Patch 11.0.2

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Patch 11.0.2
“The War Within”
The War Within Login No text.jpg
Release date TBA
Initial version 55522
Interface .toc (changes)
Patch chronology
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Patch 11.0.0
(Undocumented changes)
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Patch 11.0.2 is the expansion patch of The War Within.

New Features

  • Cross-Realm Guilds
    • Guild functionality has been extended to allow for recruitment and management of Guild members across all realms in their respective regions.
      • Developer's note: Guild banks are currently restricted to the realm the Guild is located on for initial testing. Guild bank functionality will be included in a future Beta release.
      • To facilitate testing we have spun up an additional level-up realm, “Turnip's Delight”, so players can create Guilds and invite members across multiple realms in their region.

New zones and delves

New dungeons

New Raid: Nerub-ar Palace

  • Class sets are available for testing. To try these set bonuses in the Beta, log into an endgame realm and look for Setzertauren near the current PvP and professions vendors in Orgrimmar and Stormwind City. Please share bugs you find via the in-game bug reporting tool and your feedback about the bonuses in this thread.

New Allied Race: Earthen

  • Within the Halls of Awakening, the future of the earthen flickers with hope once more. As change rattles the once strict foundations of these hardworking titanforged, newly awakened earthen will be offered a choice: abide by tradition or embrace a new path forward.
  • Earthen and their introductory questline are now available to test.

New Battleground: Deephaul Ravine

  • Deephaul Ravine is themed in The Ringing Deeps where the Foreman Uzjax and Architect Ruffious are tasked with collecting as much valuable ore, gems, and crystals for their respective priorities. Ruffious the Unbound Earthen has big plans for the ore and gems found in the Deephaul Ravine, but the Machine Speakers of the Earthenworks are quite possessive of such precious materials. Uzjax and his team plan to secure these materials before Ruffious and his band of misfits get their hands on it.
    • Mechanics
      • 8v8 and 10v10 Battleground that will be available in all battleground modes.
      • Hybrid map in which teams earn points by controlling either of the two active mine carts that move along the tracks on the map, or capturing a lucrative gem (the Deephaul Crystal) that is located in the middle of the map.
      • The Deephaul Crystal can be returned at either capture point located on the high ground on the opposing sides of the map.
      • Additionally, there's a mine cart track that runs above the battleground playspace where players can hop in a cart vehicle to quickly traverse the map, allowing for quick engagements and repositioning.
    • How to playtest: open the Group Finder (default hotkey: i), then select Random Battleground and click Join Battle! Only the Deephaul Ravine map will be available as a Random Battleground map for Alpha.

Beta Realms

  • End-Game Realm: 'These Go To Eleven'
    • 'These Go To Eleven' is a separate Beta region that is focused on end-game content and has multiple vendors setup to allow players to quickly and easily test out content.
      • Profession Vendors and Trainers
      • Class Set Vendors
      • PvP Gear Vendors
      • Trinket Vendors
    • This environment is locked to using a max level template only, and players will not be able to access the 11.0 outdoor zones as the focus of this environment is on instanced content (eg. raid, dungeon & pvp content).
    • Character copy is not available on this realm.
  • Copied characters will be missing Dragonflight reputations, any flight points, and certain existing achievement progress.
    • Developer's note: This is expected for now, and once we get the Warbands data conversion working with character copy, players will need to do another character copy to grab that data and roll it into their Warband data.

Quests

Classes

Death knight

  • Death Strike can now only heal the Death Knight for a percentage of damage taken from a given damage event once. Death Strikes that heal the minimum health amount do not count as using damage events in this way.
  • Enfeeble reduces damage dealt to you by 12% (was 15%).
  • Null Magic reduces Magic damage taken by 8% (was 10%).
  • Blood
  • Consumption's Blood Plague damage occurs 30% more quickly (was 50%) and duration reduced to 6 seconds (was 8 seconds).
    • Rapid Decomposition's Blood Plague and Death and Decay now deal damage 15% faster (was 18%).
    • Coagulopathy now increases Blood Plague damage by 25% per stack (was 30%).
    • Developer's note: In The War Within, all character Stamina has been increased by 60% as part of an overall adjustment to the pace of healing gameplay. This increases the relative value of abilities that heal a percentage of a character's maximum health. Many of these ability changes are to counteract that relative change. For instance, the percentage health that Frenzied Regeneration restores has been reduced by about a third, but the amount of health it restores has remained the same.
      Death Strike is a powerful ability that allows Blood Death Knights to mitigate a percentage of any form of damage taken in the last 5 seconds. In a way, Death Strike works like a retroactive shield block. Instead of reducing damage up front, it “mitigates” the damage you took from a hit by healing you. If used in succession, Death Strike can affect a single hit multiple times, which would be comparable to blocking a hit, then going back in time and blocking it again, in some cases restoring yourself to higher health than where you started. In The War Within, we are changing Death Strike to only heal the death knight for a percentage of damage taken from a given damage event once, to make it scale more like other tank mitigation mechanics.
      We are also reducing Runic Power generation somewhat and reducing some of the mitigation death knights get from high-uptime cooldowns like Enfeeble and Dancing Rune Weapon, but increasing armor from Bone Shield. Overall, death knights should take damage more smoothly, and they will remain one of the strongest tanks for encounters with high magic or periodic damage
    • A new aura, Coagulating Blood, shows the amount of recently taken damage that will be used to calculate the value of your next Death Strike. The aura description lists the value as a flat amount and the number of stacks shows it as a percentage of your current health.
    • Blood Shield's cap is now 50% of the Death Knight's maximum health (was 100%) and the cap is no longer temporarily increased by Vampiric Blood.
      • Developer's note: This should not affect how much Blood Shield Death Knights are able to generate while actively tanking, but will reduce how large a barrier they are able to accumulate while off-tanking.
    • Bone Shield increases Armor by 100% of Strength (was 80%).
    • Leeching Strike now heals for 0.25% maximum health for each target hit (was 0.5%).
    • Dancing Rune Weapon increases Parry chance by 35% (was 40%).
    • Each active Dancing Rune Weapon generates 3 Runic Power when mirroring Heart Strike (was 5).
    • Everlasting Bond increases Dancing Rune Weapon's duration by 6 seconds (was 8 seconds).
    • Blood Drinker reduces the damage the enemy deals to you by 15% (was 20%).
    • Bonestorm heals you for 2% of your maximum health (was 3%), up to a maximum of 10% (was 15%).
    • Bonestorm damage increased by 20%.
  • Frost
    • Glacial Advance damage reduced by 15%.
    • Icy Death Torrent damage reduced by 15%.
    • Enduring Strength now grants 15% Strength (was 20%).
    • Shattering Blade now causes the next Frost Strike when consuming 5 Razorice stacks to be increased by 115% (was 125%).
  • Unholy
    • Ebon Fever now increases damage diseases deal by 12% (was 15%).
    • Bursting Sores now increases Festering wound damage by 16% (was 20%).
    • Bursting Sores damage reduced by 8%.
    • Superstrain now applies Blood Plague and Frost Fever at 75% (was 80%).

Demon hunter

  • Live By the Glaive now restores 2% of maximum health (was 4%).
  • Havoc
    • Consuming Lesser Soul Fragments now heals for 6% of maximum health (was 10%).
  • Vengeance
    • Developer's note: In The War Within, all character Stamina has been increased by 60% as part of an overall adjustment to the pace of healing gameplay. This increases the relative value of abilities that heal a percentage of a character's maximum health. Many of these ability changes are to counteract that relative change. For instance, the percentage health that Frenzied Regeneration restores has been reduced by about a third, but the amount of health it restores has remained the same.
      Like Death Strike for Death Knights, Soul Fragments give Demon Hunters strong recovery against any type of damage, as well as strong self-healing. Because Demon Hunters consume Soul Fragments steadily, we are not changing the rules for how often they can affect a damage event. We are increasing Vengeance's overall damage taken by weakening the damage reduction of talents like Void Reaver and Illuminated Sigils, while keeping the power of core abilities like Soul Fragments and Demon Spikes. They will continue to be one of the stronger tank classes at self-healing and surviving magic damage.
    • Thick Skin increases Stamina by 60% (was 65%).
    • Demonic Wards reduces physical and magic damage taken by 8% (was 10%).
    • Soul Cleave healing reduced by 20%.
    • Frailty heals for 8% of damage done (was 10%).
    • Void Reaver reduces damage you take from targets afflicted by Frailty by 3% (was 4%).
    • Illuminated Sigils grants 12% Parry chance (was 15%).
    • Down in Flames reduces Fiery Brand cooldown by 12 seconds (was 15 seconds).
    • Metamorphosis increases maximum health by 40% (was 50%).
    • Darkglare Boon now refreshes 15-30% of Fel Devastation's cooldown (was 20-40%) and refunds 15-30 Fury (was 20-40).

Druid

  • Regrowth initial heal increased by 30%.
  • Frenzied Regeneration heals you for 20% of your maximum health (was 32%).
  • Ironfur increases Armor by 112% of Agility (was 120%).
  • Renewal heals for 20% of maximum health (was 30%).
  • Guardian
    • Developer's Notes: In The War Within, all character Stamina has been increased by 60% as part of an overall adjustment to the pace of healing gameplay. This increases the relative value of abilities that heal a percentage of a character's maximum health. Many of these ability changes are to counteract that relative change. For instance, the percentage health that Frenzied Regeneration restores has been reduced by about a third, but the amount of health it restores has remained the same.
      With high armor and Ironfur uptime, druids should be one of the best tanks at surviving physical damage. We're slightly increasing the damage they take from all types of damage and balancing the power of their self-healing. We're also reducing the durations of some of their cooldowns to make timing their use more important.
    • Reinvigoration reduces Frenzied Regeneration's cooldown by 10/20% (was 20/40%).
    • Earthwarden reduces damage taken by 25% (was 30%).
    • Survival of the Fittest reduces cooldowns by 12/24% (was 15/30%).
    • Tooth and Claw reduces damage taken by 12% (was 15%).
    • After the Wildfire triggers after spending 300 Rage (was 200).
    • Ursoc's Fury grants a shield equal to 25% of Thrash and Maul damage (was 45%).
    • Elune's Favored heals you for 25% of Arcane damage dealt (was 40%).
    • Rage of the Sleeper duration reduced to 8 seconds (was 10 seconds).
    • Rage of the Sleeper damage taken reduction reduced to 20% (was 25%).
    • Rage of the Sleeper Leech decreases to 20% (was 25%).
    • Pulverize duration reduced to 8 seconds (was 10 seconds).
    • Ursoc's Guidance reduces the cooldown of Incarnation: Guardian of Ursoc by 1 second for each 25 Rage spent (was 20).
  • Restoration
    • Swiftmend healing increased by 20%.
    • Lifebloom heal over time increased by 20%.
    • Lifebloom bloom healing increased by 30%.
    • Cenarion Ward healing increased by 20%.

Evoker

  • Disintegrate damage increased by 10%.
  • Fire Breath damage increased by 10%.
  • Azure Strike damage increased by 10%.
  • Deep Breath damage increased by 10%.
  • Verdant Embrace healing increased by 20%.
  • Living Flame healing increased by 30%.
  • Augmentation
    • Black Attunement increases the maximum health of you and 4 nearby allies by 2% (was 4%).
    • Aspects' Favor increases Black Attunement by 1% max health per talent point invested (was 2%).
  • Devastation
    • Eternity Surge damage increased by 10%.
    • Pyre damage increased by 10%.
    • Shattering Star damage increased by 10%.
    • Unravel damage increased by 10%.
    • Firestorm damage increased by 10%.
  • Preservation
    • Spiritbloom healing increased by 20%.
    • Reversion will now extend its duration by 30% when it is refreshed.
    • Emerald Blossom and Echo casts will no longer consume Essence Burst when they are released from Stasis.
    • Lifebind will now trigger its healing from heals that are considered procs.
    • Field of Dreams procs will no longer incorrectly benefit from Titan's Gift.

Mage

  • Mass Barrier now has a cooldown of 3 minutes (was 2 minutes).
  • Arcane
    • Arcane Barrage damage reduced by 60%.
    • Arcane Barrage damage increase per Arcane Charge increased to 90%.
    • Arcane Missiles damage reduced by 10%.
    • Arcane Orb damage reduced by 10%.

Monk

  • Yu'lon's Grace grants an absorb equal to 1% of your maximum health (was 2%) every 3 seconds (was 2 seconds).
  • Healing Winds restores 10% of maximum health (was 15%).
  • Brewmaster
    • Detox now costs 10 energy (was 20).
    • Chi Wave damage reduced by 10%.
    • Chi Burst damage reduced by 10%.
    • Developer's note: In The War Within, all character Stamina has been increased by 60% as part of an overall adjustment to the pace of healing gameplay. This increases the relative value of abilities that heal a percentage of a character’s maximum health. Many of these ability changes are to counteract that relative change. For instance, the percentage health that Frenzied Regeneration restores has been reduced by about a third, but the amount of health it restores has remained the same.
      Healers have more time to heal monks than other tanks because Stagger spreads out the damage that they take over time. Our goal is for monks to take a little more damage overall than other tanks to offset this effect. However, we feel their overall magic damage mitigation is a little low compared to other tanks and are improving it somewhat by buffing Stagger and its value against magic. To increase their physical damage taken overall, we are primarily reducing the dodge granted by Elusive Brawler and some of their other talents.
    • Mastery: Elusive Brawler chance to dodge reduced by 12%.
    • Brewmaster's Balance increases Armor by 50% (was 25%).
    • Celestial Fortune heals you for 70% of the amount healed (was 80%).
    • Amount of damage staggered increased by 8%.
    • Percentage of magic damage staggered increased to 58% (was 45%).
    • Dance of the Wind chance to dodge reduced to 5% (was 10%).
    • Staggering Strikes healing reduced by 28%.
    • Spirit of the Ox chance to summon a Healing Sphere reduced by 40%.
    • Elixir of Determination healing reduced to 30% of recently purified damage (was 50%), or a minimum of 8% of your maximum health (was 20%).
    • Celestial Brew healing reduced by 10%.
    • Pretense of Instability grants 10% Dodge (was 15%).
    • Dance of the Wind chance to dodge reduced to 5% (was 10%).
  • Mistweaver
    • Ancient Teachings now transfers 170% of damage to healing (was 150%).
    • Tear of Morning now causes 12% of Enveloping Mist healing to transfer to allies with Renewing Mist (was 20%) and increases Vivify healing by 15% (was 20%).
    • Jade Bond now increases the Mastery healing from Chi-Ji by 60% (was 40%).
    • Yu'lon's Grace now absorbs 1% health (was 1.5%) and may stack up to 10% max health (was 15%).
    • Vivify healing increased by 30%.
    • Gust of Mist healing increased by 10%.
  • Windwalker
    • Blackout Kick damage reduced by 8%.
    • Tiger Palm damage reduced by 8%.
    • Rising Sun Kick damage reduced by 8%.
    • Fists of Fury damage reduced by 8%.
    • Spinning Crane Kick damage reduced by 8%.
    • Rushing Jade Wind damage reduced by 8%.
    • Thunderfist damage reduced by 8%.
    • Strike of the Windlord damage reduced by 8%.
    • Whirling Dragon Punch area of effect damage reduced by 8%.
    • Dual Threat damage reduced by 8%.
    • Yu'lon's Grace now absorbs 0.6% health (was 1%) and may stack up to 6% max health (was 10%).
    • Detox now costs 10 energy (was 20).

Paladin

  • Lightforged Blessing now affects 2 additional allies (was 4).
  • Flash of Light healing increased by 20%.
  • Shield of the Righteous increases your Armor by 150% of your Strength (was 170%).
  • The Dusk buff from Of Dusk and Dawn reduces your damage taken by 4% (was 5%).
  • Word of Glory healing increased by 10%.
  • Sanctified Plates' armor increase no longer applies to bonus armor from Shield of the Righteous.
  • Protection
    • Developer's note: In The War Within, all character Stamina has been increased by 60% as part of an overall adjustment to the pace of healing gameplay. This increases the relative value of abilities that heal a percentage of a character’s maximum health. Many of these ability changes are to counteract that relative change. For instance, the percentage health that Frenzied Regeneration restores has been reduced by about a third, but the amount of health it restores has remained the same.
      Paladins have a balance of good defenses against both physical and magical damage. They can be in danger if they lose the defensive power of standing in Consecration or if the armor bonus from Shield of the Righteous drops, so we are not reducing any of their passive physical defenses like armor or block. Like druids, paladins have high uptime on their defensive cooldowns, so we’re pulling back some of their durations to make timing their use more important. We would like paladins to have slightly more self-healing, so we are increasing the power of Word of Glory.
    • The damage reduction effect while standing in Consecrate of Mastery: Divine Bulwark is reduced by 20%.
    • Improved Holy Shield increases your chance to block spells by 8% (was 10%).
    • Sentinel's duration reduced to 16 seconds (was 20 seconds).
    • Eye of Tyr's duration reduced to 6 seconds (was 9 seconds).
    • Righteous Protector: Holy Power abilities reduces cooldowns by 1.5 seconds (was 2 seconds).
  • Retribution
    • Word of Glory healing increased by 20%.

Priest

  • Flash Heal healing increased by 20%.
  • Power Word: Shield absorb amount increased by 20%.
  • Power Word: Life healing increased by 20%.
  • Discipline
    • All healing is no longer reduced by 3%.
    • Power Word: Radiance healing increased by 10%.
    • Penance healing increased by 20%.
  • Holy
    • Heal healing increased by 20%.
    • Holy Word: Serenity healing increased by 20%.
    • Divine Image’s Healing Light spell healing increased by 20%.

Rogue

  • Recuperator now triggers every 3 seconds (was 2 seconds).

Shaman

  • Healing Surge healing increased by 20%.
  • Elemental
    • Primordial Wave is now a 30 second cooldown (was 45 seconds).
    • Doom Winds is now a 60 second cooldown (was 90 seconds).
    • Casting Flame Shock, Frost Shock, and Sundering will now initiate combat with melee auto attacks.
    • Molten Assault range increased by 4 yards.
    • Molten Assault now plays an impact visual on impacted targets.
    • Crash Lightning range increased by 4 yards.
    • Crash Lightning is now on personal resource display.
    • Earthen Weapon is no longer on personal resource display.
    • Elemental Blast now correctly replaces Lava Burst in spell book.
    • The following talents are now 1 point:
      • Molten Assault
      • Improved Maelstrom Weapon
      • Witch Doctor's Ancestry
  • Restoration
    • Riptide initial heal increased by 20%.
    • Unleash Life healing increased by 20%.
    • Healing Wave healing increased by 20%.
    • Ascendance now duplicates 70% of all healing (was 80%).
    • Ancestral Guidance now transfers 10% of all healing into healing (was 25%).
    • Undulation can now be tracked through a counter on the Healing Wave and Healing Surge spell icons.

Warlock

  • Destruction
    • Shadowburn damage increased by 80%.
    • Incinerate damage increased by 5%.
    • Soul Fire damage increased by 5%.
    • Channel Demonfire damage increased by 10%.
    • Summon Infernal damage increased by 10%.
    • Developer's note: We're increasing the throughput of Destruction after reviewing the performance of Warlock specializations from both internal and external data. In addition, we are considerably increasing the output of Shadowburn to bring it in line with other talent choices on the Destruction tree.

Warrior

  • Pain and Gain now heals for 2% of your max health (was 3.5%).
  • Impending Victory heals you for 20% of your maximum health (was 30%).
  • Protection
    • Developer's note: In The War Within, all character Stamina has been increased by 60% as part of an overall adjustment to the pace of healing gameplay. This increases the relative value of abilities that heal a percentage of a character’s maximum health. Many of these ability changes are to counteract that relative change. For instance, the percentage health that Frenzied Regeneration restores has been reduced by about a third, but the amount of health it restores has remained the same.
      Warriors are the strongest tank against physical damage, though they can be vulnerable to magic or periodic damage. In this round of changes, we are increasing their damage taken across the board by reducing the power of Defensive Stance. Warriors also have some strong heals that scale with their maximum health, like Indomitable and Impending Victory, so we are reducing the power of those abilities to compensate for the 60% increase to Stamina.
    • Defensive Stance reduces damage taken by 16% (was 20%).
    • Fight Through the Flames causes Defensive Stance to reduce magic damage you take by 6% (was 5%).
    • Into the Fray increases Haste up to 8% (was 10%).
    • Punish reduces damage enemies deal to you by 2% (was 3%).
    • Enduring Alacrity increases Stamina and Armor by 8% (was 10%).
    • Indomitable increases your maximum health by 6% (was 10%) and heals you for 1% of your maximum health per 20 Rage spent (was 10 Rage).
    • Defender's Aegis reduces Shield Wall's cooldown by 60 seconds (was 30 seconds).
    • Impenetrable Wall causes Shield Slam to generate an additional 4 Rage (was 3 rage) and reduces the remaining cooldown of Shield Wall by 6 seconds (was 5 seconds).
    • Disrupting Shout cooldown increased to 90 seconds (was 75 seconds).

Pet Battles

  • Added a gossip to Questzertauren so that players can unlock 3 battle pets from The War Within as well as 3 ultimate battle pet training stones to test the new pet battles.

Player vs. Player

  • The stacking deserter debuff "No-Show" that is applied when leaving a Solo Shuffle or Battleground Blitz match is now applied account wide (was character specific).
  • Classes
    • Druid
      • Rake's damage is no longer reduced by 23% in PvP combat, and is no longer reduced by 40% in PvP combat when used from stealth.
      • Shred's damage from Stealth is no longer reduced by 30% in PvP combat.
      • Ferocious Bite damage is no longer reduced by 25% in PvP combat.
      • Bear Form armor is no longer reduced by 20% in PvP combat.
      • Moonkin Form armor is no longer reduced by 20% in PvP combat.
      • Rip damage is no longer reduced by 18% in PvP combat.
      • Balance
        • Shooting Stars astral power generation is no longer reduced by 50% in PvP combat.
        • Umbral Embrace damage gain is no longer reduced by 40% in PvP combat.
        • Starsurge damage is no longer increased by 20% in PvP combat.
      • Feral
        • Rampant Ferocity damage is no longer reduced by 25% in PvP combat.
        • Feral Frenzy damage is no longer reduced by 14% in PvP combat.
        • Primal Wrath damage is no longer reduced by 9% in PvP combat.
        • Fixed an issue where Ravage (Hero Talent) was reduced by 25% in PvP combat.
      • Restoration
        • Restoration Druid healing is no longer increased by 8% in PvE only.
        • Regrowth's initial healing effect is no longer reduced by 11% in PvP combat, and is instead increased by 25%.
        • Mastery: Harmony is no longer reduced by 15% in PvP combat.
        • Lifebloom healing is no longer reduced by 12% in PvP combat.
    • Mage
      • Arcane
        • New PvP Talent: [Chrono Shift] – Arcane Barrage reduces movement speed by 50% and increases your movement speed by 25%.
        • Aether Attunement damage increase to secondary targets is no longer decreased by 50% in PvP combat.
        • Prodigious Savant's effectiveness is no longer decreased by 20% in PvP combat.
        • Arcane Blast damage is no longer increased by 13% in PvP combat.
      • Fire
        • Unleashed Inferno damage bonus to Flamestrike is no longer reduced by 100% in PvP combat.
        • Fire Blast damage is no longer reduced by 8% in PvP combat.
        • Flame Patch damage is no longer increased by 11% in PvP combat.
        • Pyroblast damage is no longer increased by 12% in PvP combat.
        • Dragon's Breath damage is no longer increased by 16% in PvP combat.
        • Flamestrike damage is no longer increased by 24% in PvP combat.
        • Living Bomb damage is no longer increased by 100% in PvP combat.
      • Frost
        • Glacial Assault damage increase is no longer reduced by 50% in PvP combat.
        • Ice Lance damage is now increased by 95% in PvP combat (was 31%).
        • Splitting Ice now causes Ice Lance to strike a secondary target for 20% of its damage done (was 80%).
        • Glacial Spike damage is no longer decreased by 11% in PvP combat.
        • Ice Nova damage is no longer increased by 8% in PvP combat.
        • Blizzard damage is no longer increased by 9% in PvP combat.
        • Flurry damage is no longer increased by 9% in PvP combat.
    • Monk
      • Mistweaver
        • Ancient Teachings is now increased by 120% in PvP combat (was 150%).
    • Priest
      • Discipline
        • Power Word: Radiance healing is no longer increased by 10% in PvP combat.
    • Warlock
      • Health Funnel's effect is no longer increased by 20% in PvP combat.
      • Affliction
        • Infirmity is no longer reduced by 50% in PvP combat.
        • Siphon Life damage is no longer increased by 20% in PvP combat.
        • Fixed an issue that caused Haunt to deal no damage in PvP combat.
      • Demonology
        • Pact of Ered'ruin's Doom Bolt damage is no longer reduced by 60% in PvP combat.
        • Demonic Strength is now reduced by 25% in PvP combat (was 50%).
        • Dreadbite damage is no longer increased by 10% in PvP combat.
        • Demonbolt damage is no longer increased by 20% in PvP combat.
      • Destruction
        • Conflagrate damage is no longer reduced by 15% in PvP combat.
        • Incinerate damage is no longer reduced by 10% in PvP combat.
        • Immolate damage is no longer reduced by 9% in PvP combat.
        • Shadowburn damage is no longer increased by 10% in PvP combat.
    • Warrior
      • Thunderous Roar damage is no longer reduced by 7% in PvP combat.
      • Shockwave damage is no longer increased by 16% in PvP combat.
      • Armored to the Teeth is no longer increased by 45% in PvP combat.
      • The War Within Warrior Class sets are now 50% effective in PvP combat (was 0%).
      • Arms
        • Arms Warrior damage is no longer decreased by 13% in PvP combat.
        • Arms Warrior auto attack damage is no longer decreased by 15% in PvP combat.
        • Fueled by Violence is no longer reduced by 17% in PvP combat.
        • Deep Wounds damage is no longer reduced by 13% in PvP combat.
        • Cleave damage is no longer reduced by 9% in PvP combat.
        • Overpower damage is no longer increased by 10% in PvP combat.
        • Execute damage is no longer increased by 15% in PvP combat.
        • Test of Might's effectiveness is no longer decreased by 50% in PvP combat.
        • Bloodletting's effectiveness is no longer decreased by 50% in PvP combat.
        • Dreadnaught damage is no longer increased by 30% in PvP combat.
        • Fixed an issue that caused Strength of Arms Overpowers to grant higher Mortal Strike and Cleave damage increase than intended.
      • Fury
        • Bloodbath damage is no longer reduced by 20% in PvP combat.
        • Whirlwind cleave damage is no longer reduced by 9% in PvP combat.
        • Bloodthirst damage is no longer increased by 6% in PvP combat.
        • Annihilator damage is no longer increased by 15% in PvP combat.
        • Dancing Blade's auto-attack speed and damage increase is no longer decreased by 50% in PvP combat.
        • Raging Blow damage is no longer increased by 30% in PvP combat.
      • Protection
        • Rend damage is no longer reduced by 20% in PvP combat.
        • Shield Slam damage is no longer reduced by 20% in PvP combat.
        • Battering Ram's effect is no longer decreased by 50% in PvP combat.


  • Rewards
    • Oppressive Orator's Larynx damage reduced by 70% in PvP combat.
    • Empowering Crystal of Anub'ikkaj secondary stat granted reduced by 50% in PvP combat.
    • Bursting Lightshard damage reduced by 60% in PvP combat.
    • Remnant of Darkness Strength granted reduced by 50% in PvP combat.
    • Burin of the Candle King absorb reduced by 75% in PvP combat.
    • Carved Blazikon Wax Versatility reduced by 50% in PvP combat.
    • Skarmorak Shard Mastery reduced by 50% in PvP combat.
    • Synergistic Brewterializer damage reduced by 60% in PvP combat.
    • Ravenous Honey Buzzer damage reduced by 70% in PvP combat.
    • Cinderbrew Stein -absorb and stats reduced by 50% in PvP combat.
    • Charged Stormrook Plume -damage reduced by 70% in PvP combat.
    • High Speaker's Accretion damage reduced by 80% in PvP combat.
      • Developer's note: In conjunction with the conquest earned update, we wanted to provide additional context on how players will earn their weapons. In 11.0 Season 1, players can earn a set of Conquest weapons suitable to their specialization without having to spend Conquest. Players can pick up the quest, “Weapons of Conquest” either by entering a Rated PvP match or by going to Dornogal to speak with the Conquest Quartermaster, Lalandi. This quest will task them with earning 2500 Conquest, which is achievable on Week 3 of the season. Players can then complete this quest by speaking with Lalandi. She will give you weapons, shields, and off-hands appropriate for your specialization. After completing this quest, players will be able to use Conquest to purchase weapons from Lalandi as normal.
    • Throngus's Finger dodge effect may now trigger from parrying, blocking or dodging attacks (was parry only). Dodge effect duration increased to 20 seconds and increased significantly.
    • Developer's note: Greetings folks! We would like to provide some insight as to how crafting and sockets integrate with PvP.
      • To replace the removal of sockets from the Great Vault, a new item called the Vicious Jeweler's Setting will be purchasable from a vendor at a cost of Honor and Bloodstones. This item will allow you to put a socket on any piece of PvP equipment that is eligible to have a socket, and rings and necklaces can have up to two sockets like the PvE counterpart. Note that the Jewelcrafting version of the socketer is not compatible with PvP equipment. We would like for the journey to full gems on PvP gear to be meaningful but effort-gated rather than time-gated, and intend for the cost to be roughly comparable to the effort required were this still sourced from the Great Vault.
      • Additionally, this item can occasionally drop from end-of-match victory boxes with a much higher chance to drop from certain War Mode activities.
      • Crafted PvP gear is receiving a few updates as well. In Dragonflight Season 2, we added Optional Reagents that allowed you to enhance any piece of crafted Spark equipment with Honor or Conquest item level. This allowed for much greater stat customization and enabled most crafted embellishments to exist as options within the PvP ecosystem. Unfortunately, this came with the downside of being gated by the acquisition of your bi-weekly Crafting Sparks which ultimately slowed down the ability to acquire and use this gear and proved to be an obstacle in gearing simultaneously for PvP and PvE content. Finally, the seasonal nature of our starter PvP gear resulted in a flood of largely duplicate recipes.
      • In The War Within, we're working to smooth out these rough edges through the following changes:
        • Crafted PvP recipes will now be primarily sourced through a vendor at a heavy cost of Honor. These recipes will continue to drop from victory boxes, but at a much lower rate.
        • Regardless of how you acquire them, the recipes are not Bind on Pickup and can be sold or traded to other players.
        • These recipes are evergreen for the expansion, and you will not need to collect a full suite of recipes season over season.
        • What was previously optional reagents are now required reagents that function similarly to the spark. You can purchase these with Honor and Conquest just as before, and each recipe will require a quantity equivalent in cost to what the vendor offers for that slot. Essentially, if you have the currency, you can choose to craft PvP gear.
        • The "Starter" set of crafted PvP gear will remain BoE and the reagent used to craft it will drop in high quantities from victory boxes and is also tradeable. You will be able to purchase this reagent with honor as well, though at a slightly higher cost to Honor gear due to its tradability.
        • When we enter a new season, this set of reagents will no longer be obtainable and a new set with updated item levels will take their place. As usual, you can Recraft these to higher item levels once you acquire the reagents necessary.
    • Fixed an issue causing Unbound Changeling's secondary stat buff effect to use incorrect scaling.
    • Raid Rewards
      • Treacherous Transmitter has had the following updates:
        • Effect reworked to be triggered on use with a 1 minute cooldown.
          • Developer's note: Completing a random task at random times proved more disruptive than intended. Players may now decide the optimal moment to continue working on their shadowy benefactor's behalf. Nothing bad ever happened from listening to voices in the darkness, so why stop now?
        • Fixed several bugs related to the trigger tasks.
      • Mad Queen's Mandate has had the following updates:
        • Now castable while moving.
        • Periodic healing effect can now critically heal.
        • Fixed an issue preventing the heal effect from triggering when the target was killed by the trinket.
      • Skyterror's Corrosive Organ primary target periodic and splash damage effects may now critically strike.
      • Swarmlord's Authority has had the following updates:
        • Absorb amount and duration increased; damage decreased.
        • Fixed an issue that could cause the absorb shield to reach unintended values and affect client stability
        • Scarabs now properly grant absorb value if they killed the target.
      • Spymaster's Web's Spying spiders now grant Intellect if the triggering spell killed the target.
      • Key to the Unseeming now grants Haste and Mastery (was Critical Strike and Versatility).
      • Treacherous Transmitter cooldown increased to 1.5 minutes (was 1 minute). Primary stat buff increased accordingly.
  • Professions
    • Blacksmithing
      • Beledar's Bulwark Versatility reduced by 50% in PvP combat.
      • Sanctified Steps damage reduced by 50% in PvP combat.
    • Jewelcrafting
      • Captured Starlight absorption effect reduced by 80% in PvP combat.
    • Leatherworking
      • Waders of the Unifying Flame secondary stat bonus reduced by 50% in PvP combat.
      • Adrenal Surge Clasp Strength reduced by 50% in PvP combat.
      • Fury of the Storm Rook (Leather set bonus) Haste reduced by 50% in PvP combat.
      • Sanctified Torchbearer's Grips damage reduced by 50% in PvP combat.
      • Embrace of the Cinderbee (Mail Set bonus) secondary stat bonus reduced by 50% in PvP combat.
    • Tailoring
      • Woven Dawn Set (Set bonus) Mastery reduced by 50% in PvP combat.
      • Woven Dusk Set (Set bonus) Haste reduced by 50% in PvP combat.

Progessions

  • Alchemy
    • Alchemy is in a near-complete state, beyond some polish and tuning work that will likely happen in broad strokes across all professions. Most, if not all recipes should be able to be crafted and utilized, and the specialization tree should be largely reflective of the final experience; all subject to feedback of course. Your good friend Instructaur and his cohort can supply you with the training and materials needed to experiment, and the items you make should be functional and ready for testing. Some additional notes:
      • Phials have been rebranded to be profession effects only, retaining the 30m extendable duration. Flasks make a return with 1h durations!
        • As a quality of life bonus, you can now have phials and flasks active at the same time.
      • Experimentation has been carried forward from Dragonflight but with some adjustments in effort to mitigate frustration while keeping with the theme.
        • You now select which herb to experiment with, and can only discover recipes that utilize that particular herb.
        • Experimentation now has two forms: A repeatable version that you can do with short lockouts (which can be bypassed with Formulated Courage), and a time-gated one that boasts a much higher chance at recipe discoveries.
      • Transmutation has been significantly expanded with a system called Thaumaturgy. This is a side component of Alchemy that boasts extra complexity which allows you to regularly transmute a variety of reagents found on Khaz Algar into other forms. While this process is highly destructive, specializations and clever choices in your inputs will ultimately bring you closer to transmuting Blasphemite, the elusive and highly coveted meta gem that is sure to catch the eye of aspiring Jewelcrafting entrepreneurs. Please take a look at the Thaumaturgy specialization tab and experiment with this feature with and without specializations and let us know how it feels!
      • Specializations now focus heavily on the herbs of Khaz Algar, so it is wise to evaluate the recipe list to determine which recipes appeal to you the most. Specializations for all herbs on a recipe contribute to the final rolls associated with them.
        • As a reminder, recipe difficulty tuning will happen in a later pass but you can nonetheless engage with this mechanic to observe their impact on crafts.
  • Blacksmithing
    • Specializations are in and ready for players to dissect!
      • Developer's note: While the hookups aren't fully implemented, I'm hoping the Everburning Forge Specialization catches player's attention as a way to inject a helping of profession stats deterministically.
  • Enchanting
    • In this Alpha build, Enchanting has been enabled and can be trained by Professor Instructaur in Orgrimmar and Stormwind. Dragonflight enchantments worked well to provide players with choices and customization, so many of the available options will look familiar in The War Within. There is a new host of weapon enchants available, as well as the new Cursed ring enchants as selectable options. Weapon Oils have also made a return, and Enchanting has an additional set of fun consumables to market to other players!
    • The vast majority of the enchants have been implemented, but some of them are still in progress.
      • Developer's note: None of the enchants have been tuned yet, a baseline tuning will be done in the near future.
    • Some of the specializations include:
      • Designated Disenchanter
        • Master your fundamental disenchanting rituals, maximizing the quality of reagents you create when destroying items. You will gain +1 Skill per point in this Specialization when disenchanting.
      • Supplementary Shattering
        • Learn the art of shattering the magical essences of Khaz Algar, temporarily empowering your Resourcefulness, Multicraft, and Ingenuity. Additionally, your studies will grant you +1 Ingenuity per point in this Specialization.
  • Engineering
    • With this week's build, Engineering has been enabled on Professor Instructaur. Although the profession is not entirely complete, a majority of the items should be in and ready for testing and feedback. Items with clear use or equip text present should be fully implemented.
    • Engineering's recipe lineup is similar to Dragonflight. Single-stat, full-budget Goggles and Bracers are available to be crafted, with Goggles exclusive to Engineers and Bracers usable by everyone. Both items possess a Tinker socket which can take any of the new Tinkers added in The War Within. Additionally, popular tinkers from Dragonflight have a “Refurbished” variant you may discover with specializations which interact with Algari optional reagents. Of course, a variety of consumables and toys also await, several of which may be particularly appealing to raiders.
    • Potion Bombs are a selection of new items that possess the power budget and share the cooldown of ordinary combat potions and can be used anywhere that potions are allowed. When thrown, they deal a small amount of damage split between all enemies caught in the blast but more importantly provide a small buff to up to 5 allies also caught in the blast. The potency of this buff is the budget of the potion divided by 5 – even if fewer than 5 targets are hit. This is intended to be a considerable potion option for support-oriented players, or those who feel their personal potion for the fight is less impactful than a boost distributed between their allies.
    • Finally, there is a new recipe acquisition system for Engineering recipes for this expansion called “Inventing” from which most new recipes will be sourced from. When engaging with your profession, there are opportunities to receive or invent a Prototype item. A prototype is a unique, low-quality, consumable version of almost every on-use recipe you can acquire. You have the option to Use this prototype and attempt to learn the recipe (in true engineering fashion, it has a chance to backfire and leave you extra crispy), or you can disassemble it to acquire Hastily Scrawled Notes. Collect enough of these notes, and you will be presented with a choice UI to pick from 2 (or 3 if specialized) schematics from all of the War Within schematics you have yet to discover. As not all items can be prototyped, some are only sourced through notes, such as combat or profession equipment. Ultimately the goal is to reward engineers for engaging regularly with their profession and provide the player with the agency to make decisions about the recipes they pursue as early as possible. Eventually, once all schematics are known, you can continue to collect Warbound notes to expedite this process on your alts. We are excited to see how this system plays out and would love to hear your feedback!
  • Fishing
    • In this alpha build, the waters around Khaz Algar are populated with a single fish while we worked out a few updates to the ecosystem. However, fellow Anglers will notice a change in their Fishing Journal, namely Fishing Accessories!
    • Your existing Fishing Gear from the past will lose all Fishing stats and converting them to Fishing Accessories will permanently exchange the combat stats for the proper Fishing-related bonuses.
      • Developer's note: We're strictly looking out for any friction with this conversion, items we might have missed, or critical issues to fix before this is fully live.
  • Herbalism
    • In this Alpha build, Herbalism has been enabled and can be trained by Professor Instructaur in Orgrimmar and Stormwind. Specializations for herbalism have been fully implemented, and in addition to some of the fan favorites, we also have some new abilities and bonuses that you can specialize into. Finally, herbs are growing all over the Isle of Dorn, including ones that have been affected by the magics present on Khaz Algar. As always, we appreciate your time and feedback!
    • The base idea behind Herbalism specializations in The War Within is the same as Dragonflight, but there have been changes and additions to some of the bonuses.
      • The Botany specialization now has a Mulching sub-specialization, which allows you to make potent magical mulch and learn to utilize your Green Thumb.
        • Mulching allows you to consume some of the common herb, Mycobloom, to make a consumable Mulch that gives you a large Finesse bonus to the next herb you gather.
        • Green Thumb, also learned from the Mulching tree, is an activatable cooldown that doubles the amount of herbs you receive from the next herb you gather.
  • Jewelcrafting
    • Dragonflight Jewelcrafters will feel right at home with the updates in War Within! A familiar lineup of recipes await your discovery, but with a variety of new cantrips and an updated set of gems. We felt that Jewelcrafting's structure, particularly its vast array of gem choices, fit well under the new profession system and wanted bring that with us into the new expansion.
    • Item quality has been removed from raw gems and there is only one tier instead of two. Enjoy the reclaimed inventory space! The same lineup of gem options and their associated stats has been carried forward. For reference:
      • Amber: Stamina
      • Emerald: Haste
      • Onyx: Mastery
      • Ruby: Critical Strike
      • Sapphire: Versatility
      • Weighted hybrid combinations of all of the above!
    • Ordinary hybrid gem cuts are now entirely sourced through Specializations rather than distributed across various parts of the game, in any order you choose. Knowing your customers and the gaps in the market is critical for maximizing your profits – but eventually all invested Jewelcrafters will be able to acquire all of the gems as usual.
  • Leatherworking
    • Leatherworkers, your profession is available to be trained by Professor Instructaur in Orgrimmar and Stormwind! The general structure of Leatherworking remains the same as in Dragonflight, crafting a variety of armor pieces for both Leather and Mail wearers. Leatherworkers will also find that they have a new market in reagents with the ability to craft Weapon Grip Wraps and Armor Banding that is used in the high-level crafts of other Professions. We've also removed the specialization that granted general Skill across the board, so it should be clearer what specializations you need to focus on if you want to get max quality with a particular recipe.
    • The majority of the recipes are implemented, but a couple of the embellished pieces aren't implemented. Please look for them to be fully functional in the near future!
      • Developer's note: None of the effects have been tuned yet. Values related to stats bonuses, damage, or healing are very likely to change as the Alpha moves forward.
    • The majority of specializations are implemented as well, except for a couple of sub-specializations within the Learned Leatherworker tree. Some of the specializations include:
      • Learned Leatherworker
        • Master your Leatherworking fundamentals to increase your reagent efficiency, ability to Concentrate, general stitchwork, and production process.
          • This specialization tree is all about increasing your secondary crafting stats and increasing the efficacy of their effects.
      • Flawless Fortes
        • Master the techniques of Khaz Algar to craft specialty items beyond that of standard armor.
          • This specialization tree focuses on improving your crafting capabilities for embellished armor pieces, reagents, armor kits, and profession gear.