charge of Shadow Dance. Allows use of all Stealth abilities and grants all the combat benefits of Stealth for 9 sec, and increases damage by 10%. Effect not broken from taking damage or attacking.
ROW 1
Deadly Poison
Coats your weapons with a Lethal Poison that lasts for 1 hours. Each strike has a 30% chance to poison the enemy for Nature damage over 12 sec. Subsequent poison applications will instantly deal Nature damage.
ROW 2
Fan of Knives
Sprays knives at all enemies within 10 yards, dealing Physical damage and applying your active poisons at their normal rate. Deals reduced damage beyond 8 targets. Awards 1 combo point.
Stealth Poisons
While Stealth is active, your attacks always apply your active Lethal and Non-Lethal Poisons.
]
Shadowstep
Grants 1 charge of Shadowstep. Step through the shadows to appear behind your target and gain 70% increased movement speed for 2 sec.
ROW 3
Cut to the Chase
Envenom extends the duration of Slice and Dice by up to 1/2] sec per combo point spent. Two Rank Talent.
Elaborate Planning
Your finishing moves grant 4/8]% increased damage done for 4 sec. Two Rank Talent.
Improved Poison Chance
Increases the application chance of your poisons by 10/20]%. Two Rank Talent.
]
Bloody Mess
Garrote and Rupture damage increased by 10/20]%. Two Rank Talent.
Internal Bleeding
Kidney Shot also deals Bleed damage over 6 sec, based on combo points spent. Two Rank Talent, ranks increased Bleed damage.
ROW 4
Poisoned Katar
Fan of Knives's damage is increased by 15%, and it has a 5% increased critical strike chance.
Shiv
Attack with your poisoned blades, dealing Physical damage, dispelling all enrage effects and applying a concentrated form of your active Non-Lethal poison.
Atrophic Poison
Coats your weapons with a Non-Lethal Poison that lasts for 1 hour. Each strike has a 30% chance of poisoning the enemy, reducing their damage by 3% for 10 sec.
Improved Garrote
Garrote deals 50% increased damage and has no cooldown when used from Stealth and for 3 sec after breaking Stealth.
Intent to Kill
Shadowstep's cooldown is reduced by 33% when used on a target afflicted by your Garrote.
ROW 5
Crimson Tempest
Finishing move that slashes all enemies within 10 yards, dealing instant damage and causing victims to bleed for additional damage. Deals reduced damage beyond 8 targets. Lasts longer per combo point.
Improved Shiv
Shiv now also increases your Nature damage done against the target by 20% for 9 sec.
Master Assassin
While Stealth is active and for 3 sec after breaking Stealth, your critical strike chance is increased by 30%.
Exsanguinate
Twist your blades into the target's wounds, causing your Bleed effects on them to bleed out 100% faster.
ROW 6
Flying Daggers
Fan of Knives' radius is increased to 15 yds and deals 15% more damage when it strikes 5 or more targets.
Vicious Venoms
Your Mutilate and auto-attacks deal 25/50]% of their damage as Nature against targets affected by at least one of your weapon poisons. Two Rank Talent.
Deathmark
Carve a deathmark into an enemy, dealing Bleed damage over 15 sec. While marked your Garrote, Rupture, and Lethal poisons applied to the target are duplicated. 2 minute cooldown.
Lethal Dose
Deal 1/2]% increased damage to targets for each of your Poison and Bleed effects on them. Two Rank Talent.
Iron Wire
Increase the duration of Garrote's silence effect by 3 sec.
ROW 7
Maim, Mangle
Garrote increases the damage of your Mutilate on the target by 30%.
Amplifying Poison
Coats your weapons with a Lethal Poison that lasts for 1 hour. Each strike has a 30% chance to poison the enemy, dealing Nature damage and applying Amplification for 10 sec. Envenom can consume 15 stacks of Amplification to deal 30% increased damage. Max 20 stacks.
Twist the Knife
Envenom duration increased by 3 sec.
Doomblade
Mutilate deals an additional 30% Bleed damage over 8 sec.
ROW 8
Blindside
Ambush and Mutilate have a 20% chance to make your next Ambush free and usable without Stealth. Chance increased to 40% if the target is under 30% health.
Venom Rush
Mutilate refunds 8 Energy when used against a poisoned target.
Poison Bomb
Envenom and Rupture have a 4% chance per combo point spent to smash a vial of poison at the target's location, creating a pool of acidic death that deals Nature damage over 2 sec to all enemies within it.
Venomous Wounds
You regain 5 Energy each time your Garrote, Rupture, or Internal Bleeding deal Bleed damage to a poisoned target.
Sepsis
Infect the target's blood, dealing Nature damage over 10 sec. If the target survives its full duration, they suffer additional damage and you gain 1 use of any Stealth ability for 5 sec. Cooldown reduced by 30 sec if Sepsis does not last its full duration. Awards 1 combo point.
ROW 9
Zoldyck Recipe
Your Poisons and Bleeds deal 10/20/30]% increased damage to targets below 30% health. Three Rank Talent.
Dashing Scoundrel
Envenom also increases the critical strike chance of your poisons by 5/10/15]%, and their critical strikes generate 1 Energy. Three Rank Talent.
Scent of Blood
Rupture increases your Agility based on your character level. You may gain this benefit for each enemy suffering from your Rupture. Three Rank Talent, ranks increase Agility gained.
ROW 10
Tiny Toxic Blade:
Shiv deals 500% increased damage and no longer costs Energy.
Dragon-Tempered Blades
You may apply 1 additional Lethal and Non-Lethal Poison to your weapons.
Indiscriminate Carnage
Your next Garrote and your next Rupture also apply to all enemies within 10 yards of the target, dealing reduced damage beyond 8 targets. 1.5 minute cooldown.
ROW 1
Opportunity
Sinister Strike has a 35% chance to hit an additional time, making your next Pistol Shot half cost and double damage.
Blade Flurry
Strikes up to nearby 5 targets for Physical damage, and causes your single target attacks to also strike up to 4 nearby enemies for 60% of normal damage for 12 sec.
ROW 2
Grappling Hook:
Launch a grappling hook and pull yourself to the target location.
Adrenaline Rush
Increases your Energy regeneration rate by 60%, your maximum Energy by 50, and your attack speed by 20% for 20 sec.
Between the Eyes
Finishing move that deals damage with your pistol, increasing your critical strike chance against the target by 20%.
ROW 3
Retractable Hook
Reduces the cooldown of Grappling Hook by 15 sec, and increases its retraction speed.
Improved Evasion
Dodging an attack while Evasion is active will trigger Mastery: Main Gauche.
]
Weaponmaster
Sinister Strike has a 10% increased chance to strike an additional time.
Roll the Bones
Roll the dice of fate, providing a random combat enhancement for 30 sec.
Ambidexterity
Main Gauche has an additional 5% chance to strike while Blade Flurry is active.
Ace Up Your Sleeve
Between the Eyes has a 4% chance per combo point spent to grant 4 combo points.
Hit and Run
Movement speed increased by 15%.
ROW 4
Blinding Powder
Reduces the cooldown of Blind by 30 sec and increases its range by 5 yds.
Ruthlessness
Your finishing moves have a 20% chance per combo point spent to grant a combo point.
Loaded Dice
Activating Adrenaline Rush causes your next Roll the Bones to grant at least two matches.
Restless Blades
Finishing moves reduce the remaining cooldown of many Rogue skills by 1 sec per combo point spent. Affected skills: Adrenaline Rush, Between the Eyes, Blade Flurry, Grappling Hook, Keep it Rolling, Roll the Bones, Sepsis, Shadow Dance, Sprint, and Vanish.
Sleight of Hand
Roll the Bones has a 10% increased chance of granting additional matches.
Quick Draw
Half-cost uses of Pistol Shot granted by Sinister Strike now generate 1 additional combo point, and deal 50% additional damage.
Dirty Tricks
heap Shot, Gouge, and Sap no longer cost Energy.
ROW 5
Heavy Hitter
Ambush Supercharges 1 combo point for 45 sec. Finishing moves that consume the same number of combo points as your Supercharge function as if they consumed 7 combo points.
Ghostly Strike
Strikes an enemy, dealing Physical damage and causing the target to take 10% increased damage from your abilities for 10 sec.
Improved Slice and Dice
Slice and Dice grants an additional 3% attack speed per combo point spent.
]
Float Like a Butterfly
Restless Blades now also reduces the remaining cooldown of Evasion and Feint by 0.5 sec per combo point spent.
Combat Stamina
Stamina increased by 10%.
Dreadblades
Strike at an enemy, dealing Physical damage and empowering your weapons for 10 sec, causing your Sinister Strike, Ambush, and Pistol Shot to fill your combo points, but your finishing moves consume 5% of your current health.
Long Arm of the Outlaw
Increases the range of your melee attacks by 3 yards while Blade Flurry is active.
ROW 6
Audacity
Half-cost uses of Pistol Shot have a 35% chance to cause your next Ambush to be usable without Stealth. Chance to trigger this effect matches the chance for your Sinister Strike to strike an additional time.
Deeper Stratagem
Gain 1 additional max combo point. Your finishing moves that consume more than 5 combo points have increased effects.
Combat Potency
Increases your Energy regeneration rate by 30%.
Fatal Flourish
Your off-hand attacks have a 75% chance to generate 10 Energy.
Dancing Steel
Blade Flurry strikes 3 additional enemies and its duration is increased by 3 sec.
ROW 7
Triple Threat
Sinister Strike has a 10/20]% chance to strike with both weapons after it strikes an additional time. Two Rank Talent.
Count the Odds
Ambush and Dispatch have a 10/20]% chance to grant you a Roll the Bones combat enhancement buff you do not already have for 5 sec. Duration and chance tripled while Stealthed. Two Rank Talent.
Improved Main Gauche:
Main Gauche has an additional 5/10]% chance to strike. Mastery increased by %. Two Rank Talent.
ROW 8
Sepsis
Infect the target's blood, dealing Nature damage over 10 sec. If the target survives its full duration, they suffer additional damage and you gain 1 use of any Stealth ability for 5 sec. Cooldown reduced by 30 sec if Sepsis does not last its full duration. Awards 1 combo point.
Blade Rush
Charge to your target with your blades out, dealing Physical damage to the target and a lesser amount of Physical damage to all other nearby enemies. While Blade Flurry is active, damage to non-primary targets is increased by 100%. Generates 25 Energy over 5 sec.
Restless Crew
Restless Blades also affects party members within 40 yds, reducing the remaining cooldown of a major offensive ability by 0.2 sec per combo point spent.
Killing Spree
Teleport to an enemy within 10 yards, attacking with both weapons for Physical damage over 2 sec. While Blade Flurry is active, also hits up to 4 nearby enemies for 100% damage.
Precise Cuts
Blade Flurry damage is increased by an additional 3% per missing target below its maximum.
ROW 9
Take 'em by Surprise
Haste increased by 10/20]% while Stealthed and for 12 sec after leaving Stealth. Two Rank Talent.
Dispatcher
When your Dispatch consumes 5 or more combo points, Dispatch deals 5% increased damage and costs 5 less energy for 6 sec. Max 3/6] stacks. Two Rank Talent.
Fan the Hammer
Sinister Strike has a 5% increased chance to strike an additional time. When it does, gain 1/2] additional stack(s) of the buff that grants a half-cost use of Pistol Shot. Max 6 stacks. Two Rank Talent.
ROW 10
Hidden Opportunity
Effects that grant a chance for Sinister Strike to strike an additional time also apply to Ambush.
Keep it Rolling
Increase the remaining duration of your active Roll the Bones combat enhancements by 30 sec. 5 minute cooldown.
Greenskin's Wickers
Between the Eyes has a 20% chance per Combo Point to increase the damage of your next Pistol Shot by 300%.
ROW 1
Improved Backstab
Backstab has a 15% increased chance to critically strike. When you are behind your target, Backstab critical strikes now also expose a flaw in their defenses, applying Find Weakness for 10 sec.
]
Shadowstep
Grants 1 charge of Shadowstep. Step through the shadows to appear behind your target, increasing your movement speed by 70% for 2 sec.
Shuriken Storm
Sprays shurikens at all enemies within 10 yards, dealing Physical damage. Deals reduced damage beyond 8 targets. Awards 1 combo point per target hit.
ROW 2
Weaponmaster
Shadowstrike and Backstab have a 15% chance to hit the target twice each time they deal damage.
Shadow Focus:
Abilities cost 20% less Energy while Stealth is active.
Quick Decisions
Shadowstep's cooldown is reduced by 20%, and its range is increased by 20%.
Veil Touched
Your abilities deal 10% increased magic damage.
Relentless Strikes
Your finishing moves generate 6 Energy per combo point spent.
ROW 3
Shot in the Dark
After entering Stealth or Shadow Dance, your next Cheap Shot is free.
Premeditation
After entering Stealth, your next Shadowstrike
Shadow Dance
Grants 1 charge of Shadow Dance. Allows use of all Stealth abilities and grants all the combat benefits of Stealth for 9 sec, and increases damage by 10%. Effect not broken from taking damage or attacking.
Black Powder
Finishing move that launches explosive Black Powder at all nearby enemies dealing Physical damage. Deals reduced damage beyond 8 targets.
Night Terrors
Shuriken Storm reduces enemies' movement speed by 50% for 6 sec.
ROW 4
Gloomblade
Replaces Backstab.
Punctures your target with your shadow-infused blade dealing Shadow damage, bypassing armor. Awards 1 combo point.
Shadow Techniques
Your auto attacks have a chance to generate 1 combo point and 8 Energy.
Shadow Blades
Draws upon surrounding shadows to empower your weapons, causing your combo point generating abilities to generate 1 additional combo point and deal 30% additional damage as Shadow for 20 sec.
Improved Shuriken Storm
Shuriken Storm has an additional 15% chance to crit, and its critical strikes apply Find Weakness for 6 sec.
]
Secret Technique
Finishing move that creates shadow clones of yourself. You and your shadow clones each perform a piercing attack on all enemies near your target, dealing Physical damage to the primary target and reduced damage to other targets.
ROW 5
Symbols of Death
Invoke ancient symbols of power, generating 40 Energy and increasing your damage done by 10% for 10 sec.
Master of Shadows
Gain 25 Energy over 3 sec when you enter Stealth or activate Shadow Dance.
Deepening Shadows
Your finishing moves reduce the remaining cooldown on Shadow Dance by 1 sec per combo point spent.
The First Dance
Activating Shadow Dance generates 4 combo points.
Replicating Shadows
Rupture deals an additional 30% damage as Shadow and applies to 1 additional enemy within 8 yds.
ROW 6
Shrouded in Darkness
Shroud of Concealment increases the movement speed of all party and raid members within its radius by 50%.
Planned Execution
Symbols of Death also increases your critical strike chance by 5/10]%. Two Rank Talent.
Stiletto Staccato
Shadow Techniques now also reduces the remaining cooldown of Shadow Blades by 1/2] sec. Two Rank Talent.
Shadowed Finishers
Eviscerate and Black Powder deal an additional 20/40]% damage as Shadow to targets with your Find Weakness active. Two Rank Talent.
Dark Brew
Increases the damage of your weapon poisons by 30%. Rogue abilities that deal Nature damage now deal Shadow instead.
ROW 7
Inevitability
Backstab and Shadowstrike extend the duration of Symbols of Death by 0.5 sec.
Without a Trace
Vanish has 1 additional charge.
Fade to Nothing
Movement speed increased by 20% and damage taken reduced by 10% for 8 sec after gaining Stealth, Vanish, or Shadow Dance.
Cloaked in Shadows
Vanish grants you a shield for 6 sec, absorbing damage equal to 30% of your maximum health.
Deeper Daggers
Eviscerate and Black Powder increase your Shadow damage dealt by 15% for 8 sec.
ROW 8
Sepsis
Infect the target's blood, dealing Nature damage over 10 sec. If the target survives its full duration, they suffer additional damage and you gain 1 use of any Stealth ability for 5 sec. Cooldown reduced by 30 sec if Sepsis does not last its full duration. Awards 1 combo point.
Perforated Veins
Shadowstrike increases the damage of your next Backstab by 35%, stacking up to 3 times.
Dark Shadow
Shadow Dance increases damage by an additional 15%.
Deeper Stratagem
You have 1 additional maximum combo point. Your finishing moves may consume 1 additional combo point, increasing their effects.
Shuriken Tornado
Focus intently, then release a Shuriken Storm every sec for the next 4 sec. 1 minute cooldown.
ROW 9
Invigorating Shadowdust
Vanish reduces the cooldown of your other Rogue abilities by 10/20] sec. Two Rank Talent.
Lingering Shadow
After Shadow Dance ends, Backstab deals an additional 50/100]% damage as Shadow, fading by 2% per sec. Two Rank Talent.
Finality
Eviscerate, Rupture, and Black Powder increase the damage of the next use of the same finishing move by 15/30]%. Lasts 6 sec. Two Rank Talent.
ROW 10
The Rotten
After activating Symbols of Death, your next Shadowstrike or Backstab deals 50% increased damage, generates 4 additional combo points, and is guaranteed to critically strike.
Shadow Mist
Gaining Stealth, Vanish, or Shadow Dance expels Shadow Mist nearby. Walking through Shadow Mist refreshes the cooldown of Shadowstep and Supercharges a combo point. Damaging finishing moves that consume the same number of combo points as your Supercharge function as if they consumed 7 combo points.
Flagellation
Lash the target for Shadow damage, causing each combo point spent within 12 sec to lash for an additional damage. Dealing damage with Flagellation increases your Haste by 1%, persisting 12 sec after their torment fades.
Druid was given an early talent tree reveal and it's easy to see why they picked the spec. The tree is full of good stuff, and Resto in particular will be sitting extremely nicely going into Dragonflight if it stays the way it currently is. This is pre-Alpha content, so do expect to see some stuff changing from here to release but the overall direction of the tree is very good and that part is unlikely to change. In Dragonflight we'll have both a "class" tree, and a "spec" tree. We'll put points into both separately, and you can grab stuff in the class tree as any spec. Let's look at that one first.
Druid Class Talent Tree First Impressions
Class Dragonflight Talents - What’s New?
The Druid class tree is a mix of effects we had in Shadowlands along with the key return of Nature's Vigil and a new piece of utility that all healers will share. Here are some of the most interesting ones:
- A Resto interrupt at last
Assuming it matches the SL version it will have a 15 second cooldown and require Cat / Bear form. This will make it one of the more awkward healer interrupts, but in pug keys or fights with an interrupt requirement, you likely won't mind. The less we have to trust DPS the better. This also normalizes a key piece of M+ utility across healer specs - an advantage currently only held by Shaman.
Affinities Split Out Into Talents
In the last few expansions, you'd pick which form you wanted to DPS in through picking its affinity talent. The majority of the time this led to us picking
Afinidade Feral
and dealing a lot of our damage in cat form - particularly in Mythic+. In the Dragonflight tree, affinities are gone and most DPS abilities are instead split across the tree. This doesn't actually change much since you'll just pick up the talents connected to the form you expect to play and leave out the others. It does give a slight edge to Cat (which has a better path to
Esmagar Crânio
) but your choice will mostly be dependent on which deals more DPS (hopefully Cat).
Returns
Nature's Vigil was removed in Legion but returns here in a slightly altered form. It works as a multiplier on your single target healing by causing it to heal a nearby target for a percentage of the amount while active. Single target effects like
Fogo Lunar
,
Brotar da Vida
,
Rejuvenescer
and
Recrescimento
all count here, but AoE casts like
Crescimento Silvestre
do not. This is an easy take in raid and is the most raw power you can grab in the class tree.
There are some potential synergies for Furor in the resto tree, but it doesn't sound that fun to play with. I think there's a really interesting idea there around encouraging shapeshifting and it isn't
necessarily
weak but the talent as-is doesn't seem like quite the way to go. I could see this getting a revamp before it goes live.
Class Talents - First Impressions
This is a solid tree. You're likely to insta-lock all of the healing power from it (at least in raid), and then use your optional points to grab damage and defensive power. We shouldn't feel like we've lost anything in the transition to the new tree type, and we might find quite the contrary to be true. It also maintains a good amount of choice. We could run up the Feral portion of the tree to grab damage reduction, or opt for the start of the Balance mini-tree to grab +5 range on our spells. Occasionally useful utility like
Ciclone
can be taken when useful and swapped out for more defensive power when they're not. Need
Estouro da Manada
more frequently? More DPS? Are you doing a key mechanic that could benefit from movement speed? We have options for all of the above. There is room to specialize for a given fight.
The only real question mark right now is how will look with the removal of affinities. The assumption is that it'll buff all non-resto spells by 30% while active. That would be a net buff assuming it's otherwise identical. I also don't see many uses for where it is on the tree except as a way to access later talents. Could be interesting if it could be cast in any form.
Restoration Druid Spec Tree
Spec Dragonflight Talents - What’s New?
The Resto Dragonflight tree features BFA and Shadowlands effects prominently along with a few new talents. Here are a few of them:
Brotar da Vida
in many ways has lacked a compelling niche the past few expansions. It's solid tank healing, but also the first thing you drop from your rotation since external power tends to focus on other spells like
Rejuvenescer
. shakes up the spell significantly. Two points in the talent will mean Lifebloom counts as
3
HoT effects on the target for the purpose of Mastery. This is a really interesting way to buff the spell and could greatly improve our already strong tank healing. With the loss of our current 2pc bonus it also repositions and enhances Mastery as a strong stat for targeted healing.
Germinação
is a recently buffed, high value talent that was impossible to pick in PVE in Shadowlands since it directly competed with the much stronger Flourish. Now that the two are separate it'll be a great pick up and along with the returning will give us 18 second Rejuvenations. Very very tidy. Doubling up Rejuvenations on a target also further enhances our single target healing (you're going to see this mentioned a bit).
returns, but at a higher price
Convocar Espíritos
was unrivalled through Shadowlands, but was against fairly weak alternatives. In the Dragonflight tree it competes with , and is back to it's pre-legendary two minute cooldown. On the upside it
may
have been returned to the full 16 spells rather than the 12 we played in Shadowlands. It's still good and you will still take it frequently but don't expect quite the same power as in Shadowlands.
There is also an improved Convoke talent but it appears to offer an increased chance to proc Flourish without any reduction in cooldown. That's much weaker than the Shadowlands legendary but might still see play depending on how it ends up functioning. There's a pretty big question mark on it for now.
Invigorate increases how fast your HoTs tick by 100% on
one specific target
. This is unlikely to see much play, but if it's off GCD then it's a decent answer to short-duration, high damage debuffs. Useless for more general play.
]
This is not a fan favorite. You'll recognize it as
Avivar
rank 2s functionality from Shadowlands, with a minor mana perk added on. It's a bit of a missed opportunity as-is and could be converted to BFA's much more interesting
Espírito Vivaz
instead. If they are set on the "give it to a friend" functionality then that could be baked into the base spell instead. As-is it's a tough pick so deep in the tree and you'll only really grab it to unlock the final row.
We also see the return of:
. Solid in M+ if it stays damage focused which is very likely.
. Much much stronger now that Lifebloom is in a better place. Think of it as a resto druid version of
Foco de Fé
.
. Good in M+, would be much more interesting if it's legendary were also applied to it since it's a bit janky without.
. Even stronger with 18s rejuvs and (potentially) Cultivation.
(4T28). Much weaker without 1 minute convokes since we'll struggle to have quite as much burst on a one minute timer. Still pretty good though, and playing it on a rough 45s timer to line it up with Flourish and / or Nature's Vigil could be quite interesting.
. Technically stronger than in Shadowlands because of the resurgent Lifebloom, but still has a host of issues and likely to feel extremely unnecessary.
Spec Dragonflight Talents - Impressions
There's a bunch of good stuff in this tree, and the only criticism I can level at it is that we have enough points to grab almost everything we could want - particularly in the early tree. There could be some interesting choices around how much strength to push into Lifebloom / tank healing vs AoE, or how much to specialize in sustained healing vs cooldowns. With our current points though we can kind of just grab
all of the above
with the last section the only one offering much choice. The early / mid tier effects are very prone to being locked in because there's quite a big power differential between them. Adding a target to
Crescimento Silvestre
in raid is extremely high value whereas reducing the cooldown of Nature's Swiftness is much less so.
They could probably condense a few talents into one (like
Cascaferro
having three, and
Dádiva de Ysera
being a two pointer). There are others that are unlikely to ever see play like
Nutrir
that could be repurposed. You could also argue that there should be more "new stuff" in the tree overall rather than purely being a "best of" from the last few expansions. Condensing a few nodes would leave more room for new effects altogether, or the return of a few missing favorites like
Tragada da Concentração Profunda
. That said, the ability to combine different eras of power is really nice, and while the spec will play similarly to Shadowlands, there is enough of a difference that it should still feel like an (even more) improved version of the same style. It's really nice to see effects like
Crescimento Desenfreado
return that were very strong but not quite as well known as some other stuff from the era.
Early Sample Trees
Raid Sample Tree
"I want it all" general purpose raid build
View in Dragonflight Talent Calculator
This build is a strong mix of big healing cooldowns, and extremely good tank healing which tends to be worth a premium early in expansions. You'll have high uptime on two lifeblooms and three
Recrescimento
HoTs (via
Crescimento Desenfreado
), can
Rejuvenescer
each target twice and your Lifeblooms give triple mastery value. The build also doesn't skimp on healing to the rest of the raid - you'll keep all of your major cooldowns from 9.2 and add for good measure. Expect it to play like Shadowlands Druid with less power on your one minute cooldowns in exchange for far greater tank / debuff healing.
You're also likely to do more sustained healing with 18s rejuvs,
Cultivo
being in a playable spot, and
Crescimento Silvestre
being an even better button.
Raid Situational Swap Outs
You can swap for for higher sustained healing on the raid at the cost of less on tanks / priority targets.
This is almost definitely going to be a fight dependent choice.
can be played with 1, 2 or even 0 points depending on what Tranquility timing you want for a fight.
The last row is a little flexible outside of
Florescer
being a lock in and being poor in raid. Even Swarm could sneak in depending on the version they send live.
The Class tree has a few options too with Cyclone and Skull Bash being very accessible if needed on a fight. I'd also expect to pop up from time to time on a fight with soak mechanics or high burst damage.
Mythic+ Sample Tree
DPS Focused Dungeon Build
View in Dragonflight Talent Calculator
We haven't seen any of the Dragonflight dungeons yet, but they're likely to retain the meta of healers playing DPS focused builds. We'll offer options for both playstyles when the expansion goes live though don't expect to make too many changes. This build does still offer a lot of healing.
Mythic+ Situational Swap Outs
You can swap out & to grab . You'll still mostly play in Cat Form, but you'll be able to swap to Moonkin for Convoke. Some massive question marks on this one still since we don't know exactly how Dragonflight Convoke will play, and the DPS balance between Balance and Feral tends to shift with new expansions.
and compete closely, and your choice might be dungeon and even tank dependent.
] in general is still a bit of a "maybe" until we can test it on Alpha.
There are quite a few defensive talents we opted to skip. On very high keys it might be worth dropping a little bit of damage (through Primal Fury / Feline Swiftness) to grab but this is unnecessary for most and will depend on the keys in question. We are extremely tanky regardless.
Conclusion - A Solid Start
They're done a really good job of iterating on resto druid each expansion and it remains one of the strongest healer designs in the game. It's easy to pick up but has a lot of depth and it's host of cooldowns can be adapted to any fight. We're still missing a lot of information on general spec tuning and how a few talents will work, but we're off to a very solid start to Dragonflight and it's quite likely we will remain a dominant force in healing throughput.
Interested in playing Restoration Druid now? Check our out live guide for Restoration Druids!
Restoration Druid Guide for Season 3
Obtenha Wowhead Premium
Premium
$2
Por mês
Desfrute de uma experiência sem anúncios, tenha acesso a recursos premium e apoie o site!
Exibir 0 comentários
Esconder 0 comentários
Faça Login Para Comentar
Comentários em Inglês (19)
Escreva um Comentário
Você não está conectado. Favor
entrar
ou
registrar uma conta
para adicionar seu comentário.
Notícia Anterior
Próxima Notícia