The Shattering has destroyed Azeroth and Deathwing has returned to rain havoc. Our World of Warcraft Cataclysm Primer gets you started on the changes to class trees, new races, and updated dungeons.
Classes and Attributes: Find out how Attributes control the abilities of the 10 classes and changes to skill trees. New Races: Starting info on the Goblin and Worgen races Updated Dungeons: Discover what's new in class dungeons
Stats on equipment and how they affect the different classes has been altered by the Shattering. Basic stats such as Attack Power and Spell Power have been completely removed from gear. Now, only Paladins, Warriors, Bear Druids, and Death Knights can gain Attack power from Strength; Rogues, Hunters and Shaman gain Attack Power from Agility. Spell Power is completely controlled by a character's Intellect.
Mana Per 5 Seconds has been removed and now all Mana recovery is directly controlled by Spirit. Various builds of Shaman and Druids will also gain Hit Rating from increased Spirit. Haste will now affect the regain rates of Rage, Focus, Runes and Energy.
Armor Penetration is no longer a stat featured on weapons or other gear, but may be acquired with certain talents or training. Defense has been reworked, including the removal of Defense Rating and Defense Skills. Further, Block has been redone to provide a base 30% damage reduction. Each class will already start with their weapon skills learned and will not need to train them later on.
A New Mastery Rating is for higher end character, around 70 and above. This will grant new passives depending on a chosen specialization. All of the Talent Trees have undergone heavy changes, including removal of various Talents and re-arranging where they appear and in which tree. Some abilities that were previously learned much earlier or not even on the trees, have been readjusted to have more core focus at lower levels.
Starting at level 10, characters will gain points to spend in their talent tree and additional points every two levels after. You must spend at least 31 points in a tree before unlocking a new one, meaning characters will now be locked into a role until level 70. However, a secondary tree can be trained at level 30 for 10 Gold, allowing each character to act under two different roles at lower levels. The following pages will go over the newly changed Talent Trees and how the 10 classes work being specialized.
New Race/Class Combos: Worgen, Blood Elf, Goblin
Level 1 Bonus Attributes: 3 STR 2 STA
Talent | Requirements | Effect |
---|---|---|
Mortal Strike | None | A vicious strike that deals weapon damage and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec. |
Anger Management | None | You generate 1 rage every 3 seconds and 25% extra rage from damage dealt. |
Two-Handed Weapon Specialization | Two-Handed Axes, Two-Handed Maces, Polearms, Two-Handed Swords | Increases the damage you deal with two-handed melee weapons by 10%. |
War Academy | None | Increases the damage of Heroic Strike, Cleave, Victory Rush and Slam. |
Field Dressing | None | Increases all healing received, and the effectiveness of your self-healing abilities. |
Blitz | None | Your Charge generates additional rage and stuns an additional nearby target(s). |
Tactical Mastery | 5 Arms | You retain up to an additional rage when you change stances. |
Second Wind | 5 Arms | Whenever you are struck by a Stun or Immobilize effect you will generate rage and a percentage of your total health over 10 sec. |
Deep Wounds | 5 Arms | Your critical strikes cause the opponent to bleed, dealing a percentage of your melee weapon's average damage over 6 sec. |
Drums of War | 5 Arms | Reduces the rage cost of your Shield Bash, Pummel, and any shouts which cost rage. |
Taste of Blood | 10 Arms | Increase your Overpower critical strike chance. In addition, whenever your Rend ability causes damage, you have a chance of allowing the use of Overpower for 9 sec. This effect will not occur more than once every 6 sec. |
Sweeping Strike | 10 Arms | Your melee attacks strike an additional nearby opponent. Lasts 10 sec. |
Impale | 10 Arms, Deep Wounds | Increase the critical strike damage bonus of Mortal Strike, Slam and Overpower. |
Improved Hamstring | 10 Arms | When reapplying Hamstring, you immobilize the target for 5 sec. |
Improved Slam | 15 Arms | Decreases the swing time of Slam and increases its damage |
Deadly Calm | 15 Arms | For the next 10 sec, none of your abilities cost rage, but you continue to generate rage. Cannot be used during Inner Rage. |
Blood Frenzy | 15 Arms | Your bleeds cause targets to take extra physical damage and bleed damage, In addition, your autoattacks have a chance to generate 20 additional rage. |
Lambs of the Slaughter | 20 Arms | After dealing a Mortal Strike, your next Execute, Overpower or Mortal Strike will cause more damage. |
Juggernaut | 20 Arms | Your Charge ability is now usable while in combat, but the cooldown on charge is increased by 5 sec. Following a Charge, your next Slam or Mortal Strike ability has an additional 25% chance to critically hit if used within 10 sec. |
Sudden Death | 20 Arms | Your melee hits have a chance of resetting the cooldown on your Colossus Smash, and you keep 10 rage after using Execute. |
Wrecking Crew | 25 Arms | Your Mortal Strike critical hits have a chance to Enrage you, increasing all damage for 12 sec. |
Takedown | 25 Arms, Juggernaut | Knocks the target to the ground and stuns it for 5 sec. |
Bloodstorm | 30 Arms, Juggernaut | You become a whirling storm of destructive force, instantly striking all nearby targets with your weapon and continuing to perform a whirlwind attack every 1 sec for 6 sec. While under the effects of Bladestorm, you do not feel pity or remorse or fear and you cannot be stopped unless killed or disarmed, but you cannot perform any other abilities. |
Talent | Requirements | Effect |
---|---|---|
Bloodthrist | None | Instantly attack the target causing damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. & his effect lasts 8 sec. Damage is based on your attack power. |
Dual Wield Specialization | None | Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 10% and raises the damage of your off-hand attacks by an additional 25%. |
Precision | None | Increases your chance to hit with your attacks by 3%. |
Blood Craze | None | After taking any damage, you have a 10% chance to regenerate your health over 5 sec. |
Battle Trance | None | Your Bloodthirst, Mortal Strike and Shield Slam hits have a chance to make your next special attack that costs more than 5 rage consume no rage. |
Cruelty | None | Increases the critical strike chance of Bloodthirst, Mortal Strike and Shield Slam. |
Executioner | 5 Fury | Your Execute hits have a chance to improve your melee attack speed by 5% for 9 sec. This effect stacks up to 5 times. |
Booming Voice | 5 Fury | Reduces the cooldown of your Battle Shout and Commanding Shout by 15 sec and causes those abilities to generate 5 additional Rage. |
Rude Interruption | 5 Fury | Successfully interrupting a spell with Shield Bash or Pummel increases your damage by 5%. |
Piercing Howl | 5 Fury | Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec. |
Flurry | 10 Fury | Increases your attack speed for your next 3 swings after dealing a melee critical strike. |
Death Wish | 10 Fury | When activated you become Enraged, increasing your physical damage by 20% but increasing all damage taken by 5%. Lasts 30 sec. |
Enrage | 10 Fury | Your melee hits have a chance to Enrage you, giving you a damage bonus for 9 sec. |
Die By the Sword | 15 Fury | Increases your parry chance by 100% whenever you are brought to 20% health or less. This effect cannot occur more often than once every 2 min. |
Raging Blow | 15 Fury, Death Wish | A mighty blow that deals 110% weapon damage from both melee weapons. Can only be used while Enraged. |
Rampage | 15 Fury, Raging Blow | Increases the critical strike chance of all party and raid members within 100 yards by 5%. In addition, improves your critical strike chance by an additional 2%. |
Heroic Fury | 15 Fury | Removes any Immobilization effects and refreshes the cooldown of your Intercept ability. |
Furious Attacks | 20 Fury | Your autoattacks have a chance to reduce all healing done to the target by 10% for 10 sec. |
Meat Cleaver | 20 Fury | Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind for 10 sec. This effect stacks up to 3 times. |
Intensify Rage | 20 Fury | Reduces the cooldown of your Berserker Rage, Recklessness and Death Wish abilities. |
Bloodsurge | 25 Fury, Raging Blows | Your Bloodthirst hits have a chance of making your next Slam instant and free for 10 sec. |
Skirmisher | 25 Fury | Reduces the cooldown of your Intercept and your Heroic Leap. |
Titan's Grip | 30 Fury | Allows you to equip two-handed axes, maces and swords in one hand. |
Sing-Minded Fury | 30 Fury | When you dual-wield one-handed weapons, you deal 15% additional damage and Slam hits with both weapons. |
Talent | Requirements | Effect |
---|---|---|
Shield Slam | None | Slam the target with your shield, causing damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat. |
Sentinel | None | Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Incite | None | Increases the critical strike chance of your Heroic Strike, and gives your Heroic Strike criticals a chance to cause the next Heroic Strike to also be a critical strike. These guaranteed criticals cannot re-trigger the Incite effect. |
Toughness | None | Increases your armor value from items. |
Blood and Thunder | None | When you Thunder Clap a target affected by your Rend, you have a chance to affect every target with Rend. |
Shield Specialization | 5 Protection | You generate extra rage when you block an attack. You generate extra rage when you Spell Reflect a magic attack. |
Shield Mastery | 5 Protection | Reduces the cooldown of your Shield Block, your Shield Wall and your Spell Reflect. |
Hold the Line | 5 Protection | Improves your critical strike and critical block chance by 10% following a successful parry. |
Gag Order | 5 Protection | Gives your Shield Bash and Heroic Throw a chance to silence the target for 3 sec. Also lowers the cooldown on Heroic Throw. |
Last Stand | 10 Protection | Temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. |
Concussion Blow | 10 Protection | Stuns the opponent for 5 sec and deals damage (based on attack power). |
Bastion of Defense | 10 Protection | Reduces the chance you'll be critically hit by melee attacks while in Defensive Stance. In addition, when you block, dodge or parry an attack you have a chance to become Enraged, increasing physical damage done for 12 sec. |
Warbringer | 10 Protection | Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability will remove all movement impairing effects. |
Improved Revenge | 15 Protection | Increases the damage of your Revenge ability and causes Revenge to strike an additional target. |
Devastate | 15 Protection | Sunder the target's armor causing the Sunder Armor effect. In addition, causes 150% of weapon damage for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times. |
Impending Victory | 15 Protection, Devastate | Using Devastate on a target with 20% or less health has a chance to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health. |
Thunderstruck | 20 Protection | Improves the damage of your Rend, Cleave and Thunder Clap. In addition, your Thunder Clap improves the damage of your next Shockwave. Stacks up to 3 times. |
Vigilance | 20 Protection, Concussion Blow | Focus your protective gaze on a group or raid target. Each time they are hit by an attack your Taunt cooldown is refreshed and you gain Vengeance as if 20% of the damage was done to you. Lasts 30 min. This effect can only be on one target at a time. |
Heavy Repercussions | 20 Protection | While your Shield Block is active, your Shield Slam hits for additional damage. |
Safeguard | 25 Protection | Reduces damage taken by the target of your Intervene ability for 6 sec. |
Sword and Board | 25 Protection, Devastate | Increases the critical strike chance of Devastate. In addition, when your Devastate or Revenge deal damage, they have a chance of refreshing the cooldown of your Shield Slam and reducing its cost by 100% for 5 sec. |
Shockwave | 30 Protection | Sends a wave of force in front of you, causing damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. |
New Race/Class Combos: Tauren
Level 1 Bonus Attributes: 2 STR 2 STA 1 SPI
Talent | Requirements | Effect |
---|---|---|
Holy Shock | None | Blasts the target with Holy energy, causing Holy damage to an enemy, or healing to an ally, and grants a charge of Holy Power. |
Walk in the Light | None | Increases the effectiveness of your healing spells by 15%. |
Meditation | None | Allows 50% of your mana regeneration from Spirit to continue while in combat. |
Arbiter of the Light | None | Increases the critical effect chance of your Judgment and Templar's Verdict. |
Protector of the Innocent | None | Casting a targeted heal on any target, except yourself, also heals you. |
Judgments of the Pure | None | Your Judgment increases your casting and melee haste for 1 min. |
Clarity of Purpose | 5Holy | Reduces the casting time of your Holy Light and Divine Light spells. |
Last Word | 5Holy | Gives your Word of Glory an increased critical chance when used on targets with 35% or less health. |
Blazing Light | 5Holy | Increases the damage of your Holy Shock and Exorcism. |
Denounce | 10 Holy | Reduces the mana cost of Exorcism. In addition, you have a chance when casting Holy Shock to make your next Exorcism spell instant and cost no mana. |
Divine Favor | 10 Holy | Increases your spell casting haste by 20% and spell critical chance by 20% for 20 sec. |
Infusion of Light | 10 Holy | Increases the critical effect chance of your Holy Shock. In addition, your Holy Shock critical effects reduce the cast time of your next Holy Light or Divine Light. |
Daybreak | 10 Holy | Your Flash of Light, Holy Light and Divine Light have a chance to make your next Holy Shock not trigger a cooldown if used within 12 sec. |
Enlightened Judgments | 15 Holy | Grants hit rating equal to Spirit gained from items or effects, and increases the range of your Judgment. In addition, your Judgment instantly heals you |
Beacon of Light | 15 Holy | The target becomes a Beacon of Light to all members of your party or raid within a 60 yard radius. Each heal you cast on party or raid members will also heal the Beacon for 50% of the amount healed. Only one target can be the Beacon of Light at a time. Lasts 5 min. |
Speed of Light | 15 Holy, Infusion of Light | Grants spell haste and reduces the cooldown of Holy Radiance. Casting Holy Radiance increases your movement speed for 4 sec. |
Sacred Cleansing | 15 Holy | Your Cleanse spell has a chance to increase the target's resistance to Disease, Magic and Poison by 30% by 10 sec. |
Conviction | 20 Holy | Gives you a bonus to damage and healing for 15 sec after causing a critical effect from a weapon swing, spell, or ability. This effect stacks up to 3 times. |
Aura Mastery | 20 Holy | Grants anyone affected by Concentration Aura immunity from Interrupt and Silence, and increases the effectiveness of all other auras by 100%. |
Paragon of Virtue | 20 Holy | Reduces the cooldown of Divine Protection, Hand of Sacrifice and Avenging Wrath. |
Tower of Radiance | 25 Holy, Beacon of Light | Healing the target of your Beacon of Light with Flash of Light, Holy Light or Divine Light has a chance to generate a charge of Holy Power. |
Blessed Life | 25 Holy | You have a chance to gain a charge of Holy Power whenever you take direct damage. This effect cannot occur more than once every 8 seconds. |
Light of Dawn | 30 Holy | Consumes all Holy Power to send a wave of healing energy before you, healing up to 5 of the most injured targets in your party or raid within a 30 yard frontal cone of Holy Power. |
Talent | Requirements | Effect |
---|---|---|
Avenger's Shield | None | Hurls a holy shield at the enemy, dealing 95 to 115 Holy damage, silencing and interrupting spellcasting for 3 sec, and then jumping to additional nearby enemies. Affects 3 total targets. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Touched by the Light | None | Increases your total Stamina by 15%, increases your spell hit by 8%, and increases your spell power by an amount equal to 60% of your Strength. |
Judgments of the Wise | None | Your Judgment grants you 30% of your base mana over 10 sec. |
Divinity | None | Increases all healing done by you and all healing effects on you by 2%. |
Eternal Glory | None | Your Word of Glory has a 15% chance not to consume Holy Power. |
Seals of the Pure | None | Increases the damage done by your Seal of Righteousness, Seal of Truth, and Seal of Justice by 6%. |
Improved Hammer of Justice | 5 Protection | Decreases the cooldown of your Hammer of Justice spell by 10 sec. |
Judgments of the Just | 5 Protection | Your Judgment reduces the melee and ranged attack speed of the target by 10% for 20 sec. In addition, increases the duration of your Seal of Justice effect by 0.5 sec. |
Toughness | 5 Protection | Increases your armor value from items by 3%. |
Hallowed Ground | 10 Protection | Increases the damage of your Consecration by 20% and decreases its mana cost by 40%. |
Hammer of the Righteous | 10 Protection | Hammer the current target for 30% weapon damage, causing a wave of light that hits all targets within 8 yards for 583 to 873 Holy damage. Grants a charge of Holy Power. |
Sanctuary | 10 Protection | Reduces the chance you'll be critically hit by melee attacks by 2% and reduces all damage taken by 3%. In addition when you block or dodge a melee attack you gain 1% of maximum mana. |
Wrath of the Lightbringer | 10 Protection | Increases the damage by 50% of your Crusader Strike and Judgment and increases the critical strike chance by 15% of your Holy Wrath and Hammer of Wrath. |
Grand Crusader | 15 Protection, Hammer of the Righteous | When your Crusader Strike or Hammer of the Righteous deal damage to your primary target, they have a 10% chance of refreshing the cooldown on your next Avenger's Shield. |
Reckoning | 15 Protection | You have a 10% chance after blocking an attack for your next 4 weapon swings within 8 sec to generate an additional attack. |
Shield of the Righteous | 15 Protection, Sanctuary | Slam the target with your shield, causing Holy damage. Consumes all charges of Holy Power to determine damage dealt. |
Divine Guardian | 20 Protection | All party or raid members, excluding the Paladin, take 20% reduced damage for 6 sec. |
Guarded by the Light | 20 Protection | Increases your Word of Glory by 5% when used to heal yourself, and allows your Word of Glory to grant Holy Shield. |
Holy Shield | 20 Protection, Shield of the Righteous | Using Shield of the Righteous or Inquisition increases the amount your shield blocks by an additional 10% for 20 sec. |
Vindication | 20 Protection | Your Crusader Strike and Hammer of the Righteous reduce physical damage done by their primary targets by 10% for 30 sec. In addition, your Hammer of Justice will interrupt creatures that are immune to stuns. |
Sacred Duty | 25 Protection, Holy Shield | Your Judgments have a 25% chance of making your next Shield of the Righteous a critical strike. Lasts 15 sec. |
Shield of the Templar | 25 Protection | Reduces the cooldown of Avenging Wrath by 20 sec and Guardian of Ancient Kings by 45 sec. In addition, your Divine Plea will generate 1 Holy Power. |
Ardent Defender | 30 Protection | Reduce damage taken by 20% for 10 sec. While Ardent Defender is active, the next attack that would otherwise kill you will instead cause you to be healed for 15% of your maximum health. |
Talent | Requirements | Effect |
---|---|---|
Templar's Verdict | None | An instant weapon attack that causes a percentage of weapon damage. Consumes all charges of Holy Power to increase damage dealt. |
Sheath of Light | None | Increases your spell power by an amount equal to 30% of your attack power and increases your chance to hit with spells by 8%. |
Two-Handed Weapon Specialization | None | Increases the damage you deal with two-handed melee weapons by 20%. |
Judgments of the Bold | None | Your Judgment grants you 25% of your base mana over 10 sec. |
Eye for an Eye | None | All magic attacks against you have a 20% chance to cause 30% of the damage taken back to the attacker as well. |
Crusade | None | Increases the damage of your Crusader Strike, Hammer of the Righteous, and Templar's Verdict by 10%, and the damage and healing of your Holy Shock by 10%. In addition, for 15 sec after you kill an enemy that yields experience or honor, your next Holy Light heals for an additional 100%. |
Improved Judgment | None | Increases the range of your Judgment by 10 yards. |
Guardian's Favor | 5 Retribution | Reduces the cooldown of your Hand of Protection by 60 sec and increases the duration of your Hand of Freedom by 2 sec. |
Pursuit of Justice | 5 Retribution | You have a 50% chance to gain a charge of Holy Power when struck by a Stun, Fear or Immobilize effect. In addition, increases your movement and mounted movement speed by 8%. This effect does not stack with other movement speed increasing effects. |
Rule of Law | 5 Retribution | Increases the critical effect chance of your Crusader Strike, Hammer of the Righteous and Word of Glory by 5%. |
Communion | 10 Retribution | Your auras increase your party and raid's damage dealt by 3% and your damage by an additional 2%. In addition, your Judgment causes Replenishment. |
Divine Storm | 10 Retribution | An instant attack that causes 80% weapon damage to all enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totaling 25% of the damage caused. |
Long Arm of the Law | 10 Retribution, Improved Judgment | Your Judgment has a 50% chance to increase your movement speed by 45% for 4 sec when used on targets at or further than 15 yards from you. |
The Art of War | 10 Retribution | Your autoattacks have a 7% chance to make your next Exorcism instant, free and cause 100% additional damage. |
Rebuke | 15 Retribution | Interrupts spellcasting and prevents any spell in that school from being cast for 4 sec. |
Sanctified Wrath | 15 Retribution | Increases the critical strike chance of Hammer of Wrath by 20%, reduces the cooldown of Avenging Wrath by 20 secs and allows the use of Hammer of Wrath at all times during Avenging Wrath. |
Sanctity of Battle | 15 Retribution | Haste effects lower the cooldown of your Crusader Strike and Divine Storm abilities. |
Seals of Command | 15 Retribution | Your Seal of Righteousness, Seal of Truth and Seal of Justice now also deal 7% weapon damage each time you swing. In addition, your Seal of Righteousness now hits up to 2 additional targets. |
Divine Purpose | 20 Retribution | The following attacks have a 20% chance to generate Holy Power: Judgment, Exorcism, Templar's Verdict, Divine Storm, Inquisition, Holy Wrath, Hammer of Wrath |
Repentance | 20 Retribution | Puts the enemy target in a state of meditation, incapacitating them for up to 1 min. Any damage caused will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids and Undead. |
Selfless Healer | 20 Retribution | When you heal others with your Word of Glory, it increases the effectiveness of the heal by 25% and increases your damage done by 2% per charge of Holy Power for 10 sec. |
Acts of Sacrifice | 25 Retribution | Reduces the cooldown by 10% and mana cost by 10% of your Hand of Freedom, Hand of Salvation and Hand of Sacrifice. In addition, your Cleanse will remove one movement impairing effect if cast on yourself. |
Inquiry of Faith | 25 Retribution | Increases the periodic damage done by your Seal of Truth by 10%, and the duration of your Inquisition by 50%. |
Zealotry | 30 Retribution | Your Crusader Strike generates 3 charges of Holy Power per strike for the next 20 sec. Requires 3 Holy Power to use, but does not consume Holy Power. |
New Race/Class Combos: Human, Worgen, Undead, Goblin
Level 1 Bonus Attributes: 3 AGI 1 STA 1 SPI
Talent | Requirements | Effect |
---|---|---|
Intimidation | None | Command your pet to intimidate the target, causing a high amount of threat and stunning the target for 3 sec. Lasts 15 sec. |
Animal Handler | None | Attack Power increased by 15%. |
Bestial Discipline | None | Increases the Focus regeneration of your pets by 10%. |
Improved Kill Command | None | Increases the critical strike chance of your Kill Command by 5%. |
One with Nature | None | Increases the attack power bonus of your Aspect of the Hawk by 10%, and increases the amount of focus restored by your Aspect of the Fox by 1. |
Frenzy | 5 Beast Mastery | Your pet gains 2% attack speed after attacking with a Basic Attack, lasting for 10 sec and stacking up to 5 times. |
Improved Mend Pet | 5 Beast Mastery | Gives the Mend Pet ability a 25% chance of cleansing 1 Curse, Disease, Magic or Poison effect from the pet each tick. |
Pathfinding | 5 Beast Mastery | Increases the speed bonus of your Aspect of the Cheetah and Aspect of the Pack by 4%, and increases your speed while mounted by 5%. The mounted movement speed increase does not stack with other effects. |
Spirit Bond | 5 Beast Mastery | While your pet is active, you and your pet will regenerate 1% of total health every 10 sec., and increases healing done to you and your pet by 5%. |
Cobra Strikes | 10 Beast Mastery | You have a 5% chance when you hit with Arcane Shot to cause your pet's next 2 Basic Attacks to critically hit. |
Fervor | 10 Beast Mastery | Instantly restores 50 Focus to you and your pet. |
Focus Fire | 10 Beast Mastery, Frenzy | Consumes your Pets Frenzy effect, restoring 4 Focus to your pet and increasing your ranged haste by 3% for each Frenzy stack consumed. Lasts for 15 sec. |
Killing Streak | 15 Beast Mastery | When you score two Kill Command critical hits in a row, your third will deal 10% more damage and have its cost reduced by 5 focus. |
Longevity | 15 Beast Mastery | Reduces the cooldown of your Bestial Wrath, Intimidation and Pet Special Abilities by 10%. |
Bestial Wrath | 20 Beast Mastery, Fervor | Send your pet into a rage causing 20% additional damage for 10 sec. The beast does not feel pity or remorse or fear and it cannot be stopped unless killed. |
Crouching Tiger, Hidden Chimera | 20 Beast Mastery | Whenever you are hit by a ranged attack or spell, the cooldown of your Deterrence is instantly reduced by 4 sec. |
Ferocious Inspiration | 20 Beast Mastery | All party and raid members have all damage increased by 3% within 100 yards of your pet. |
Invigoration | 25 Beast Mastery | When your pet scores a critical hit with a Basic Attack, you instantly regenerate 3 focus. |
Kindred Spirits | 25 Beast Mastery | Increases you and your pets maximum focus by 5. |
The Beast Within | 25 Beast Mastery, Bestial Wrath | While your pet is under the effects of Bestial Wrath, you also go into a rage causing 10% additional damage and reducing the focus cost of all shots and abilities by 50% for 10 sec. |
Beast Mastery | 30 Beast Mastery | You master the art of Beast training, teaching you the ability to tame Exotic pets and increasing your total amount of Pet Skill Points by 4. |
Talent | Requirements | Effect |
---|---|---|
Aimed Shot | None | A powerful aimed shot that deals 100% ranged weapon damage. |
Artisan Quiver | None | Ranged auto-attack damage increased by 15%. |
Efficiency | None | Reduces the focus cost of your Arcane Shot by 1, and your Explosive Shot and Chimera Shot by 2. |
Go for the Throat | None | Your ranged auto-shot critical hits cause your pet to generate 5 Focus. |
Rapid Killing | None | After killing an opponent that yields experience or honor, your next Aimed Shot, Steady Shot or Cobra Shot causes 10% additional damage. Lasts 20 sec. |
Improved Steady Shot | 5 Marksmanship | When you Steady Shot twice in a row, your ranged attack speed will be increased by 5% for 8 sec. |
Sic 'Em! | 5 Marksmanship, Go for the Throat | When you critically hit with your Arcane Shot, Aimed Shot or Explosive Shot the focus cost of your Pet's next basic attack is reduced by 50% for 12 sec. |
Careful Aim | 5 Marksmanship | Increases the critical strike chance of your Steady Shot, Cobra Shot and Aimed Shot by 30% on targets who are above 80% health. |
Concussive Barrage | 10 Marksmanship | Your successful Chimera Shot and Multi-Shot attacks have a 50% chance to daze the target for 4 sec. |
Piercing Shots | 10 Marksmanship | Your critical Aimed, Steady and Chimera Shots cause the target to bleed for 10% of the damage dealt over 8 sec. |
Silencing Shot | 10 Marksmanship | A shot that silences the target and interrupts spellcasting for 3 sec. |
Resistance is Futile | 15 Marksmanship | When your marked target attempts to run, flee or move, you have a 4% chance to cause your next Kill Command on the marked target within 8 sec to refund the focus cost. |
Bombardment | 15 Marksmanship | When you critically hit with your Multi-Shot your next Multi-Shot's focus cost will be reduced by 25%. |
Trueshot Aura | 15 Marksmanship | Increases the attack power of party and raid members within 100 yards by 10%. |
Termination | 15 Marksmanship | Your Steady Shot and Cobra Shot abilities grant an additional 3 Focus when dealt on targets at or below 25% health. |
Master Marksman | 20 Marksmanship | You have a 20% chance when you Steady Shot to gain the Master Marksman effect, lasting 30 sec. After reaching 5 stacks, your next Aimed Shot's cast time and focus cost are reduced by 100% for 10 sec. |
Rapid Recuperation | 20 Marksmanship | You gain 6 focus every 3 sec while under the effect of Rapid Fire, and you gain 25 focus instantly when you gain Rapid Killing. |
Readiness | 20 Marksmanship | When activated, this ability immediately finishes the cooldown on all Hunter abilities. |
Marked for Death | 25 Marksmanship | Your Arcane Shot and Chimera Shot have a 50% chance to automatically apply the Marked for Death effect. |
Posthaste | 25 Marksmanship, Master Marksman | Reduces the cooldown of your Rapid Fire by 1 min, and your movement speed is increased by 15% for 4 sec after you use Disengage. |
Chimera Shot | 30 Marksmanship, Master Marksman | An instant shot that causes ranged weapon damage, refreshing the duration of your Serpent Sting and healing you for 5% of your total health. |
Talent | Requirements | Effect |
---|---|---|
Explosive Shot | None | You fire an explosive charge into the enemy target, dealing Fire damage. The charge will blast the target every second for an additional 2 sec. |
Into the Wilderness | None | Agility increased by 15%. |
Improved Serpent Sting | None | Your Serpent Sting also does instant damage equal to 15% of its total periodic effect. |
Hunter vs. Wild | None | Increases your total Stamina by 4%. |
Pathing | None | Increases ranged haste by 1%. |
Entrapment | 5 Survival | When your Ice Trap or Snake Trap are triggered you entrap all afflicted targets, preventing them from moving for 2 sec. |
Point of No Escape | 5 Survival | Increases the ranged critical strike chance of all of your attacks on targets affected by your Ice Trap and Freezing Trap by 3%. |
Survival Tactics | 5 Survival | Reduces the chance that your trap spells will be resisted by 2%, and reduces the cooldown of your Disengage ability by 2 sec. |
Trap Mastery | 5 Survival | Ice Trap and Freezing Trap - Increases the duration by 10%. Immolation Trap, Explosive Trap and Black Arrow - Increases the periodic damage done by 10%. Snake Trap - Increases the number of snakes summoned by 2. |
Lock and Load | 10 Survival | You have a 50% chance when you trap a target with Freezing Trap or Ice Trap to cause your next 2 Arcane Shot or Explosive Shot abilities to cost no focus and trigger no cooldown. |
Thrill of the Hunt | 10 Survival | You have a 5% chance when you use Arcane Shot, Explosive Shot or Black Arrow to instantly regain 40% of the base focus cost of the shot. |
Counterattack | 10 Survival | A strike that becomes active after parrying an opponent's attack. This attack deals damage and immobilizes the target for 5 sec. Counterattack cannot be blocked, dodged, or parried. |
Mirrored Blades | 15 Survival | When attacked by a spell while in Deterrence, you have a 50% chance to reflect it back at the attacker. |
T.N.T. | 15 Survival, Lock and Load | When you deal periodic damage with your Immolation Trap, Explosive Trap or Black Arrow you have a 6% chance to trigger Lock and Load. |
Resourcefulness | 15 Survival | Reduces the cooldown of all traps and Black Arrow by 2 sec. |
Hunting Party | 20 Survival | Increases your total Agility by an additional 2%, and increases the Ranged and Melee Attack Speed of all party and raid members by 10%. |
Noxious Stings, Wyvern Sting | 20 Survival | Increases your damage done on targets afflicted by your Serpent Sting by 5%. |
Toxicology | 20 Survival | Increases the periodic critical damage of your Serpent Sting and Black Arrow by 50%. |
Wyvern Sting | 20 Survival | A stinging shot that puts the target to sleep for 30 sec. Any damage will cancel the effect. When the target wakes up, the Sting causes 2736 Nature damage over 6 sec. Only one Sting per Hunter can be active on the target at a time. |
Serpent Spread | 25 Survival | Targets hit by your Multi-Shot are also afflicted by your Serpent Sting equal to 6 sec of its total duration. |
Sniper Training | 25 Survival | Increases the critical strike chance of your Kill Shot ability by 5%, and after remaining stationary for 6 sec, your Steady Shot and Cobra Shot deal 2% more damage for 15 sec. |
Black Arrow | 30 Survival, Wyvern Sting | Fires a Black Arrow at the target, dealing 2395 Shadow damage over 15 sec. Black Arrow shares a cooldown with other Fire Trap spells. |
New Race/Class Combos: Worgen, Goblin
Level 1 Bonus Attributes: 1 STR 3 AGI 1 STA
Talent | Requirements | Effect |
---|---|---|
Mutilate | None | Instantly attacks with both weapons for 150% weapon damage plus an additional 201 with each weapon. Damage is increased by 20% against Poisoned targets. Awards 2 combo points. |
Improved Poisons | None | Increases the chance to apply Deadly Poison to your target by 20% and the frequency of applying Instant Poison to your target by 50%. |
Assassin's Resolve | None | While wielding daggers, your maximum Energy is increased by 20 and your melee damage is increased by 15%. |
Coup de Grace | None | Increases the damage done by your Eviscerate and Envenom abilities by 7%. |
Deadly Momentum | None | After killing an opponent that yields experience or honor, you have a 50% chance to increase the critical strike chance of your next attack within 10 sec by 40%, and to refresh your Slice and Dice and Recuperate abilities to their original duration. |
Lethality | None | Increases the critical strike damage bonus of your Sinister Strike, Backstab, Mutilate and Hemorrhage abilities by 10%. |
Blackjack | 5 Assassination | Even after your Sap wears off, its effects linger on enemies, reducing their damage done by 35% for 8 sec. |
Puncturing Wounds | 5 Assassination | Increases the critical strike chance of your Backstab ability by 10%, and the critical strike chance of your Mutilate ability by 5%. |
Quickening | 5 Assassination | All healing effects on you are increased by 10% and your movement speed is increased by 8%. This does not stack with other movement speed increasing effects. |
Ruthlessness | 5 Assassination | Gives your melee finishing moves a 20% chance to add a combo point to your target. |
Cold Blood | 10 Assassination | When activated, generates 25 Energy and increases the critical strike chance of your next non-periodic offensive ability by 100%. |
Deadly Brew | 10 Assassination | When you apply Instant, Wound or Mind-Numbing Poison to a target, you have a 50% chance to apply Crippling Poison. |
Vile Poisons | 10 Assassination | Increases the damage dealt by your poisons by 7% and gives you 33% of the normal chance of applying poisons from your equipped melee weapons when you use the Fan of Knives ability. |
Deadened Nerves | 15 Assassination | Reduces all damage taken by 3%. |
Seal Fate | 15 Assassination, Cold Blood | Your critical strikes from abilities that add combo points have a 50% chance to add an additional combo point. |
Improved Expose Armor | 20 Assassination | Gives a 50% chance to refund all combo points used when performing your Expose Armor ability. |
Master Poisoner | 20 Assassination, Vile Poisons | Increases the spell damage taken by any target you have poisoned by 8%, causes your Envenom ability to no longer consume Deadly Poison, and reduces the duration of all Poison effects applied to you by 50%. |
Murderous Intent | 20 Assassination | When you Backstab an enemy that is below 35% health, you instantly recover 15 Energy. |
Overkill | 20 Assassination | While stealthed, and for 20 seconds after breaking stealth, you regenerate 30% additional energy. |
Cut to the Chase | 25 Assassination | Your Eviscerate and Envenom abilities have a 33% chance to refresh your Slice and Dice duration to its 5 combo point maximum. |
Venomous Wounds | 25 Assassination | Each time your Rupture or Garrote deals damage to an enemy that you have poisoned, you have a 30% chance to deal additional Nature damage and to regain 10 Energy. If an enemy dies while afflicted by your Rupture, you regain energy proportional to the remaining Rupture duration. |
Vendetta | 30 Assassination | Marks an enemy for death, increasing all damage you deal to the target by 20% and granting you unerring vision of your target, regardless of concealments such as stealth and invisibility. Lasts 30 sec. |
Talent | Requirements | Effect |
---|---|---|
Bloodthrist | None | Instantly attack the target causing damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. & his effect lasts 8 sec. Damage is based on your attack power. |
Dual Wield Specialization | None | Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 10% and raises the damage of your off-hand attacks by an additional 25%. |
Precision | None | Increases your chance to hit with your attacks by 3%. |
Blood Craze | None | After taking any damage, you have a 10% chance to regenerate your health over 5 sec. |
Battle Trance | None | Your Bloodthirst, Mortal Strike and Shield Slam hits have a chance to make your next special attack that costs more than 5 rage consume no rage. |
Cruelty | None | Increases the critical strike chance of Bloodthirst, Mortal Strike and Shield Slam. |
Executioner | 5 Fury | Your Execute hits have a chance to improve your melee attack speed by 5% for 9 sec. This effect stacks up to 5 times. |
Booming Voice | 5 Fury | Reduces the cooldown of your Battle Shout and Commanding Shout by 15 sec and causes those abilities to generate 5 additional Rage. |
Rude Interruption | 5 Fury | Successfully interrupting a spell with Shield Bash or Pummel increases your damage by 5%. |
Piercing Howl | 5 Fury | Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec. |
Flurry | 10 Fury | Increases your attack speed for your next 3 swings after dealing a melee critical strike. |
Death Wish | 10 Fury | When activated you become Enraged, increasing your physical damage by 20% but increasing all damage taken by 5%. Lasts 30 sec. |
Enrage | 10 Fury | Your melee hits have a chance to Enrage you, giving you a damage bonus for 9 sec. |
Die By the Sword | 15 Fury | Increases your parry chance by 100% whenever you are brought to 20% health or less. This effect cannot occur more often than once every 2 min. |
Raging Blow | 15 Fury, Death Wish | A mighty blow that deals 110% weapon damage from both melee weapons. Can only be used while Enraged. |
Rampage | 15 Fury, Raging Blow | Increases the critical strike chance of all party and raid members within 100 yards by 5%. In addition, improves your critical strike chance by an additional 2%. |
Heroic Fury | 15 Fury | Removes any Immobilization effects and refreshes the cooldown of your Intercept ability. |
Furious Attacks | 20 Fury | Your autoattacks have a chance to reduce all healing done to the target by 10% for 10 sec. |
Meat Cleaver | 20 Fury | Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind for 10 sec. This effect stacks up to 3 times. |
Intensify Rage | 20 Fury | Reduces the cooldown of your Berserker Rage, Recklessness and Death Wish abilities. |
Bloodsurge | 25 Fury, Raging Blows | Your Bloodthirst hits have a chance of making your next Slam instant and free for 10 sec. |
Skirmisher | 25 Fury | Reduces the cooldown of your Intercept and your Heroic Leap. |
Titan's Grip | 30 Fury | Allows you to equip two-handed axes, maces and swords in one hand. |
Sing-Minded Fury | 30 Fury | When you dual-wield one-handed weapons, you deal 15% additional damage and Slam hits with both weapons. |
Talent | Requirements | Effect |
---|---|---|
Bloodthrist | None | Instantly attack the target causing damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. & his effect lasts 8 sec. Damage is based on your attack power. |
Dual Wield Specialization | None | Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 10% and raises the damage of your off-hand attacks by an additional 25%. |
Precision | None | Increases your chance to hit with your attacks by 3%. |
Blood Craze | None | After taking any damage, you have a 10% chance to regenerate your health over 5 sec. |
Battle Trance | None | Your Bloodthirst, Mortal Strike and Shield Slam hits have a chance to make your next special attack that costs more than 5 rage consume no rage. |
Cruelty | None | Increases the critical strike chance of Bloodthirst, Mortal Strike and Shield Slam. |
Executioner | 5 Fury | Your Execute hits have a chance to improve your melee attack speed by 5% for 9 sec. This effect stacks up to 5 times. |
Booming Voice | 5 Fury | Reduces the cooldown of your Battle Shout and Commanding Shout by 15 sec and causes those abilities to generate 5 additional Rage. |
Rude Interruption | 5 Fury | Successfully interrupting a spell with Shield Bash or Pummel increases your damage by 5%. |
Piercing Howl | 5 Fury | Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec. |
Flurry | 10 Fury | Increases your attack speed for your next 3 swings after dealing a melee critical strike. |
Death Wish | 10 Fury | When activated you become Enraged, increasing your physical damage by 20% but increasing all damage taken by 5%. Lasts 30 sec. |
Enrage | 10 Fury | Your melee hits have a chance to Enrage you, giving you a damage bonus for 9 sec. |
Die By the Sword | 15 Fury | Increases your parry chance by 100% whenever you are brought to 20% health or less. This effect cannot occur more often than once every 2 min. |
Raging Blow | 15 Fury, Death Wish | A mighty blow that deals 110% weapon damage from both melee weapons. Can only be used while Enraged. |
Rampage | 15 Fury, Raging Blow | Increases the critical strike chance of all party and raid members within 100 yards by 5%. In addition, improves your critical strike chance by an additional 2%. |
Heroic Fury | 15 Fury | Removes any Immobilization effects and refreshes the cooldown of your Intercept ability. |
Furious Attacks | 20 Fury | Your autoattacks have a chance to reduce all healing done to the target by 10% for 10 sec. |
Meat Cleaver | 20 Fury | Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind for 10 sec. This effect stacks up to 3 times. |
Intensify Rage | 20 Fury | Reduces the cooldown of your Berserker Rage, Recklessness and Death Wish abilities. |
Bloodsurge | 25 Fury, Raging Blows | Your Bloodthirst hits have a chance of making your next Slam instant and free for 10 sec. |
Skirmisher | 25 Fury | Reduces the cooldown of your Intercept and your Heroic Leap. |
Titan's Grip | 30 Fury | Allows you to equip two-handed axes, maces and swords in one hand. |
Sing-Minded Fury | 30 Fury | When you dual-wield one-handed weapons, you deal 15% additional damage and Slam hits with both weapons. |
New Race/Class Combos: Gnome, Worgen, Tauren, Goblin
Level 1 Bonus Attributes:
2 INT 3 SPI
Talent | Requirements | Effect |
---|---|---|
Bloodthrist | None | Instantly attack the target causing damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. & his effect lasts 8 sec. Damage is based on your attack power. |
Dual Wield Specialization | None | Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 10% and raises the damage of your off-hand attacks by an additional 25%. |
Precision | None | Increases your chance to hit with your attacks by 3%. |
Blood Craze | None | After taking any damage, you have a 10% chance to regenerate your health over 5 sec. |
Battle Trance | None | Your Bloodthirst, Mortal Strike and Shield Slam hits have a chance to make your next special attack that costs more than 5 rage consume no rage. |
Cruelty | None | Increases the critical strike chance of Bloodthirst, Mortal Strike and Shield Slam. |
Executioner | 5 Fury | Your Execute hits have a chance to improve your melee attack speed by 5% for 9 sec. This effect stacks up to 5 times. |
Booming Voice | 5 Fury | Reduces the cooldown of your Battle Shout and Commanding Shout by 15 sec and causes those abilities to generate 5 additional Rage. |
Rude Interruption | 5 Fury | Successfully interrupting a spell with Shield Bash or Pummel increases your damage by 5%. |
Piercing Howl | 5 Fury | Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec. |
Flurry | 10 Fury | Increases your attack speed for your next 3 swings after dealing a melee critical strike. |
Death Wish | 10 Fury | When activated you become Enraged, increasing your physical damage by 20% but increasing all damage taken by 5%. Lasts 30 sec. |
Enrage | 10 Fury | Your melee hits have a chance to Enrage you, giving you a damage bonus for 9 sec. |
Die By the Sword | 15 Fury | Increases your parry chance by 100% whenever you are brought to 20% health or less. This effect cannot occur more often than once every 2 min. |
Raging Blow | 15 Fury, Death Wish | A mighty blow that deals 110% weapon damage from both melee weapons. Can only be used while Enraged. |
Rampage | 15 Fury, Raging Blow | Increases the critical strike chance of all party and raid members within 100 yards by 5%. In addition, improves your critical strike chance by an additional 2%. |
Heroic Fury | 15 Fury | Removes any Immobilization effects and refreshes the cooldown of your Intercept ability. |
Furious Attacks | 20 Fury | Your autoattacks have a chance to reduce all healing done to the target by 10% for 10 sec. |
Meat Cleaver | 20 Fury | Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind for 10 sec. This effect stacks up to 3 times. |
Intensify Rage | 20 Fury | Reduces the cooldown of your Berserker Rage, Recklessness and Death Wish abilities. |
Bloodsurge | 25 Fury, Raging Blows | Your Bloodthirst hits have a chance of making your next Slam instant and free for 10 sec. |
Skirmisher | 25 Fury | Reduces the cooldown of your Intercept and your Heroic Leap. |
Titan's Grip | 30 Fury | Allows you to equip two-handed axes, maces and swords in one hand. |
Sing-Minded Fury | 30 Fury | When you dual-wield one-handed weapons, you deal 15% additional damage and Slam hits with both weapons. |
Talent | Requirements | Effect |
---|---|---|
Bloodthrist | None | Instantly attack the target causing damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. & his effect lasts 8 sec. Damage is based on your attack power. |
Dual Wield Specialization | None | Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 10% and raises the damage of your off-hand attacks by an additional 25%. |
Precision | None | Increases your chance to hit with your attacks by 3%. |
Blood Craze | None | After taking any damage, you have a 10% chance to regenerate your health over 5 sec. |
Battle Trance | None | Your Bloodthirst, Mortal Strike and Shield Slam hits have a chance to make your next special attack that costs more than 5 rage consume no rage. |
Cruelty | None | Increases the critical strike chance of Bloodthirst, Mortal Strike and Shield Slam. |
Executioner | 5 Fury | Your Execute hits have a chance to improve your melee attack speed by 5% for 9 sec. This effect stacks up to 5 times. |
Booming Voice | 5 Fury | Reduces the cooldown of your Battle Shout and Commanding Shout by 15 sec and causes those abilities to generate 5 additional Rage. |
Rude Interruption | 5 Fury | Successfully interrupting a spell with Shield Bash or Pummel increases your damage by 5%. |
Piercing Howl | 5 Fury | Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec. |
Flurry | 10 Fury | Increases your attack speed for your next 3 swings after dealing a melee critical strike. |
Death Wish | 10 Fury | When activated you become Enraged, increasing your physical damage by 20% but increasing all damage taken by 5%. Lasts 30 sec. |
Enrage | 10 Fury | Your melee hits have a chance to Enrage you, giving you a damage bonus for 9 sec. |
Die By the Sword | 15 Fury | Increases your parry chance by 100% whenever you are brought to 20% health or less. This effect cannot occur more often than once every 2 min. |
Raging Blow | 15 Fury, Death Wish | A mighty blow that deals 110% weapon damage from both melee weapons. Can only be used while Enraged. |
Rampage | 15 Fury, Raging Blow | Increases the critical strike chance of all party and raid members within 100 yards by 5%. In addition, improves your critical strike chance by an additional 2%. |
Heroic Fury | 15 Fury | Removes any Immobilization effects and refreshes the cooldown of your Intercept ability. |
Furious Attacks | 20 Fury | Your autoattacks have a chance to reduce all healing done to the target by 10% for 10 sec. |
Meat Cleaver | 20 Fury | Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind for 10 sec. This effect stacks up to 3 times. |
Intensify Rage | 20 Fury | Reduces the cooldown of your Berserker Rage, Recklessness and Death Wish abilities. |
Bloodsurge | 25 Fury, Raging Blows | Your Bloodthirst hits have a chance of making your next Slam instant and free for 10 sec. |
Skirmisher | 25 Fury | Reduces the cooldown of your Intercept and your Heroic Leap. |
Titan's Grip | 30 Fury | Allows you to equip two-handed axes, maces and swords in one hand. |
Sing-Minded Fury | 30 Fury | When you dual-wield one-handed weapons, you deal 15% additional damage and Slam hits with both weapons. |
Talent | Requirements | Effect |
---|---|---|
Bloodthrist | None | Instantly attack the target causing damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. & his effect lasts 8 sec. Damage is based on your attack power. |
Dual Wield Specialization | None | Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 10% and raises the damage of your off-hand attacks by an additional 25%. |
Precision | None | Increases your chance to hit with your attacks by 3%. |
Blood Craze | None | After taking any damage, you have a 10% chance to regenerate your health over 5 sec. |
Battle Trance | None | Your Bloodthirst, Mortal Strike and Shield Slam hits have a chance to make your next special attack that costs more than 5 rage consume no rage. |
Cruelty | None | Increases the critical strike chance of Bloodthirst, Mortal Strike and Shield Slam. |
Executioner | 5 Fury | Your Execute hits have a chance to improve your melee attack speed by 5% for 9 sec. This effect stacks up to 5 times. |
Booming Voice | 5 Fury | Reduces the cooldown of your Battle Shout and Commanding Shout by 15 sec and causes those abilities to generate 5 additional Rage. |
Rude Interruption | 5 Fury | Successfully interrupting a spell with Shield Bash or Pummel increases your damage by 5%. |
Piercing Howl | 5 Fury | Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec. |
Flurry | 10 Fury | Increases your attack speed for your next 3 swings after dealing a melee critical strike. |
Death Wish | 10 Fury | When activated you become Enraged, increasing your physical damage by 20% but increasing all damage taken by 5%. Lasts 30 sec. |
Enrage | 10 Fury | Your melee hits have a chance to Enrage you, giving you a damage bonus for 9 sec. |
Die By the Sword | 15 Fury | Increases your parry chance by 100% whenever you are brought to 20% health or less. This effect cannot occur more often than once every 2 min. |
Raging Blow | 15 Fury, Death Wish | A mighty blow that deals 110% weapon damage from both melee weapons. Can only be used while Enraged. |
Rampage | 15 Fury, Raging Blow | Increases the critical strike chance of all party and raid members within 100 yards by 5%. In addition, improves your critical strike chance by an additional 2%. |
Heroic Fury | 15 Fury | Removes any Immobilization effects and refreshes the cooldown of your Intercept ability. |
Furious Attacks | 20 Fury | Your autoattacks have a chance to reduce all healing done to the target by 10% for 10 sec. |
Meat Cleaver | 20 Fury | Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind for 10 sec. This effect stacks up to 3 times. |
Intensify Rage | 20 Fury | Reduces the cooldown of your Berserker Rage, Recklessness and Death Wish abilities. |
Bloodsurge | 25 Fury, Raging Blows | Your Bloodthirst hits have a chance of making your next Slam instant and free for 10 sec. |
Skirmisher | 25 Fury | Reduces the cooldown of your Intercept and your Heroic Leap. |
Titan's Grip | 30 Fury | Allows you to equip two-handed axes, maces and swords in one hand. |
Sing-Minded Fury | 30 Fury | When you dual-wield one-handed weapons, you deal 15% additional damage and Slam hits with both weapons. |
New Race/Class Combos: Worgen, Goblin
Level 55 Bonus Attributes:
88 STR 53 AGI 79 STA 9 INT 22 SPI
Talent | Requirements | Effect |
---|---|---|
Bloodthrist | None | Instantly attack the target causing damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. & his effect lasts 8 sec. Damage is based on your attack power. |
Dual Wield Specialization | None | Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 10% and raises the damage of your off-hand attacks by an additional 25%. |
Precision | None | Increases your chance to hit with your attacks by 3%. |
Blood Craze | None | After taking any damage, you have a 10% chance to regenerate your health over 5 sec. |
Battle Trance | None | Your Bloodthirst, Mortal Strike and Shield Slam hits have a chance to make your next special attack that costs more than 5 rage consume no rage. |
Cruelty | None | Increases the critical strike chance of Bloodthirst, Mortal Strike and Shield Slam. |
Executioner | 5 Fury | Your Execute hits have a chance to improve your melee attack speed by 5% for 9 sec. This effect stacks up to 5 times. |
Booming Voice | 5 Fury | Reduces the cooldown of your Battle Shout and Commanding Shout by 15 sec and causes those abilities to generate 5 additional Rage. |
Rude Interruption | 5 Fury | Successfully interrupting a spell with Shield Bash or Pummel increases your damage by 5%. |
Piercing Howl | 5 Fury | Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec. |
Flurry | 10 Fury | Increases your attack speed for your next 3 swings after dealing a melee critical strike. |
Death Wish | 10 Fury | When activated you become Enraged, increasing your physical damage by 20% but increasing all damage taken by 5%. Lasts 30 sec. |
Enrage | 10 Fury | Your melee hits have a chance to Enrage you, giving you a damage bonus for 9 sec. |
Die By the Sword | 15 Fury | Increases your parry chance by 100% whenever you are brought to 20% health or less. This effect cannot occur more often than once every 2 min. |
Raging Blow | 15 Fury, Death Wish | A mighty blow that deals 110% weapon damage from both melee weapons. Can only be used while Enraged. |
Rampage | 15 Fury, Raging Blow | Increases the critical strike chance of all party and raid members within 100 yards by 5%. In addition, improves your critical strike chance by an additional 2%. |
Heroic Fury | 15 Fury | Removes any Immobilization effects and refreshes the cooldown of your Intercept ability. |
Furious Attacks | 20 Fury | Your autoattacks have a chance to reduce all healing done to the target by 10% for 10 sec. |
Meat Cleaver | 20 Fury | Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind for 10 sec. This effect stacks up to 3 times. |
Intensify Rage | 20 Fury | Reduces the cooldown of your Berserker Rage, Recklessness and Death Wish abilities. |
Bloodsurge | 25 Fury, Raging Blows | Your Bloodthirst hits have a chance of making your next Slam instant and free for 10 sec. |
Skirmisher | 25 Fury | Reduces the cooldown of your Intercept and your Heroic Leap. |
Titan's Grip | 30 Fury | Allows you to equip two-handed axes, maces and swords in one hand. |
Sing-Minded Fury | 30 Fury | When you dual-wield one-handed weapons, you deal 15% additional damage and Slam hits with both weapons. |
Talent | Requirements | Effect |
---|---|---|
Bloodthrist | None | Instantly attack the target causing damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. & his effect lasts 8 sec. Damage is based on your attack power. |
Dual Wield Specialization | None | Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 10% and raises the damage of your off-hand attacks by an additional 25%. |
Precision | None | Increases your chance to hit with your attacks by 3%. |
Blood Craze | None | After taking any damage, you have a 10% chance to regenerate your health over 5 sec. |
Battle Trance | None | Your Bloodthirst, Mortal Strike and Shield Slam hits have a chance to make your next special attack that costs more than 5 rage consume no rage. |
Cruelty | None | Increases the critical strike chance of Bloodthirst, Mortal Strike and Shield Slam. |
Executioner | 5 Fury | Your Execute hits have a chance to improve your melee attack speed by 5% for 9 sec. This effect stacks up to 5 times. |
Booming Voice | 5 Fury | Reduces the cooldown of your Battle Shout and Commanding Shout by 15 sec and causes those abilities to generate 5 additional Rage. |
Rude Interruption | 5 Fury | Successfully interrupting a spell with Shield Bash or Pummel increases your damage by 5%. |
Piercing Howl | 5 Fury | Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec. |
Flurry | 10 Fury | Increases your attack speed for your next 3 swings after dealing a melee critical strike. |
Death Wish | 10 Fury | When activated you become Enraged, increasing your physical damage by 20% but increasing all damage taken by 5%. Lasts 30 sec. |
Enrage | 10 Fury | Your melee hits have a chance to Enrage you, giving you a damage bonus for 9 sec. |
Die By the Sword | 15 Fury | Increases your parry chance by 100% whenever you are brought to 20% health or less. This effect cannot occur more often than once every 2 min. |
Raging Blow | 15 Fury, Death Wish | A mighty blow that deals 110% weapon damage from both melee weapons. Can only be used while Enraged. |
Rampage | 15 Fury, Raging Blow | Increases the critical strike chance of all party and raid members within 100 yards by 5%. In addition, improves your critical strike chance by an additional 2%. |
Heroic Fury | 15 Fury | Removes any Immobilization effects and refreshes the cooldown of your Intercept ability. |
Furious Attacks | 20 Fury | Your autoattacks have a chance to reduce all healing done to the target by 10% for 10 sec. |
Meat Cleaver | 20 Fury | Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind for 10 sec. This effect stacks up to 3 times. |
Intensify Rage | 20 Fury | Reduces the cooldown of your Berserker Rage, Recklessness and Death Wish abilities. |
Bloodsurge | 25 Fury, Raging Blows | Your Bloodthirst hits have a chance of making your next Slam instant and free for 10 sec. |
Skirmisher | 25 Fury | Reduces the cooldown of your Intercept and your Heroic Leap. |
Titan's Grip | 30 Fury | Allows you to equip two-handed axes, maces and swords in one hand. |
Sing-Minded Fury | 30 Fury | When you dual-wield one-handed weapons, you deal 15% additional damage and Slam hits with both weapons. |
Talent | Requirements | Effect |
---|---|---|
Bloodthrist | None | Instantly attack the target causing damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. & his effect lasts 8 sec. Damage is based on your attack power. |
Dual Wield Specialization | None | Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 10% and raises the damage of your off-hand attacks by an additional 25%. |
Precision | None | Increases your chance to hit with your attacks by 3%. |
Blood Craze | None | After taking any damage, you have a 10% chance to regenerate your health over 5 sec. |
Battle Trance | None | Your Bloodthirst, Mortal Strike and Shield Slam hits have a chance to make your next special attack that costs more than 5 rage consume no rage. |
Cruelty | None | Increases the critical strike chance of Bloodthirst, Mortal Strike and Shield Slam. |
Executioner | 5 Fury | Your Execute hits have a chance to improve your melee attack speed by 5% for 9 sec. This effect stacks up to 5 times. |
Booming Voice | 5 Fury | Reduces the cooldown of your Battle Shout and Commanding Shout by 15 sec and causes those abilities to generate 5 additional Rage. |
Rude Interruption | 5 Fury | Successfully interrupting a spell with Shield Bash or Pummel increases your damage by 5%. |
Piercing Howl | 5 Fury | Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec. |
Flurry | 10 Fury | Increases your attack speed for your next 3 swings after dealing a melee critical strike. |
Death Wish | 10 Fury | When activated you become Enraged, increasing your physical damage by 20% but increasing all damage taken by 5%. Lasts 30 sec. |
Enrage | 10 Fury | Your melee hits have a chance to Enrage you, giving you a damage bonus for 9 sec. |
Die By the Sword | 15 Fury | Increases your parry chance by 100% whenever you are brought to 20% health or less. This effect cannot occur more often than once every 2 min. |
Raging Blow | 15 Fury, Death Wish | A mighty blow that deals 110% weapon damage from both melee weapons. Can only be used while Enraged. |
Rampage | 15 Fury, Raging Blow | Increases the critical strike chance of all party and raid members within 100 yards by 5%. In addition, improves your critical strike chance by an additional 2%. |
Heroic Fury | 15 Fury | Removes any Immobilization effects and refreshes the cooldown of your Intercept ability. |
Furious Attacks | 20 Fury | Your autoattacks have a chance to reduce all healing done to the target by 10% for 10 sec. |
Meat Cleaver | 20 Fury | Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind for 10 sec. This effect stacks up to 3 times. |
Intensify Rage | 20 Fury | Reduces the cooldown of your Berserker Rage, Recklessness and Death Wish abilities. |
Bloodsurge | 25 Fury, Raging Blows | Your Bloodthirst hits have a chance of making your next Slam instant and free for 10 sec. |
Skirmisher | 25 Fury | Reduces the cooldown of your Intercept and your Heroic Leap. |
Titan's Grip | 30 Fury | Allows you to equip two-handed axes, maces and swords in one hand. |
Sing-Minded Fury | 30 Fury | When you dual-wield one-handed weapons, you deal 15% additional damage and Slam hits with both weapons. |
New Race/Class Combos: Dwarf, Goblin
Level 1 Bonus Attributes: 1 STR 1 STA 1 INT 2 SPI
Talent | Requirements | Effect |
---|---|---|
Bloodthrist | None | Instantly attack the target causing damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. & his effect lasts 8 sec. Damage is based on your attack power. |
Dual Wield Specialization | None | Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 10% and raises the damage of your off-hand attacks by an additional 25%. |
Precision | None | Increases your chance to hit with your attacks by 3%. |
Blood Craze | None | After taking any damage, you have a 10% chance to regenerate your health over 5 sec. |
Battle Trance | None | Your Bloodthirst, Mortal Strike and Shield Slam hits have a chance to make your next special attack that costs more than 5 rage consume no rage. |
Cruelty | None | Increases the critical strike chance of Bloodthirst, Mortal Strike and Shield Slam. |
Executioner | 5 Fury | Your Execute hits have a chance to improve your melee attack speed by 5% for 9 sec. This effect stacks up to 5 times. |
Booming Voice | 5 Fury | Reduces the cooldown of your Battle Shout and Commanding Shout by 15 sec and causes those abilities to generate 5 additional Rage. |
Rude Interruption | 5 Fury | Successfully interrupting a spell with Shield Bash or Pummel increases your damage by 5%. |
Piercing Howl | 5 Fury | Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec. |
Flurry | 10 Fury | Increases your attack speed for your next 3 swings after dealing a melee critical strike. |
Death Wish | 10 Fury | When activated you become Enraged, increasing your physical damage by 20% but increasing all damage taken by 5%. Lasts 30 sec. |
Enrage | 10 Fury | Your melee hits have a chance to Enrage you, giving you a damage bonus for 9 sec. |
Die By the Sword | 15 Fury | Increases your parry chance by 100% whenever you are brought to 20% health or less. This effect cannot occur more often than once every 2 min. |
Raging Blow | 15 Fury, Death Wish | A mighty blow that deals 110% weapon damage from both melee weapons. Can only be used while Enraged. |
Rampage | 15 Fury, Raging Blow | Increases the critical strike chance of all party and raid members within 100 yards by 5%. In addition, improves your critical strike chance by an additional 2%. |
Heroic Fury | 15 Fury | Removes any Immobilization effects and refreshes the cooldown of your Intercept ability. |
Furious Attacks | 20 Fury | Your autoattacks have a chance to reduce all healing done to the target by 10% for 10 sec. |
Meat Cleaver | 20 Fury | Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind for 10 sec. This effect stacks up to 3 times. |
Intensify Rage | 20 Fury | Reduces the cooldown of your Berserker Rage, Recklessness and Death Wish abilities. |
Bloodsurge | 25 Fury, Raging Blows | Your Bloodthirst hits have a chance of making your next Slam instant and free for 10 sec. |
Skirmisher | 25 Fury | Reduces the cooldown of your Intercept and your Heroic Leap. |
Titan's Grip | 30 Fury | Allows you to equip two-handed axes, maces and swords in one hand. |
Sing-Minded Fury | 30 Fury | When you dual-wield one-handed weapons, you deal 15% additional damage and Slam hits with both weapons. |
Talent | Requirements | Effect |
---|---|---|
Bloodthrist | None | Instantly attack the target causing damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. & his effect lasts 8 sec. Damage is based on your attack power. |
Dual Wield Specialization | None | Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 10% and raises the damage of your off-hand attacks by an additional 25%. |
Precision | None | Increases your chance to hit with your attacks by 3%. |
Blood Craze | None | After taking any damage, you have a 10% chance to regenerate your health over 5 sec. |
Battle Trance | None | Your Bloodthirst, Mortal Strike and Shield Slam hits have a chance to make your next special attack that costs more than 5 rage consume no rage. |
Cruelty | None | Increases the critical strike chance of Bloodthirst, Mortal Strike and Shield Slam. |
Executioner | 5 Fury | Your Execute hits have a chance to improve your melee attack speed by 5% for 9 sec. This effect stacks up to 5 times. |
Booming Voice | 5 Fury | Reduces the cooldown of your Battle Shout and Commanding Shout by 15 sec and causes those abilities to generate 5 additional Rage. |
Rude Interruption | 5 Fury | Successfully interrupting a spell with Shield Bash or Pummel increases your damage by 5%. |
Piercing Howl | 5 Fury | Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec. |
Flurry | 10 Fury | Increases your attack speed for your next 3 swings after dealing a melee critical strike. |
Death Wish | 10 Fury | When activated you become Enraged, increasing your physical damage by 20% but increasing all damage taken by 5%. Lasts 30 sec. |
Enrage | 10 Fury | Your melee hits have a chance to Enrage you, giving you a damage bonus for 9 sec. |
Die By the Sword | 15 Fury | Increases your parry chance by 100% whenever you are brought to 20% health or less. This effect cannot occur more often than once every 2 min. |
Raging Blow | 15 Fury, Death Wish | A mighty blow that deals 110% weapon damage from both melee weapons. Can only be used while Enraged. |
Rampage | 15 Fury, Raging Blow | Increases the critical strike chance of all party and raid members within 100 yards by 5%. In addition, improves your critical strike chance by an additional 2%. |
Heroic Fury | 15 Fury | Removes any Immobilization effects and refreshes the cooldown of your Intercept ability. |
Furious Attacks | 20 Fury | Your autoattacks have a chance to reduce all healing done to the target by 10% for 10 sec. |
Meat Cleaver | 20 Fury | Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind for 10 sec. This effect stacks up to 3 times. |
Intensify Rage | 20 Fury | Reduces the cooldown of your Berserker Rage, Recklessness and Death Wish abilities. |
Bloodsurge | 25 Fury, Raging Blows | Your Bloodthirst hits have a chance of making your next Slam instant and free for 10 sec. |
Skirmisher | 25 Fury | Reduces the cooldown of your Intercept and your Heroic Leap. |
Titan's Grip | 30 Fury | Allows you to equip two-handed axes, maces and swords in one hand. |
Sing-Minded Fury | 30 Fury | When you dual-wield one-handed weapons, you deal 15% additional damage and Slam hits with both weapons. |
Talent | Requirements | Effect |
---|---|---|
Shield Slam | None | Slam the target with your shield, causing damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat. |
Sentinel | None | Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Incite | None | Increases the critical strike chance of your Heroic Strike, and gives your Heroic Strike criticals a chance to cause the next Heroic Strike to also be a critical strike. These guaranteed criticals cannot re-trigger the Incite effect. |
Toughness | None | Increases your armor value from items. |
Blood and Thunder | None | When you Thunder Clap a target affected by your Rend, you have a chance to affect every target with Rend. |
Shield Specialization | 5 Protection | You generate extra rage when you block an attack. You generate extra rage when you Spell Reflect a magic attack. |
Shield Mastery | 5 Protection | Reduces the cooldown of your Shield Block, your Shield Wall and your Spell Reflect. |
Hold the Line | 5 Protection | Improves your critical strike and critical block chance by 10% following a successful parry. |
Gag Order | 5 Protection | Gives your Shield Bash and Heroic Throw a chance to silence the target for 3 sec. Also lowers the cooldown on Heroic Throw. |
Last Stand | 10 Protection | Temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. |
Concussion Blow | 10 Protection | Stuns the opponent for 5 sec and deals damage (based on attack power). |
Bastion of Defense | 10 Protection | Reduces the chance you'll be critically hit by melee attacks while in Defensive Stance. In addition, when you block, dodge or parry an attack you have a chance to become Enraged, increasing physical damage done for 12 sec. |
Warbringer | 10 Protection | Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability will remove all movement impairing effects. |
Improved Revenge | 15 Protection | Increases the damage of your Revenge ability and causes Revenge to strike an additional target. |
Devastate | 15 Protection | Sunder the target's armor causing the Sunder Armor effect. In addition, causes 150% of weapon damage for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times. |
Impending Victory | 15 Protection, Devastate | Using Devastate on a target with 20% or less health has a chance to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health. |
Thunderstruck | 20 Protection | Improves the damage of your Rend, Cleave and Thunder Clap. In addition, your Thunder Clap improves the damage of your next Shockwave. Stacks up to 3 times. |
Vigilance | 20 Protection, Concussion Blow | Focus your protective gaze on a group or raid target. Each time they are hit by an attack your Taunt cooldown is refreshed and you gain Vengeance as if 20% of the damage was done to you. Lasts 30 min. This effect can only be on one target at a time. |
Heavy Repercussions | 20 Protection | While your Shield Block is active, your Shield Slam hits for additional damage. |
Safeguard | 25 Protection | Reduces damage taken by the target of your Intervene ability for 6 sec. |
Sword and Board | 25 Protection, Devastate | Increases the critical strike chance of Devastate. In addition, when your Devastate or Revenge deal damage, they have a chance of refreshing the cooldown of your Shield Slam and reducing its cost by 100% for 5 sec. |
Shockwave | 30 Protection | Sends a wave of force in front of you, causing damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. |
New Race/Class Combos: Dwarf, Night Elf, Worgen, Orc, Goblin
Level 1 Bonus Attributes: 3 INT 2 SPI
Talent | Requirements | Effect |
---|---|---|
Shield Slam | None | Slam the target with your shield, causing damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat. |
Sentinel | None | Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Incite | None | Increases the critical strike chance of your Heroic Strike, and gives your Heroic Strike criticals a chance to cause the next Heroic Strike to also be a critical strike. These guaranteed criticals cannot re-trigger the Incite effect. |
Toughness | None | Increases your armor value from items. |
Blood and Thunder | None | When you Thunder Clap a target affected by your Rend, you have a chance to affect every target with Rend. |
Shield Specialization | 5 Protection | You generate extra rage when you block an attack. You generate extra rage when you Spell Reflect a magic attack. |
Shield Mastery | 5 Protection | Reduces the cooldown of your Shield Block, your Shield Wall and your Spell Reflect. |
Hold the Line | 5 Protection | Improves your critical strike and critical block chance by 10% following a successful parry. |
Gag Order | 5 Protection | Gives your Shield Bash and Heroic Throw a chance to silence the target for 3 sec. Also lowers the cooldown on Heroic Throw. |
Last Stand | 10 Protection | Temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. |
Concussion Blow | 10 Protection | Stuns the opponent for 5 sec and deals damage (based on attack power). |
Bastion of Defense | 10 Protection | Reduces the chance you'll be critically hit by melee attacks while in Defensive Stance. In addition, when you block, dodge or parry an attack you have a chance to become Enraged, increasing physical damage done for 12 sec. |
Warbringer | 10 Protection | Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability will remove all movement impairing effects. |
Improved Revenge | 15 Protection | Increases the damage of your Revenge ability and causes Revenge to strike an additional target. |
Devastate | 15 Protection | Sunder the target's armor causing the Sunder Armor effect. In addition, causes 150% of weapon damage for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times. |
Impending Victory | 15 Protection, Devastate | Using Devastate on a target with 20% or less health has a chance to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health. |
Thunderstruck | 20 Protection | Improves the damage of your Rend, Cleave and Thunder Clap. In addition, your Thunder Clap improves the damage of your next Shockwave. Stacks up to 3 times. |
Vigilance | 20 Protection, Concussion Blow | Focus your protective gaze on a group or raid target. Each time they are hit by an attack your Taunt cooldown is refreshed and you gain Vengeance as if 20% of the damage was done to you. Lasts 30 min. This effect can only be on one target at a time. |
Heavy Repercussions | 20 Protection | While your Shield Block is active, your Shield Slam hits for additional damage. |
Safeguard | 25 Protection | Reduces damage taken by the target of your Intervene ability for 6 sec. |
Sword and Board | 25 Protection, Devastate | Increases the critical strike chance of Devastate. In addition, when your Devastate or Revenge deal damage, they have a chance of refreshing the cooldown of your Shield Slam and reducing its cost by 100% for 5 sec. |
Shockwave | 30 Protection | Sends a wave of force in front of you, causing damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. |
Talent | Requirements | Effect |
---|---|---|
Shield Slam | None | Slam the target with your shield, causing damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat. |
Sentinel | None | Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Incite | None | Increases the critical strike chance of your Heroic Strike, and gives your Heroic Strike criticals a chance to cause the next Heroic Strike to also be a critical strike. These guaranteed criticals cannot re-trigger the Incite effect. |
Toughness | None | Increases your armor value from items. |
Blood and Thunder | None | When you Thunder Clap a target affected by your Rend, you have a chance to affect every target with Rend. |
Shield Specialization | 5 Protection | You generate extra rage when you block an attack. You generate extra rage when you Spell Reflect a magic attack. |
Shield Mastery | 5 Protection | Reduces the cooldown of your Shield Block, your Shield Wall and your Spell Reflect. |
Hold the Line | 5 Protection | Improves your critical strike and critical block chance by 10% following a successful parry. |
Gag Order | 5 Protection | Gives your Shield Bash and Heroic Throw a chance to silence the target for 3 sec. Also lowers the cooldown on Heroic Throw. |
Last Stand | 10 Protection | Temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. |
Concussion Blow | 10 Protection | Stuns the opponent for 5 sec and deals damage (based on attack power). |
Bastion of Defense | 10 Protection | Reduces the chance you'll be critically hit by melee attacks while in Defensive Stance. In addition, when you block, dodge or parry an attack you have a chance to become Enraged, increasing physical damage done for 12 sec. |
Warbringer | 10 Protection | Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability will remove all movement impairing effects. |
Improved Revenge | 15 Protection | Increases the damage of your Revenge ability and causes Revenge to strike an additional target. |
Devastate | 15 Protection | Sunder the target's armor causing the Sunder Armor effect. In addition, causes 150% of weapon damage for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times. |
Impending Victory | 15 Protection, Devastate | Using Devastate on a target with 20% or less health has a chance to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health. |
Thunderstruck | 20 Protection | Improves the damage of your Rend, Cleave and Thunder Clap. In addition, your Thunder Clap improves the damage of your next Shockwave. Stacks up to 3 times. |
Vigilance | 20 Protection, Concussion Blow | Focus your protective gaze on a group or raid target. Each time they are hit by an attack your Taunt cooldown is refreshed and you gain Vengeance as if 20% of the damage was done to you. Lasts 30 min. This effect can only be on one target at a time. |
Heavy Repercussions | 20 Protection | While your Shield Block is active, your Shield Slam hits for additional damage. |
Safeguard | 25 Protection | Reduces damage taken by the target of your Intervene ability for 6 sec. |
Sword and Board | 25 Protection, Devastate | Increases the critical strike chance of Devastate. In addition, when your Devastate or Revenge deal damage, they have a chance of refreshing the cooldown of your Shield Slam and reducing its cost by 100% for 5 sec. |
Shockwave | 30 Protection | Sends a wave of force in front of you, causing damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. |
Talent | Requirements | Effect |
---|---|---|
Shield Slam | None | Slam the target with your shield, causing damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat. |
Sentinel | None | Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Incite | None | Increases the critical strike chance of your Heroic Strike, and gives your Heroic Strike criticals a chance to cause the next Heroic Strike to also be a critical strike. These guaranteed criticals cannot re-trigger the Incite effect. |
Toughness | None | Increases your armor value from items. |
Blood and Thunder | None | When you Thunder Clap a target affected by your Rend, you have a chance to affect every target with Rend. |
Shield Specialization | 5 Protection | You generate extra rage when you block an attack. You generate extra rage when you Spell Reflect a magic attack. |
Shield Mastery | 5 Protection | Reduces the cooldown of your Shield Block, your Shield Wall and your Spell Reflect. |
Hold the Line | 5 Protection | Improves your critical strike and critical block chance by 10% following a successful parry. |
Gag Order | 5 Protection | Gives your Shield Bash and Heroic Throw a chance to silence the target for 3 sec. Also lowers the cooldown on Heroic Throw. |
Last Stand | 10 Protection | Temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. |
Concussion Blow | 10 Protection | Stuns the opponent for 5 sec and deals damage (based on attack power). |
Bastion of Defense | 10 Protection | Reduces the chance you'll be critically hit by melee attacks while in Defensive Stance. In addition, when you block, dodge or parry an attack you have a chance to become Enraged, increasing physical damage done for 12 sec. |
Warbringer | 10 Protection | Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability will remove all movement impairing effects. |
Improved Revenge | 15 Protection | Increases the damage of your Revenge ability and causes Revenge to strike an additional target. |
Devastate | 15 Protection | Sunder the target's armor causing the Sunder Armor effect. In addition, causes 150% of weapon damage for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times. |
Impending Victory | 15 Protection, Devastate | Using Devastate on a target with 20% or less health has a chance to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health. |
Thunderstruck | 20 Protection | Improves the damage of your Rend, Cleave and Thunder Clap. In addition, your Thunder Clap improves the damage of your next Shockwave. Stacks up to 3 times. |
Vigilance | 20 Protection, Concussion Blow | Focus your protective gaze on a group or raid target. Each time they are hit by an attack your Taunt cooldown is refreshed and you gain Vengeance as if 20% of the damage was done to you. Lasts 30 min. This effect can only be on one target at a time. |
Heavy Repercussions | 20 Protection | While your Shield Block is active, your Shield Slam hits for additional damage. |
Safeguard | 25 Protection | Reduces damage taken by the target of your Intervene ability for 6 sec. |
Sword and Board | 25 Protection, Devastate | Increases the critical strike chance of Devastate. In addition, when your Devastate or Revenge deal damage, they have a chance of refreshing the cooldown of your Shield Slam and reducing its cost by 100% for 5 sec. |
Shockwave | 30 Protection | Sends a wave of force in front of you, causing damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. |
New Race/Class Combos: Dwarf, Worgen, Troll, Goblin
Level 1 Bonus Attributes: 1 STA 2 INT 2 SPI
Talent | Requirements | Effect |
---|---|---|
Shield Slam | None | Slam the target with your shield, causing damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat. |
Sentinel | None | Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Incite | None | Increases the critical strike chance of your Heroic Strike, and gives your Heroic Strike criticals a chance to cause the next Heroic Strike to also be a critical strike. These guaranteed criticals cannot re-trigger the Incite effect. |
Toughness | None | Increases your armor value from items. |
Blood and Thunder | None | When you Thunder Clap a target affected by your Rend, you have a chance to affect every target with Rend. |
Shield Specialization | 5 Protection | You generate extra rage when you block an attack. You generate extra rage when you Spell Reflect a magic attack. |
Shield Mastery | 5 Protection | Reduces the cooldown of your Shield Block, your Shield Wall and your Spell Reflect. |
Hold the Line | 5 Protection | Improves your critical strike and critical block chance by 10% following a successful parry. |
Gag Order | 5 Protection | Gives your Shield Bash and Heroic Throw a chance to silence the target for 3 sec. Also lowers the cooldown on Heroic Throw. |
Last Stand | 10 Protection | Temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. |
Concussion Blow | 10 Protection | Stuns the opponent for 5 sec and deals damage (based on attack power). |
Bastion of Defense | 10 Protection | Reduces the chance you'll be critically hit by melee attacks while in Defensive Stance. In addition, when you block, dodge or parry an attack you have a chance to become Enraged, increasing physical damage done for 12 sec. |
Warbringer | 10 Protection | Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability will remove all movement impairing effects. |
Improved Revenge | 15 Protection | Increases the damage of your Revenge ability and causes Revenge to strike an additional target. |
Devastate | 15 Protection | Sunder the target's armor causing the Sunder Armor effect. In addition, causes 150% of weapon damage for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times. |
Impending Victory | 15 Protection, Devastate | Using Devastate on a target with 20% or less health has a chance to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health. |
Thunderstruck | 20 Protection | Improves the damage of your Rend, Cleave and Thunder Clap. In addition, your Thunder Clap improves the damage of your next Shockwave. Stacks up to 3 times. |
Vigilance | 20 Protection, Concussion Blow | Focus your protective gaze on a group or raid target. Each time they are hit by an attack your Taunt cooldown is refreshed and you gain Vengeance as if 20% of the damage was done to you. Lasts 30 min. This effect can only be on one target at a time. |
Heavy Repercussions | 20 Protection | While your Shield Block is active, your Shield Slam hits for additional damage. |
Safeguard | 25 Protection | Reduces damage taken by the target of your Intervene ability for 6 sec. |
Sword and Board | 25 Protection, Devastate | Increases the critical strike chance of Devastate. In addition, when your Devastate or Revenge deal damage, they have a chance of refreshing the cooldown of your Shield Slam and reducing its cost by 100% for 5 sec. |
Shockwave | 30 Protection | Sends a wave of force in front of you, causing damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. |
Talent | Requirements | Effect |
---|---|---|
Shield Slam | None | Slam the target with your shield, causing damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat. |
Sentinel | None | Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Incite | None | Increases the critical strike chance of your Heroic Strike, and gives your Heroic Strike criticals a chance to cause the next Heroic Strike to also be a critical strike. These guaranteed criticals cannot re-trigger the Incite effect. |
Toughness | None | Increases your armor value from items. |
Blood and Thunder | None | When you Thunder Clap a target affected by your Rend, you have a chance to affect every target with Rend. |
Shield Specialization | 5 Protection | You generate extra rage when you block an attack. You generate extra rage when you Spell Reflect a magic attack. |
Shield Mastery | 5 Protection | Reduces the cooldown of your Shield Block, your Shield Wall and your Spell Reflect. |
Hold the Line | 5 Protection | Improves your critical strike and critical block chance by 10% following a successful parry. |
Gag Order | 5 Protection | Gives your Shield Bash and Heroic Throw a chance to silence the target for 3 sec. Also lowers the cooldown on Heroic Throw. |
Last Stand | 10 Protection | Temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. |
Concussion Blow | 10 Protection | Stuns the opponent for 5 sec and deals damage (based on attack power). |
Bastion of Defense | 10 Protection | Reduces the chance you'll be critically hit by melee attacks while in Defensive Stance. In addition, when you block, dodge or parry an attack you have a chance to become Enraged, increasing physical damage done for 12 sec. |
Warbringer | 10 Protection | Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability will remove all movement impairing effects. |
Improved Revenge | 15 Protection | Increases the damage of your Revenge ability and causes Revenge to strike an additional target. |
Devastate | 15 Protection | Sunder the target's armor causing the Sunder Armor effect. In addition, causes 150% of weapon damage for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times. |
Impending Victory | 15 Protection, Devastate | Using Devastate on a target with 20% or less health has a chance to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health. |
Thunderstruck | 20 Protection | Improves the damage of your Rend, Cleave and Thunder Clap. In addition, your Thunder Clap improves the damage of your next Shockwave. Stacks up to 3 times. |
Vigilance | 20 Protection, Concussion Blow | Focus your protective gaze on a group or raid target. Each time they are hit by an attack your Taunt cooldown is refreshed and you gain Vengeance as if 20% of the damage was done to you. Lasts 30 min. This effect can only be on one target at a time. |
Heavy Repercussions | 20 Protection | While your Shield Block is active, your Shield Slam hits for additional damage. |
Safeguard | 25 Protection | Reduces damage taken by the target of your Intervene ability for 6 sec. |
Sword and Board | 25 Protection, Devastate | Increases the critical strike chance of Devastate. In addition, when your Devastate or Revenge deal damage, they have a chance of refreshing the cooldown of your Shield Slam and reducing its cost by 100% for 5 sec. |
Shockwave | 30 Protection | Sends a wave of force in front of you, causing damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. |
Talent | Requirements | Effect |
---|---|---|
Shield Slam | None | Slam the target with your shield, causing damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat. |
Sentinel | None | Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Incite | None | Increases the critical strike chance of your Heroic Strike, and gives your Heroic Strike criticals a chance to cause the next Heroic Strike to also be a critical strike. These guaranteed criticals cannot re-trigger the Incite effect. |
Toughness | None | Increases your armor value from items. |
Blood and Thunder | None | When you Thunder Clap a target affected by your Rend, you have a chance to affect every target with Rend. |
Shield Specialization | 5 Protection | You generate extra rage when you block an attack. You generate extra rage when you Spell Reflect a magic attack. |
Shield Mastery | 5 Protection | Reduces the cooldown of your Shield Block, your Shield Wall and your Spell Reflect. |
Hold the Line | 5 Protection | Improves your critical strike and critical block chance by 10% following a successful parry. |
Gag Order | 5 Protection | Gives your Shield Bash and Heroic Throw a chance to silence the target for 3 sec. Also lowers the cooldown on Heroic Throw. |
Last Stand | 10 Protection | Temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. |
Concussion Blow | 10 Protection | Stuns the opponent for 5 sec and deals damage (based on attack power). |
Bastion of Defense | 10 Protection | Reduces the chance you'll be critically hit by melee attacks while in Defensive Stance. In addition, when you block, dodge or parry an attack you have a chance to become Enraged, increasing physical damage done for 12 sec. |
Warbringer | 10 Protection | Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability will remove all movement impairing effects. |
Improved Revenge | 15 Protection | Increases the damage of your Revenge ability and causes Revenge to strike an additional target. |
Devastate | 15 Protection | Sunder the target's armor causing the Sunder Armor effect. In addition, causes 150% of weapon damage for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times. |
Impending Victory | 15 Protection, Devastate | Using Devastate on a target with 20% or less health has a chance to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health. |
Thunderstruck | 20 Protection | Improves the damage of your Rend, Cleave and Thunder Clap. In addition, your Thunder Clap improves the damage of your next Shockwave. Stacks up to 3 times. |
Vigilance | 20 Protection, Concussion Blow | Focus your protective gaze on a group or raid target. Each time they are hit by an attack your Taunt cooldown is refreshed and you gain Vengeance as if 20% of the damage was done to you. Lasts 30 min. This effect can only be on one target at a time. |
Heavy Repercussions | 20 Protection | While your Shield Block is active, your Shield Slam hits for additional damage. |
Safeguard | 25 Protection | Reduces damage taken by the target of your Intervene ability for 6 sec. |
Sword and Board | 25 Protection, Devastate | Increases the critical strike chance of Devastate. In addition, when your Devastate or Revenge deal damage, they have a chance of refreshing the cooldown of your Shield Slam and reducing its cost by 100% for 5 sec. |
Shockwave | 30 Protection | Sends a wave of force in front of you, causing damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. |
New Race/Class Combos: Worgen, Troll
Level 1 Bonus Attributes: 1 STR 2 INT 2 SPI
Talent | Requirements | Effect |
---|---|---|
Shield Slam | None | Slam the target with your shield, causing damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat. |
Sentinel | None | Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Incite | None | Increases the critical strike chance of your Heroic Strike, and gives your Heroic Strike criticals a chance to cause the next Heroic Strike to also be a critical strike. These guaranteed criticals cannot re-trigger the Incite effect. |
Toughness | None | Increases your armor value from items. |
Blood and Thunder | None | When you Thunder Clap a target affected by your Rend, you have a chance to affect every target with Rend. |
Shield Specialization | 5 Protection | You generate extra rage when you block an attack. You generate extra rage when you Spell Reflect a magic attack. |
Shield Mastery | 5 Protection | Reduces the cooldown of your Shield Block, your Shield Wall and your Spell Reflect. |
Hold the Line | 5 Protection | Improves your critical strike and critical block chance by 10% following a successful parry. |
Gag Order | 5 Protection | Gives your Shield Bash and Heroic Throw a chance to silence the target for 3 sec. Also lowers the cooldown on Heroic Throw. |
Last Stand | 10 Protection | Temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. |
Concussion Blow | 10 Protection | Stuns the opponent for 5 sec and deals damage (based on attack power). |
Bastion of Defense | 10 Protection | Reduces the chance you'll be critically hit by melee attacks while in Defensive Stance. In addition, when you block, dodge or parry an attack you have a chance to become Enraged, increasing physical damage done for 12 sec. |
Warbringer | 10 Protection | Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability will remove all movement impairing effects. |
Improved Revenge | 15 Protection | Increases the damage of your Revenge ability and causes Revenge to strike an additional target. |
Devastate | 15 Protection | Sunder the target's armor causing the Sunder Armor effect. In addition, causes 150% of weapon damage for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times. |
Impending Victory | 15 Protection, Devastate | Using Devastate on a target with 20% or less health has a chance to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health. |
Thunderstruck | 20 Protection | Improves the damage of your Rend, Cleave and Thunder Clap. In addition, your Thunder Clap improves the damage of your next Shockwave. Stacks up to 3 times. |
Vigilance | 20 Protection, Concussion Blow | Focus your protective gaze on a group or raid target. Each time they are hit by an attack your Taunt cooldown is refreshed and you gain Vengeance as if 20% of the damage was done to you. Lasts 30 min. This effect can only be on one target at a time. |
Heavy Repercussions | 20 Protection | While your Shield Block is active, your Shield Slam hits for additional damage. |
Safeguard | 25 Protection | Reduces damage taken by the target of your Intervene ability for 6 sec. |
Sword and Board | 25 Protection, Devastate | Increases the critical strike chance of Devastate. In addition, when your Devastate or Revenge deal damage, they have a chance of refreshing the cooldown of your Shield Slam and reducing its cost by 100% for 5 sec. |
Shockwave | 30 Protection | Sends a wave of force in front of you, causing damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. |
Talent | Requirements | Effect |
---|---|---|
Shield Slam | None | Slam the target with your shield, causing damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat. |
Sentinel | None | Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Incite | None | Increases the critical strike chance of your Heroic Strike, and gives your Heroic Strike criticals a chance to cause the next Heroic Strike to also be a critical strike. These guaranteed criticals cannot re-trigger the Incite effect. |
Toughness | None | Increases your armor value from items. |
Blood and Thunder | None | When you Thunder Clap a target affected by your Rend, you have a chance to affect every target with Rend. |
Shield Specialization | 5 Protection | You generate extra rage when you block an attack. You generate extra rage when you Spell Reflect a magic attack. |
Shield Mastery | 5 Protection | Reduces the cooldown of your Shield Block, your Shield Wall and your Spell Reflect. |
Hold the Line | 5 Protection | Improves your critical strike and critical block chance by 10% following a successful parry. |
Gag Order | 5 Protection | Gives your Shield Bash and Heroic Throw a chance to silence the target for 3 sec. Also lowers the cooldown on Heroic Throw. |
Last Stand | 10 Protection | Temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. |
Concussion Blow | 10 Protection | Stuns the opponent for 5 sec and deals damage (based on attack power). |
Bastion of Defense | 10 Protection | Reduces the chance you'll be critically hit by melee attacks while in Defensive Stance. In addition, when you block, dodge or parry an attack you have a chance to become Enraged, increasing physical damage done for 12 sec. |
Warbringer | 10 Protection | Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability will remove all movement impairing effects. |
Improved Revenge | 15 Protection | Increases the damage of your Revenge ability and causes Revenge to strike an additional target. |
Devastate | 15 Protection | Sunder the target's armor causing the Sunder Armor effect. In addition, causes 150% of weapon damage for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times. |
Impending Victory | 15 Protection, Devastate | Using Devastate on a target with 20% or less health has a chance to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health. |
Thunderstruck | 20 Protection | Improves the damage of your Rend, Cleave and Thunder Clap. In addition, your Thunder Clap improves the damage of your next Shockwave. Stacks up to 3 times. |
Vigilance | 20 Protection, Concussion Blow | Focus your protective gaze on a group or raid target. Each time they are hit by an attack your Taunt cooldown is refreshed and you gain Vengeance as if 20% of the damage was done to you. Lasts 30 min. This effect can only be on one target at a time. |
Heavy Repercussions | 20 Protection | While your Shield Block is active, your Shield Slam hits for additional damage. |
Safeguard | 25 Protection | Reduces damage taken by the target of your Intervene ability for 6 sec. |
Sword and Board | 25 Protection, Devastate | Increases the critical strike chance of Devastate. In addition, when your Devastate or Revenge deal damage, they have a chance of refreshing the cooldown of your Shield Slam and reducing its cost by 100% for 5 sec. |
Shockwave | 30 Protection | Sends a wave of force in front of you, causing damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. |
Talent | Requirements | Effect |
---|---|---|
Shield Slam | None | Slam the target with your shield, causing damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat. |
Sentinel | None | Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you. |
Vengeance | None | Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. |
Incite | None | Increases the critical strike chance of your Heroic Strike, and gives your Heroic Strike criticals a chance to cause the next Heroic Strike to also be a critical strike. These guaranteed criticals cannot re-trigger the Incite effect. |
Toughness | None | Increases your armor value from items. |
Blood and Thunder | None | When you Thunder Clap a target affected by your Rend, you have a chance to affect every target with Rend. |
Shield Specialization | 5 Protection | You generate extra rage when you block an attack. You generate extra rage when you Spell Reflect a magic attack. |
Shield Mastery | 5 Protection | Reduces the cooldown of your Shield Block, your Shield Wall and your Spell Reflect. |
Hold the Line | 5 Protection | Improves your critical strike and critical block chance by 10% following a successful parry. |
Gag Order | 5 Protection | Gives your Shield Bash and Heroic Throw a chance to silence the target for 3 sec. Also lowers the cooldown on Heroic Throw. |
Last Stand | 10 Protection | Temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. |
Concussion Blow | 10 Protection | Stuns the opponent for 5 sec and deals damage (based on attack power). |
Bastion of Defense | 10 Protection | Reduces the chance you'll be critically hit by melee attacks while in Defensive Stance. In addition, when you block, dodge or parry an attack you have a chance to become Enraged, increasing physical damage done for 12 sec. |
Warbringer | 10 Protection | Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability will remove all movement impairing effects. |
Improved Revenge | 15 Protection | Increases the damage of your Revenge ability and causes Revenge to strike an additional target. |
Devastate | 15 Protection | Sunder the target's armor causing the Sunder Armor effect. In addition, causes 150% of weapon damage for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times. |
Impending Victory | 15 Protection, Devastate | Using Devastate on a target with 20% or less health has a chance to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health. |
Thunderstruck | 20 Protection | Improves the damage of your Rend, Cleave and Thunder Clap. In addition, your Thunder Clap improves the damage of your next Shockwave. Stacks up to 3 times. |
Vigilance | 20 Protection, Concussion Blow | Focus your protective gaze on a group or raid target. Each time they are hit by an attack your Taunt cooldown is refreshed and you gain Vengeance as if 20% of the damage was done to you. Lasts 30 min. This effect can only be on one target at a time. |
Heavy Repercussions | 20 Protection | While your Shield Block is active, your Shield Slam hits for additional damage. |
Safeguard | 25 Protection | Reduces damage taken by the target of your Intervene ability for 6 sec. |
Sword and Board | 25 Protection, Devastate | Increases the critical strike chance of Devastate. In addition, when your Devastate or Revenge deal damage, they have a chance of refreshing the cooldown of your Shield Slam and reducing its cost by 100% for 5 sec. |
Shockwave | 30 Protection | Sends a wave of force in front of you, causing damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. |
Classes: Warrior, Hunter, Rogue, Priest, Death Knight, Mage, Warlock, Druid
Level 1 Attributes: 23 STR 22 AGI 20 STA 16 INT 19 SPI
Worgen's starting area is Gilneas, an instanced area that players will be restricted from returning to for quite some time. Most of the starting areas and quests are against feral Worgens and Forsaken, and showcase how the player character becomes a Worgen themselves. After leaving their starting area at around level 14, they will join the Night Elves and citizens of Darnassus. Their story will continue from there and many of the quests will align with those of the Night Elves.
The Worgen racial ability is Darkflight, which increases movement speed by 40% for 10 seconds and has a 3 minute cooldown. They all gain a number of passives to help them in battle. Viciousness gives a +1% to critical strike chance. Aberration gives resistance to Nature and Shadow damage.
Their Flayer passive increases Skinning by 15 and allows skinning about half a second faster. Worgen can also change back to human form via Tow Forms. However, they will revert back to Worgens when entering combat or using other related racial skills.
Last, Worgens gain no racial mount, but instead gain Running Wild. When using this ability, a Worgen will drop on all fours and gain the same movement speed as a mount. Just like a mount, a Worgen will return to normal once entering a building.
Classes: Warrior, Hunter, Rogue, Priest, Death Knight, Shaman, Mage, Warlock
Level 1 Attributes: 17 STR 22 AGI 20 STA 23 INT 18 SPI
The Goblin starting area is Kezan, a tropical island and the site of a slave mining camp. The starting story and quests will showcase the Goblin's shady past and escape from potential slavery. Goblins will eventually meet with the Horde and will take refuge in Orgrimmar. They can continue along following the Orc storyline.
Goblins have two racial abilities that share the same timer. Rocket Jump will allow you to jump forward a short distance. The Rocket Barrage shoots the rockets forward and deals around 24-30 damage at level one. This damage increases as you level, up to a possible 2000 or more damage. The cooldown for bother racial abilities is 2 minutes.
Among the Goblin passives are Time is Money, which gives a 1% boost to attack and casting speed. Beast Deals Anywhere allows Goblins to gain discounts regardless of their faction standings. Finally, Better Living Through Chemistry gives 15 Alchemy Skill.
Another ability for Goblins is Pack Hobgoblin, which will call in a Hobgoblin and grant bank access for 1 minute. This ability has a 30 minute cooldown. The Goblin mount is the Trike, which can be bought inside Orgrimmar.
Deadmines is one of the dungeons that has undergone updates after the Shattering. Among some of the chances include the removal of undead enemies such as Ghouls and Skeletons, and the new inclusion of Hobolins, Kobolds and Ogres. There are also five new quests for both Alliance and Horde parties that traverse this dungeon for the first time.
The bosses themselves have also been changed, with only one previous remaining. The first, Glubtok is an Ogre Mage that casts both fire and ice type spells and can drop a decent dagger once killed. Second boss on the list is Helix Gearbreaker, a Goblin that rides on top of a large Lumbering Oaf. After the Oaf is killed, Helix will randomly jump on top of party members and throw bombs around the room. It is the job of the "ridden" player to move themselves and Helix out of the way of these area effect explosions so that the damage dealers can finish the enemy.
The third boss of Deadmines is Foe Reaper 5000, a giant Harvest Golem with some nasty area attacks. To make maters worse, this boss will sometimes ignore aggro and attack non-tanks for 10 or more seconds. It is possible to attack the smaller Harvest Golems and mount them once they take enough damage. This will allow anyone to take control of them for a short time and use them to fight directly with the Reaper. He may drop a one handed sword, staff and/or hammer when defeated. The fourth boss is Admiral Ripsnarl, a Worgen in Ironclad Cove. He mostly fights with single target damage but can add in knockdown attacks. The final boss for the normal version of the dungeon is Cookie, a murloc from the earlier version of the Deadmines. He is immobile during the fight, making it easy to target this boss. He will throw food at the party, some that will buff attack and movement, while others will debuff. It's easier to just ignore these items and just attack Cookie directly.
For those on Heroic, there is one last enemy to fight: Vanessa VanCleef. However, you won't be fighting right off the bat. You'll have to move through a room of fire and take down Glubtok a second time. Next, Helix will attack again but will be supported by a huge number of spiders, but it's once again to take down the Goblin and ignore his helpers. A second round with the Reaper will take place, however, you must avoid or destroy several spark walls along the way. Next, you'll need to save several NPCs from Worgen attacks. They can be directly healed, so it's not really a hassle to worry about the damage they are taking.
Upon reaching the top of the boat again, you'll finally fight Vanessa. She isn't tough on her own, opting to enhance her parry and dodge skills rather than try to damage you. However, she will call in many helpers to keep you busy. After taking enough damage, Vanessa will set charges and you need to grab on various ropes to swing to safety. If a party members fails to escape in time, the explosive charge will be enough to one shot them. If you're a healing class that can rez, be sure to survive the blast so that you can help anyone that missed the escape. Vanessa will set these charges several more times as her health gets lower, so be on the lookout for the ropes each time.
Shadowfang Keep is the second dungeon that has undergone changes after the Shattering. The normal hums and voidwalkers have been removed in favor of more Undead and Worgen type enemies. Just as with Deadmines, Shadowfang Keep has new quests for both sides of the conflict.
While previous bosses were mostly Worgens, the new bosses are all Forsaken or Ghosts. The first boss is Baron Ashbury, who tends to use damage over time and healing to himself and his helpers. It's best to damage him after his DoTs have worn and some time has passed to heal up. The second boss, is a return to Silverlaine. Most of his attacks aren't very powerful, but he can summon extra Worgen helpers as his hit points fall. The third boss is once again Springvale, none using a mix of Death Knight skills. It's important to deal with any adds that may still support him and only really hammer this boss once the other foes are dealt with.
The fourth boss of Shadowfang Keep is Lord Walden, an Undead mage who also sports some deadly damage over time and instant damage attacks. He doesn't have any real support so there is no need to worry about any adds. The fifth and final boss is Lord Godfrey, a deadly hunter. He summons a number of ghouls quite often, but these adds aren't very threatening and have low health. Godfrey can do some serious damage with his pistol barrage, but this move can be dodged with some good timing. Otherwise, most of this boss' abilities are pretty straight forward tanking.
Archeology is the new secondary profession that can be learned at level 20 or above. Some trainers include Harrison Jones in Stormwind and Belloc Brightblade in Orgrimmar. The main ability of use is Survey, which will deploy a device that will measure the distance to an Archaeology Fragment. When the Survey flashes green, it means a Fragment is in 50 yards. If you Survey within 5 yards of a digsite, you will automatically receive the hidden Fragment. If you fail at finding a Fragment three times in a row, the digsite will despwn.
There are several types of Fragments hidden around the different continents. Dwarf and Fossil Archeology can only be found on Kalimodr and the Eastern Kingdoms. Draenei and Orc fragments are exclusive to Ountlands. The Vrykul and Nerubian Fragments are only in Northrend. Troll and Night Elf Archeology are the most common and can be found in all four of the previous locations. Finally, Tol'vir Fragments are only in Uldum. After gaining enough Fragments you may choose to Solve and turn all of the gained Archeology Fragments into an Artifact. These Artifacts tend to be rather good or otherwise rare gear that can be used in your favor.