World of Warcraft Patch 5.4: Siege of Orgrimmar Patch Notes
This evening Blizzard released the official patch notes for Patch 5.4: Siege of Orgrimmar. They're pretty much what one would expect after months of testing ... long, detailed, and they contain all the juicy details that made it into the patch's final version.
Read on for the details about this massive patch; it's absolutely huge. As a reminder expect downtime tomorrow until at least 10am PDT -- and don't be surprised at all if it goes longer.
General
New Raid: Siege of Orgrimmar
The tensions stoked by Garrosh Hellscream's arrogance have reached a boiling point with the devastation unleashed upon the Vale of Eternal Blossoms. Now it's time for leaders of the Alliance and Horde to lay siege to Hellscream's capital and topple the ruthless Warchief once and for all!
Siege of Orgrimmar contains 14 new encounters across four expansive wings as members of the Horde and Alliance take the war directly to Garrosh's doorstep.
Learn more about the new encounters in Patch 5.4 Raid Preview: Siege of Orgrimmar.
Siege of Orgrimmar supports the following difficulty modes: Normal, Heroic, Raid Finder, and (new) Flexible Raid.
Information on the availability of each difficulty can be found in the Siege of Orgrimmar Raid Schedule.
New Feature: Flexible Raid Difficulty
This is a new raid difficulty designed for pre-made groups of 10 to 25 players or any number in between. This means it's possible to have raids of 15 or 22 players! Difficulty will adjust automatically based on the number of players present with encounters intended to provide a challenge roughly between Raid Finder and Normal difficulty.
Flexible Raid difficulty requires a pre-made group to join but has no minimum item level requirements or role restrictions. Both BattleTag™ and Real ID friends are eligible to participate.
Loot quality will be between Raid Finder and Normal difficulty and awarded through a personal loot system (similar to Raid Finder). Bonus rolls and loot specialization will also be supported.
Player spells with different target limits depending on raid size will gradually increase their limits based on the number of players in Flexible Raid difficulty.
Players will be able to earn raid achievements just like in Normal or Heroic difficulty.
Flexible Raid difficulty has a lockout that is separate from Raid Finder and Normal difficulty.
To learn more about Flexible Raids, please visit our blog titled: A Raid for All Seasons: Flexible Raid Preview.
New Area: Timeless Isle
A mysterious island, lost for millennia to the currents of time, has emerged from the mists off the eastern coast of Jade Forest.
Players seeking to explore the Timeless Isle should visit their faction's shrine in the Vale of Eternal Blossoms.
The Timeless Isle is inhabited by all manner of strange and powerful creatures that will test the mettle of solo explorers, but great rewards await the brave and skillful: epic loot, bind-to-account gear, Mogu Runes of Fate, pets, mounts, fun toys, and much more.
The Isle is filled with secrets and mysteries, many of which dynamically become available to explorers. Keep an eye on your minimap while on the Isle for information on nearby events!
The Timeless Isle is home to five new world raid bosses! Players may face each of the four Celestials in a trial of combat.
Heroes who have earned the legendary cloak from Wrathion may access the sanctum of the fiery Yaungol demigod Ordos, atop the Timeless Isle.
New Feature: Proving Grounds
Proving Grounds is a new feature where level 90 players can test their mettle and undertake trials designed for Damage, Tank, or Healer roles to test and improve their combat skills in a safe, controlled environment.
To access the Proving Grounds, speak with an NPC in the Temple of the White Tiger in Kun-Lai Summit or a class trainer.
Each trial is available in four separate difficulties: Bronze, Silver, Gold, and Endless. Harder difficulties include more difficult and varied enemies.
Endless mode allows you to test your mettle against increasingly difficult enemies. Compare your best scores to friends and guildmates!
Learn more about this feature in our blog titled Proving Grounds Preview.
New Feature: Connected Realms
Connected Realm is a set of two or more standard realms that have been permanently and seamlessly "linked." Players on the same Connected Realm will be able to trade, send and receive mail, join the same guilds, access a single Auction House, run the same Raids and Dungeons, and join other adventurers to complete quests.
To make Connected Realm feel seamless, player's home realms won't be indicated in the game world. In certain places, such as chat, the players' home realms will be displayed next to their name.
Learn more about this feature in our Patch 5.4 Feature Preview: Connected Realms.
Redesigned Arena System
Players no longer need to create or join an Arena team to compete.
Similar to the Rated Battleground system, players in a party of the appropriate size (cross-realm groups are supported) may queue for an Arena bracket of the same size (2v2, 3v3, or 5v5).
Each player will have a personal rating that increase or decrease based on victories and defeats against other rated opponents. Opponents will be selected based on the average Match Making Rating of the party.
Conquest cap, requirements on gear and enchantments will be based on the player's personal rating.
The Arena ladder will no longer be sorted according to Battlegroup. Just like Rated Battlegrounds and normal Battlegrounds, all Arenas will now be region-wide!
At the end of an Arena season, the top players in a region will still earn titles and mounts.
For more details about the change to Arenas, please see the blog titled: Patch 5.4 Arena Update.
The Legendary Quest Continues
Wrathion's final quests are now available for dedicated heroes who have fought on his behalf throughout the pandaren campaign. He's waiting at the Tavern in the Mists in the Veiled Stair.
Complete Wrathion's final tasks on the Timeless Isle and upgrade your celestial cloak to Legendary quality!
Only players equipped with a Legendary cloak can reach the Sanctum of Ordos atop the Timeless Isle. (This privilege extends account-wide.)
Battlefield: Barrens
Vol'jin and his forces move beyond gathering supplies and into a full assault on the Horde capital. As such, the Battlefield: Barrens weekly quest will no longer be available once the invasion on Orgrimmar begins in 5.4.
Ravika, the Darkspear Rebellion Quartermaster, will no longer be available.
Latent Kor'kron armor tokens will no longer drop or be available for purchase. Players who still have a Radical Mojo will continue to be able to combine it with existing Latent Kor'kron armor tokens.
Gahz'rooki's Summoning Stone and Raptorhide Boxing Gloves are now available as a rare drop from Kor'kron, and other associated creatures in Northern Barrens.
Classes
All fear and horrify effects can no longer cause targets under the effects of a movement speed buff to move faster than normal run speed.
All taunt type abilities now increase all threat generated against the target while the taunt is active by 200%.
Vengeance has received several changes.
Characters in a tanking specialization now generates 40% more threat.
Vengeance now grants Attack Power equal to 1.5% of the damage taken, down from 1.8% (The tooltip said 2% but it was actually 1.8%).
Tanks no longer receive Vengeance from many persistent area damage effects (standing in the fire) or from missed attacks (dodging and parrying an attack will continue to work as it has before).
Vengeance gains from being critically hit have been reduced by 50%.
There are now diminishing returns on Vengeance gains while tanking multiple targets. Each additional target grants progressively less Vengeance.
So as not to affect Challenge Mode leader boards, the above Vengeance changes will not apply there. For Challenge Modes, Vengeance will continue to work as it did in patch 5.3.
Area knockback effects now all share a diminishing return category. After a player has been moved by one of these spells, the player will be immune for 10 seconds. This new category applies to: Fellash, Gorefiend's Grasp, Glyph of Explosive Trap, Thunderstorm, Typhoon, Ursol's Vortex, and Whiplash.
Death Knight General
Death Gate now returns the Death Knight to a location near their original departure point when the spell is cast while in Ebon Hold.
Icebound Fortitude no longer costs Runic Power.
Necrotic Strike now deals 100% weapon damage (down from 150% weapon damage).
Rune of Razorice now causes 3% extra weapon damage as Frost damage (up from 2%), and each stack of Frost Vulnerability now causes the target to take an additional 3% damage from the Death Knight's Frost attacks (up from 2%).
Soul Reaper's initial damage component has been increased by 30%. If the target is below 35% health after 5 seconds the amount of Shadow Damage dealt has been increased by 20%.
Unholy Presence now grants a flat 10% Haste to all things, up from Haste for melee (attack speed and Rune regeneration) only. The movement speed buff remains unchanged.
Blood
Riposte is a new passive ability learned by Blood Death Knights at level 76. When the Death Knight dodges or parries any attack, they gain 75% of their Parry and Dodge as additional bonus to Critical Strike for 20 seconds.
Dancing Rune Weapon no longer costs Runic Power.
Sanguine Fortitude no longer reduces the cost of Icebound Fortitude.
Scent of Blood now also has a chance to activate when the Death Knight dodges or parries a melee attack.
Frost
Frost Strike now deals 115% weapons damage (up from 105% weapon damage).
Howling Blast now deals 15% more damage.
Might of the Frozen Wastes now increases all melee attack damage by 30% (up from 20%).
Obliterate now deals 250% weapon damage (up from 230% weapon damage).
Unholy
Master of Ghouls now reduces the cooldown of Raise Dead by 60 seconds.
Ghoul's Leap and Gnaw abilities are no longer on a global cooldown, and no longer cost Energy.
Unholy Might now increases the Death Knight's Strength by 25% (up from 10%).
Talents
Anti-Magic Zone has been redesigned. The talent now reduces magic damage taken in the area-of-effect by 40% for 3 seconds, there is no longer a cap on total damage absorbed, and the ability no longer scales with strength.
Death Siphon had its damage increased by 10%.
Plague Leech now tries to convert 2 fully-depleted runes (up from 1) into a Death Rune based on specialization.
Blood: Restores 1 Frost Rune, 1 Unholy Rune
Frost: 1 Frost Rune, 1 Unholy Rune
Unholy: 1 Blood Rune, 1 Frost Rune
Glyphs
New Major Glyphs
Glyph of Festering Blood: Makes Blood Boil treat all targets as if they have been infected with Blood Plague or Frost Fever.
Glyph of Regenerative Magic: If Anti-Magic Shell expires after its full duration, cooldown for the ability is reduced based on the amount of damage absorbed.
Glyph of Swift Death: Haste effect granted by Soul Reaper now also increases the Death Knight's movement speed for the duration.
Glyph of the Loud Horn: Horn of Winter now generates additional Runic Power, but the cooldown is increased.
Major Glyphs
Glyph of Enduring Infection now reduces damage dealt by diseases by 15% (down from a 30% reduction).
Glyph of Mind Freeze now reduces the cooldown of Mind Freeze by 1 second, and raises its cost by 10 Runic Power (down from 2 seconds and 20 Runic Power).
Glyph of Outbreak now causes Outbreak to cost 30 Runic Power (down from 40).
Glyph of Pillar of Frost now reduces movement speed by 70% instead of freezing the Death Knight in place.
Glyph of the Long Winter: The Horn of Winter ability now lasts for 1 hour.
Glyph of the Skeleton: The Death Knight's Raise Dead spell now summons a Skeleton instead of a Ghoul.
New Minor Glyphs
Bug Fix
Fixed a bug that caused Improved Blood Presence and Runic Corruption to incorrectly increase activation rates of some trinkets and effects.
Druid General
Bear Form now increases Stamina contribution from cloth and leather items by 40% (up from 20%).
Cyclone no longer has a 20-second cooldown for Feral Druids.
Faerie Fire now has a duration of 20 seconds while in PvP combat (down from 40 seconds).
Innervate now restores mana based on the Druid's Spirit.
Teleport: Moonglade now returns the Druid to a location near their original departure point when the spell is cast while in the Moonglade area.
Wild Mushroom for Restoration Druids now summons a single mushroom at the friendly target's location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing.
A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.
The amount of healing stored on a Wild Mushroom is now reduced by Battle Fatigue.
Wild Mushroom and Wild Mushroom: Bloom now have a shared 3-second cooldown.
Wrath now deals 10% more damage, but has its mana cost increased by 50%.
Balance
Eclipse now energizes the Druid for 50% of their maximum mana when triggered, up from 35%.
Moonkin Form now increases the Druid's armor by 60%, but no longer reduces all damage taken by 15%.
Shooting Stars now has a reduced chance to activate for each additional target affected by the same spell (Moonfire and Sunfire are tracked separately).
Starfall now deals 10% more damage.
Starfire now deals 10% more damage, but has its mana cost increased by 50%.
Starsurge has its mana cost increased by 50%.
Feral
Predatory Swiftness no longer has a chance to make Cyclone instant, free, and castable in all forms.
Restoration
Genesis is a new Restoration spell learned at level 88. Genesis targets all party or raid members within 60 yards and accelerates the casting Druid's Rejuvenation effects, causing them to heal and expire at 400% of the normal rate. Costs the same amount of mana to cast as Rejuvenation.
Living Seed effects can now stack, up to 50% of the casting Druid's maximum health, and will no longer be consumed if the target is already at full health.
Swiftmend's area-of-effect healing effect is now called Efflorescence.
Wild Mushroom: Bloom is no longer capable of critical strikes, and accumulates overhealing done by Rejuvenation by 100%, down from 150%. Overhealing bonus no longer benefits from Naturalist or Mastery: Harmony.
Talents
Astral Communion now defaults to generating Lunar energy towards a Lunar Eclipse when used after being resurrected or zoning into a new area (used to default to generating Solar energy).
Dream of Cenarius has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now vary by specialization.
Balance: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch increases the damage bonus of the Druid's next Eclipse by 25%.
Feral: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch increases the damage for the Druid's next two melee abilities by 30%.
Guardian: Increases the amount healed by Healing Touch by 20%. Increases the critical strike chance of Mangle (Bear) by 10% and critical strikes of Mangle (Bear) have a 40% chance to make the next Healing Touch or Rebirth instant, free, and castable in all forms. Instant cast version of Healing Touch now benefits from Attack Power instead of Spell Power.
Restoration: Causes Wrath to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.
Force of Nature
Feral: Treant summoned by the Feral version of this talent now deals less melee damage, but will cast Rake and Entangling Roots on their target instead of Bash.
Guardian: Guardian Druids now gain Vengeance when their Treant takes damage.
Heart of the Wild when activated, now also provides a 25% bonus to healing for Restoration Druids.
Mass Entanglement no longer has a limit on the number of targets that could be affected, up from 5.
New talent: Ysera's Gift. Ysera's Gift replaces Nature's Swiftness, and heals the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead.
Nature's Swiftness is no longer a talent, and is now an ability learned by Balance and Restoration Druids at level 30.
Balance: Wrath, Starfire, and Starsurge casts have a 8% chance to cause Astral Communion to grant 100 Lunar Power or Solar Power instead of activating the next Eclipse.
Guardian: Increases Rage generation from Mangle (Bear) by 30% instead of an additional 3 Rage, and this talent now also applies to the Rage generated by Mangle (Bear) when it triggers Primal Fury.
Restoration: Now causes the Druid to gain 100% haste (up from 75%) on their next spell after casting Swiftmend.
Nature's Vigil when activated now increases all damage and healing done by 12% (up from 10%), and causes single-target healing spells to trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done.
Soul of the Forest has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.
Glyphs
Major Glyphs
Glyph of Fae Silence will now cause Faerie Fire to interrupt when used on targets that are immune to silence effects.
Glyph of Ferocious Bite now causes Ferocious Bite to heal the Druid for 2% of their maximum health for each 10 Energy used (up from 1%).
Glyph of Frenzied Regeneration now increases Frenzied Regeneration's cost to 50 Rage (down from increasing Rage cost to 60).
Glyph of Innervate now causes Innervate to give both the Druid and the target 60% of the normal effect of the spell if it's cast on a target other than the Druid.
Glyph of Lifebloom's effect is now baseline and has been replaced with Glyph of Efflorescence.
Glyph of Efflorescence increases the healing done by Swiftmend by 20%, causes the Efflorescence healing effect to be triggered by Wild Mushroom instead of Swiftmend, and lasts as long as the Wild Mushroom is active.
Glyph of Master Shapeshifter now reduces the mana cost of all shapeshifts by 100% (up from 90%).
Glyph of Nature's Grasp now reduces the cooldown of Nature's Grasp by 45 seconds (up from 30 seconds).
Glyph of Pounce now increases the range of Pounce by 8 yards (up from 3 yards).
Glyph of Skull Bash now increases the duration of Skull Bash's interrupt by 2 seconds, and increasing the cooldown by 5 seconds (down from a 4 second interrupt and 10 second increase to cooldown).
Glyph of the Moonbeast's effect is now baseline and has been replaced with Glyph of Guided Stars.
Glyph of Guided Stars causes Starfall to only hit targets affected by the Druid's Moonfire or Sunfire.
New Minor Glyphs
Glyph of One With Nature: Grants the Druid the ability to teleport to a random natural location.
Glyph of the Sprouting Mushroom: Allows the Wild Mushroom spell to be placed on the ground instead of underneath a target.
Hunter General
The following Hunter pet abilities no longer cost Focus to use: Dash, Dive, and Charge.
Arcane Shot now deals 125% ranged weapon damage (up from 100%) and had its focus cost increased by 50%.
Counter Shot is now a baseline interrupt ability learned by all Hunters at level 22.
Deterrence now has a 3-minute cooldown (up from 2 minutes) but has 2 charges.
Disengage now has a cooldown of 20 seconds (down from 25 seconds).
Explosive Trap had its overall damage decreased by 30%. Proportionately, more damage has been removed from the initial damage than the periodic effect.
Hunter's Mark now has a duration of 20 seconds while in PvP combat (down from 30 seconds).
Readiness has been removed.
Revive Pet no longer requires the Hunter to have line-of-sight to their pet.
Stampede damage dealt by pets when the ability is used outside of an Arena or Battleground is no longer reduced by 75%
Beast Mastery
Beast Cleave's range has been increased to 10 yards (up from 8 yards).
Kill Command damage has been increased by 34%.
Marksman
Aimed Shot now deals 450% ranged weapon damage (up from 350%).
Binding Shot is no longer a Marksman Hunter ability and is once again a talent.
Survival
Explosive Shot damage has been increased by 27%.
Explosive Trap no longer shares a cooldown with Black Arrow but can no longer activate Lock and Load.
Talents
A Murder of Crows now deals 40% more damage.
Aspect of the Iron Hawk now reduces all damage taken by 10%, down from 15%.
Glaive Toss no longer initiates auto-attack.
Lynx Rush's damage has been increased by 30%.
Narrow Escape's root effect is now a nature spell (was a physical spell).
Silencing Shot is no longer a talent and is now an ability that replaces Counter Shot for Marksman Hunters.
Spirit Bond now regenerates 3% of total health every 2 seconds while the Hunter's pet is active (up from 2%).
Wyvern Sting now has a range of 40 yards (up from 35 yards).
Glyphs
New Major Glyphs
Glyph of the Lean Pack: Reduces the range of Aspect of the Pack to 7 yards.
Glyph of Enduring Deceit: Camouflage also reduces spell damage taken by 10%
Major Glyphs
Glyph of Mend Pet now has a 100% chance of cleansing 1 Curse, Disease, Magic or Poison effect from the Hunter's pet on each tick (up from 50% chance).
Glyph of Mending now speeds up the periodic effect of Mend Pet to restore health to the pet every 1 second doubling the total amount healed over 10 seconds.
Glyph of No Escape now increases the ranged critical strike chance against targets affected by the Hunter's Freezing Trap by 100% (up from 20% chance).
Mage General
Ice Lance damage has been increased by 43%.
Fire
Combustion on targets affected by the Mage's Ignite now deals additional damage equal to 20% of Ignite's damage per tick (down from 50%).
Frost
Mastery: Frostburn has been replaced by Mastery: Icicles. When the Mage damages an enemy with their Frostbolt, and Frostfire Bolt (16% + 2% per Mastery) of the damage done is stored as an Icicle for 15 seconds. Mastery: Icicles also increases the Water Elemental's Water Bolt damage by (16% + 2% per Mastery). Up to 5 Icicles can be stored at once. Casting Ice Lance launches all stored Icicles at the target.
Frostbolt now deals 10% less damage and no longer increases the damage of any spells. The damage for those spells have been increased instead.
Water Elemental
Waterbolt damage has been increased by 25%.
Talents
Frost Bomb now deals 70% damage to players (up from 60%).
Ice Floes now has 3 charges (up from 2 charges), and has a 20-second cooldown (down from 45 seconds).
Living Bomb now deals 85% damage to players (up from 70%).
Nether Tempest now deals 85% damage to players (up from 70%).
Rune of Power now has an increased effective range. The Mage can remain up to 8 yards away from their Rune of Power and still receive benefits to mana regeneration and spell damage (up from 3 yards).
Temporal Shield now also reduces damage taken by 15% while active in addition to existing effects.
Glyphs
Major Glyphs
Glyph of Blink now increases distance travelled with the Blink spell by 8 yards (up from 5 yards).
Glyph of Ice Lance has been renamed to Glyph of Splitting Ice.
Glyph of Splitting Ice causes Ice Lance and Icicles to hit 1 additional target for 50% damage.
Glyph of Invisibility has been replaced with Glyph of Rapid Displacement.
Glyph of Rapid Displacement gives Blink two charges, gaining a charge every 15 seconds, but no longer frees the Mage from stuns and bonds.
Glyph of Remove Curse now increases the damage dealt by 15% after successfully removing a curse (up from 10%).
Glyph of Spellsteal now heals the Mage for 5% of their maximum health after successfully stealing a spell (up from 3%).
New Minor Glyphs
Glyph of Condensation: Increases the size of the Mage's Water Elemental.
Glyph of Evaporation: Reduces the size of the Mage's Water Elemental.
Glyph of the Unbound Elemental: The Mage's Water Elemental is replaced by an Unbound Water Elemental.
Monk General
Spinning Crane Kick now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
Brewmaster
Keg Smash now deals 18% less damage.
Mistweaver
Mana Tea is now consumed at an increased rate of 1 stack per 0.5 seconds (up from 1 stack per 1 second).
Revival's healing has been reduced by 30%.
Windwalker
Mastery: Bottled Fury has been redesigned. Bottled Fury now gives a chance to generate an additional charge of Tigereye Brew when the Monk gains one normally.
Storm, Earth and Fire now deals 70% damage (up from 60%) with one Spirit summoned and 55% (up from 45%) with two Spirits summoned.
Tigereye Brew received an adjustment.
It now increases damage by 6% per stack, (up from 1% per stack) but is no longer increased by Mastery.
A charge of Tigereye Brew is gained for each 4 Chi consumed through use of abilities and attacks (up from a charge for each 3 Chi consumed).
Talents
Chi Brew now restores 2 Chi, has a 45-second cooldown (down from 1.5 minutes), and generate stacks of Brew/Teas based on the Monk's specialization.
Brewmaster: 5 stacks of Elusive Brew
Mistweaver: 2 stacks of Mana Tea
Windwalker: 2 stacks of Tigereye Brew
Chi Burst no longer requires a target. It now travels as a 40-yard line in front of the Monk.
Healing Elixirs will no longer activate if the Monk is already at full health, and activate automatically when the Monk has less than 35% of their maximum health.
Invoke Xuen, the White Tiger now has a pet control bar for Xuen, and the talent is no longer on global cooldown for all Monk specializations.
Brewmaster Monks now gain Vengeance when Xuen takes damage.
Power Strikes will now activate from the following Chi generating abilities; Jab, Expel Harm, Spinning Crane Kick (when it hits at least 3 targets), Crackling Jade Lightning, and Soothing Mist.
Ring of Peace has a new visual effect that properly depicts its area-of-effect, and now disarms both enemies and those attacking allies within the Ring of Peace's area-of-effect for 4 seconds (up from 3 seconds); the silence effect for casting spells remains unchanged at 3 seconds.
Rushing Jade Wind: The Monk summons a whirling tornado around them, dealing damage to nearby enemies (heals nearby allies for Mistweavers). Rushing Jade Wind has the same costs, Chi generation, and periodic rate as Spinning Crane kick, but, deals 80% of the periodic damage or healing, lasts 6 seconds, is instant, and not channeled.
Rushing Jade Wind has been redesigned and replaces Spinning Crane Kick.
Zen Sphere now deals 15% more healing and damage.
Glyphs
Major Glyphs
Glyph of Afterlife now increases the chance to summon a Healing Sphere by 100% (up from 25% chance).
Glyph of Crackling Jade Lightning has been replaced with Glyph of Nimble Brew.
Glyph of Nimble Brew causes Nimble Brew to heal the Monk when it clears a root, stun, fear, or horror effect.
Glyph of Expel Harm has been replaced with Glyph of Rapid Rolling.
Glyph of Rapid Rolling makes the next Roll or Chi Torpedo go farther after using a Roll or Chi Torpedo.
Glyph of Fortuitous Spheres causes a healing sphere to be summoned near the Monk at no cost when their health falls below 25%. This effect cannot occur more than once every 30 seconds.
Glyph of Detox causes Detox to heal the target when it successfully removes a harmful effect.
Glyph of Retreat has been replaced with Glyph of Fortuitous Spheres.
Glyph of Stoneskin has been replaced with Glyph of Detox.
Glyph of Targeted Expulsion allows Expel Harm to be used on other players.
Glyph of Targeted Expulsion now causes Expel Harm to heal for 50% as much when used on other targets.
Glyph of Transcendence now reduces the cooldown of Transcendence: Transfer by 5 seconds (used to increase the range by 10 yards).
Glyph of Uplift has been replaced by Glyph of Targeted Expulsion.
Bug Fix
Fixed a bug that caused the damage of some abilities for Brewmasters with Vengeance to scale incorrectly.
Paladin General
Sanctity of Battle now also affects the cooldown of Holy Shock.
Seal of Insight no longer has a chance to restore mana on attacks.
Turn Evil now has a 15-second cooldown.
Holy
Mastery: Illuminated Healing no longer activates from periodic healing effects.
Divine Plea no longer reduces the amount of healing done, and now restores mana based on the Paladin's Spirit.
Guardian of the Ancient Kings (Holy) now has a cooldown of 3 minutes (down from 5 minutes), and summons a guardian that heals the ally that the Paladin healed for 100% (up from 10%) of the amount healed, but no longer heals nearby friendly targets.
Holy Insight now increases the effectiveness of Eternal Flame, Light of Dawn, and Word of Glory by 50%. Effectiveness of other heals are still increased by 25%.
Holy Radiance now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
Holy Shock's mana cost has been reduced by 50%.
Judgment for Holy Paladins now costs 12% of base mana to cast (up from 5% of base mana).
Protection
Crusader Strike now applies a Weakened Blows effect to the target for Protection Paladins.
Grand Crusader no longer has a chance to activate from Crusader Strike and Hammer of the Righteous, but now has a 30% chance to activate when dodging or parrying a melee attack (up from 12%).
Guarded by the Light now restores 15% of the Paladin's maximum mana every 2 seconds (up from 6%).
Retribution
Guardian of the Ancient Kings (Retribution version) now has a reduced cooldown of 3 minutes, down from 5 minutes, and the maximum number of stacks has been reduced to 12.
Inquisition now lasts 20 seconds per charge of Holy Power consumed, up from 10 seconds.
Talents
Burden of Guilt has been replaced with a new talent called Evil is a Point of View.
New Talent: Evil is a Point of View. Evil is a Point of View allows the Paladin to use Turn Evil on players and beasts.
Eternal Flame's periodic heal-over-time effect now heals for 40% more.
Execution Sentence will now immediately damage the target for 5 times the amount of damage that had been dealt by Execution Sentence's most recent periodic effect when dispelled.
Stay of Execution will now immediately heal the target for 5 times the amount of healing that had been dealt by Stay of Execution's most recent periodic effect when dispelled.
Hand of Purity now reduces damage taken from harmful periodic effects by 80% (up from 70%) and reduces damage taken from harmful periodic effects that cannot be prevented by immunities by 40% (up from 0%).
Light's Hammer now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
Holy: Sacred Shield now applies its damage absorption shield immediately, can be active on more than one target at a time, but the talent now costs mana and has 3 charges with a 10-second recharge.
Protection: Sacred Shield is 30% less effective.
Holy: Sanctified Wrath now also increases the critical strike chance of Holy Shock by 20%.
Protection: Sanctified Wrath now causes Judgment to generate 2 Holy Power instead of 1 while Avenging Wrath is active.
Bastion of Glory will now apply Selfless Healer's bonus to healing to the casting Paladin as well as other targets and consume all stacks of Bastion of Glory in the process.
Sacred Shield
Sanctified Wrath
Selfless Healer in addition to its current effects, now also causes Judgment to generate a charge of Holy Power for Holy Paladins. Stacks of Selfless Healer now reduce the cast time, mana cost, and improve the effectiveness of Divine Light, Flash of Light, and Holy Radiance.
Unbreakable Spirit has been simplified. It now reduces the cooldown on Divine Shield, Divine Protection, and Lay on Hands by 50%.
Glyphs
New Major Glyphs
Glyph of Divine Shield: Removing harmful effects with Divine Shield heals the Paladin for each effect removed. This heal cannot exceed a percentage of the Paladin's maximum health.
Glyph of Hand of Sacrifice: Hand of Sacrifice no longer transfers damage taken by the target to the Paladin.
Major Glyphs
Glyph of Denounce now causes Holy Shock to reduce the cast time of the next Denounce by 0.5 seconds, and the effect can stack up to 3 times.
Glyph of Divine Plea now reduces the amount of mana restored and cooldown of Divine Plea by 50%.
Glyph of Holy Wrath now also allows Holy Wrath to stun Aberrations.
Glyph of Immediate Truth now increases the instant damage done by Seal of Truth 40% (up from 30%).
Glyph of Inquisition has been redesigned. The glyph now increases the duration of Inquisition by 30 seconds (up to a maximum of 2 minutes) each time the Paladin lands a killing blow on targets that yield experience or honor.
Glyph of Rebuke has been replaced with Glyph of Devotion Aura.
Glyph of Devotion Aura causes Devotion Aura to no longer affect party or raid members, but the cooldown is reduced.
Glyph of the Alabaster Shield now increases damage for the next Shield of the Righteous by 10% per stack (down from 20% per stack).
Glyph of the Battle Healer has been redesigned. The glyph now causes Seal of Insight to no longer heal the Paladin. Instead, a nearby raid or party member will receive healing for 30% of the amount the Paladin would have received from Seal of Insight.
Glyph of Turn Evil has been replaced with Glyph of Burden of Guilt.
Glyph of Burden of Guilt causes Judgment to reduce the target's movement speed by 50% for 2 seconds.
Glyph of the Exorcist: Exorcism will now appear to remove the evil from its target.
Glyph of Pillar of Light: Critical heals on other players display a small pillar of light at their location briefly.
New Minor Glyphs
Priest General
Hymn of Hope now prefers to target healers when it grants mana. Healers will always be picked before non-healers, regardless of how much mana they have.
Leap of Faith no longer has a facing requirement.
Shadow Word: Death now deals 15% more damage.
Shadow Word: Pain now deals 25% more damage.
Discipline
Grace can no longer be dispelled.
Rapture now energizes the Priest for 100% of the mana cost of Power Word: Shield When the shield is fully consumed or is dispelled (used to energize the Priest with mana equal to 150% of their spirit). This is the modified mana cost for Power Word: Shield, after being reduced by Rapture's passive effect.
Spirit Shell duration has been reduced to 10 seconds (down from 15 seconds), and the damage absorption shield's effectiveness can now be reduced through Battle Fatigue.
Holy
Holy Word: Sanctuary mana cost reduced to 3.8% (down from 6.3%), and now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
Lightspring is now baseline for all Holy Priests and the ability has been renamed to Lightwell.
Serendipity's mana cost reduction has been increased to 20% per stack (up from 10% per stack), and no longer displays a spell effect when in the UI when it's active.
Shadow
Shadowform now increases the Priest's armor by 60%, but no longer reduces all damage taken by 15%.
Shadowy Apparitions now creates a shadowy version of the Priest that floats towards the target and deals damage. The apparitions are now treated as a missile, and is no longer an attackable creature.
Vampiric Touch now deals 20% more damage.
Talents
Angelic Feather now increases allies' movement speed by 80%, up from 60%, and feathers placed in the world have a duration of 10 minutes (up from 5 minutes).
Cascade's effect can now bounce up to 4 times (up from 3), and its effect should no longer bounce between minor guardians (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.).
Divine Insight for Discipline Priests now has a 100% chance to activate its effect after using Penance (up from 40%), and now displays an effect in the UI when it's active.
Divine Star's healing is no longer affecting by diminishing returns when used on multiple targets.
From Darkness, Comes Light
Discipline, Holy: Now also has a chance to activate its effect on cast for these following spells; Penance, Circle of Healing, Prayer of Mending, and Prayer of Healing.
Shadow: Now has a 20% chance to activate its effect for Shadow Priests (up from a 15% chance).
Halo's healing is no longer affecting by diminishing returns when used on multiple targets.
Mindbender now deals 10% more damage, and mana return has been increased by 20%.
Psyfiend no longer benefits from Haste, and its health has been reduced by 75%, but fixed a bug where Psyfiend wasn't being affected by base Resilience.
Twist of Fate's damage and healing threshold to activate has been increased to 35% (up from 20%).
Glyphs
Major Glyphs
Glyph of Dark Binding's effect is now baseline and has been replaced with Glyph of Focused Mending.
Glyph of Focused Mending causes Prayer of Mending to only bounce between the target and the caster.
Glyph of Fear Ward now reduces the cooldown on Fear Ward without reducing its duration.
Glyph of Lightspring has been renamed to Glyph of Lightwell.
Glyph of Lightwell causes Lightwell to heal for 50% more, but no longer automatically heals allies. Allies can click on the Lightwell to heal.
Glyph of Deep Wells increases the number of charges on Lightwell by 2.
Glyph of Lightwell has been renamed to Glyph of Deep Wells.
Glyph of Purify now causes Purify to heal the target for 5% of their maximum health after successfully dispelling a magical effect or disease (up from 3%).
Glyph of Reflective Shield now causes Power Word: Shield to reflect 70% of the damage absorbed (up from 45%).
New Minor Glyphs
Glyph of Feathers: Causes the Priest's healing spells to momentarily grant angelic wings.
Glyph of Inspired Hymns: A spirit appears above the Priest while channeling Hymns.
Glyph of Shifted Appearances: Void Shift causes the Priest and their target to exchange appearances for several seconds.
Glyph of the Sha: Transforms the Priest's Shadowfiend and Mindbender into a Sha Beast.
Class Armor
Discipline/Holy PvP 2-piece set bonus' (4-piece set bonus pre-Season 12) Holy Spark effect can no longer be dispelled.
Shadow PvP 4-piece set bonus is no longer an area-of-effect and only affects the character that dispels Vampiric Touch.
Bug Fix
Fixed an issue where Chakra: Serenity was not increasing the critical effect chance of Cascade, Divine Star, and Halo.