Greetings, ladies and gentlemen!
All this week, Blizzard released information regarding class changes coming to World of Warcraft with the release of the Legion expansion. Now, these were only previews of what is to come, but there were plenty of details laid out for how the classes will improve, or change, when the big expansion update hits. In this mini-series of posts, I will do an overview of each class preview and occasionally provide my thoughts on what has been changed or added.
Note: Do keep in mind that the information that follows is only a glimpse at the capabilities of the classes in Legion. All information is subject to change.
In Legion, the World of Warcraft developers seek to strengthen the identities of the game’s 11 classes. To do this, they are putting a lot of focus on the “core fantasy” of each class and their respective specializations. This will mean that some specs will only be streamlined, some specs will be modified to emphasize their unique themes, and other specs will be redesigned to gain an identity that previously didn’t exist or was missing. The intention is to ensure that each spec has an identity, as well as fills a unique aspect of a classes core themes. For today’s post, I shall cover the Hunter, Priest, Mage and Paladin.
We will start with the Hunter class, World of Warcraft’s resident archer and master of beasts, and once the primary class of my buddy, Groupy. For a long time, the WoW developers have struggled to make each of the Hunter specializations feel unique. All through Warlords of Draenor (and likely all of MoP), selecting a specialization had little effect on how a player utilized their Hunter. This was due to the real meat of a character’s unique options were found within the Talents, and not the specialization itself. In Legion, the developers have worked to grant each specialization a unique identity that will drastically alter how player’s use their character.
Overall, the Beast Mastery specialization has not changed too drastically, but it has received a few changes and additions to emphasize the bond the Hunter has with the wild.
- Dire Beast
The most compelling addition to this specialization is the Dire Beast ability. It allows the Hunter to call a wild beast once every 10 seconds to attack an enemy for 8 seconds. This will act as the Beast Master Hunter’s primary method for recovering Focus, because each successful attack by the Dire Beast will generate Focus. Additionally, the creature that is called forth will be native to the zone where the ability was used.
- Wild Call
This passive supplements the Dire Beast ability by giving Hunters an opportunity to use it more frequently. Through Wild Call, all critical strikes have a 30% chance to reset the cooldown of Dire Beast. This creates the potential for Hunters to have multiple Dire Beasts active at one time. Due to the innate 8 second duration of the ability, the potential number could still be fairly low. However, if players were able to acquire a talent or glyph to either increase the base duration of Dire Beasts or cause the duration of active Dire Beasts to reset, then Beast Mastery Hunters could possibly call forth an army of little beasties.
- Mastery: Master of Beasts
I’m pretty sure this bonus remains unchanged from Warlords of Draenor. While it fits the Beast Mastery spec, it’s really boring. The damage done by Hunter pets is increased by 45% (based on relevant gear).
- Talent: Way of the Cobra
This passive allows Hunters to take advantage of the potential army of beasts they can summon. The damage done by Cobra Shot is increased by 5% for each active pet or guardian. This could be a nice little bonus when Beast Master’s figure out how to best maximize their Dire Beast ability.
Survival is the one specialization to receive the most significant changes to its design. While it has been a rather awkward ranged spec for multiple expansions, it has been revamped to deal damage from melee range. It is unlikely that Hunters lose complete access to the baseline ranged abilities, but they certainly do not gain access to more through this specialization.
Through this change, the WoW developers have used multiple resurrection scrolls on the long dead or forgotten melee abilities that once existed in the Hunter spellbook. Though, the functionality that they once had has been changed to fit the baseline rotation of the new Survival Hunter. Let us review.
The baseline gap-closer for the Survival Hunter. A harpoon is hurled at an enemy, then the Hunter pulls herself to it and roots it in place for 3 seconds. There isn’t anything too spectacular about this idea. Gap closers are common amongst melee classes in MMORPGs. However, I heard that a WoW developer said this was meant to function like Death Grip. That clearly is no longer the case, if it ever was.
- Raptor Strike
This ability is back from the dead and fills the role of a core Focus-consuming melee attack.
- Mongoose Bite
The redesigned Mongoose Bite will act as a Survival Hunter’s main damaging ability. This ability is an instant melee attack on a 10 second recharge that possessing 3 charges by default. While it does strong physical damage innately, consecutive uses of Mongoose Bite within 3.5 seconds will increase the damage done by 50% and reset the duration of the damage buff, stacking up to 6 times. There will be numerous ways for Hunters to replenish Mongoose Bite charges.
- Flanking Strike
An interesting attack that causes the Hunter and its pet to attack simultaneously. The damage and threat of the pet is increased by 50% if the targeted enemy is attacking the Hunter. Otherwise, the damage of the Hunter will be 50% stronger. In the preview, this ability had a nearly identical description as Beast Mastery’s Kill Command, but it was later changed for clarity.
- Wing Clip
The once lost melee snare makes its return as part of the new Survival Hunter’s arsenal.
- Mastery: Hunting Companion
The effect of this mastery has changed drastically to match the new design of the Survival Hunter. The pet’s attacks have a 20% chance (based on relevant gear with Mastery) to grant the Hunter an additional charge of Mongoose Bite.
- Talent: Snake Hunter
This talent gives the Survival Hunter access to an instant ability on a 1 minute cooldown. Snake Hunter grants the Hunter 3 charges of Mongoose Bite. Something tells me that the WoW developers really want Survival Hunters to spam the bajeesuz out of Mongoose Bite.
One last note about the Survival Hunter: there will be no method for quickly recovering Focus in this specializations core kit of abilities. The idea is that players will simply pool it up as they are using Mongoose Bite, which costs no Focus.
To a certain extent, Marksman Hunters remain virtually the same. In Legion, there is much more focus on this specialization being the pure ranged physical DPS spec. One of the changes that was done to cement this ideal was by granting Marksman Hunters the Lone Wolf passive by default. That’s right! Marksman Hunters will be running solo. However, does that necessarily mean they won’t have an option to get the pet back if someone wants it? You’ll have to find out elsewhere. I don’t have that information here.
- Arcane Shot
This ability will be used as the Marksman Hunter’s primary source of Focus recovery. It’s an instant, 40 yard range attack that deals moderate Arcane damage.
- Seek Vulnerabilities
This passive causes enemies struck with Arcane Shot or Multi-Shot to be afflicted with another ability once lost to the Nether, Hunter’s Mark.
- Marked Shot
This is a new ability available to the Marksman Hunter that fires multiple shots at three nearby enemies that are afflicted with the Hunter’s Mark. It’s a channeled ability that deals strong physical damage, but can be used while moving. Additionally, each shot from this ability snares enemies for 15% and increases damage received from Aimed Shot by 25% for 10 seconds, stacking up to 3 times.
- Mastery: Sniper Training
The Marksman Hunter mastery increases the critical strike damage and range of all shots by 12.5% (based on relevant gear with Mastery). For those of you wondering; no, you don’t have to be sitting still to benefit from these effects any longer.
- Talent: Lock and Load
A few effects from the former ranged Survival spec have been moved to the purely ranged Marksman Hunter spec. Through this talent, Aimed Shot gains an explosive charge which causes additional strong Fire damage to the designated target and any enemy close by. Also, ranged auto attacks have a small chance to trigger “Lock and Load”, which causes the next 2 Aimed Shots to be instant and require no Focus. A little bit of old Survival nostalgia to be had there.
The next class that was previewed was the Priest class. This class has always had a really strong identity, and each spec has fulfilled a different aspect of the “core fantasy” very well over the years. While the overall themes of each specialization remain unchanged, for the most part, the gameplay has been modified to better suit the needs of the next expansion, and to streamline play overall.
For the Holy specialization, the biggest change that has been made is the removal of the Chakra mechanic. The preview states that it was often too “cumbersome, requiring additional setup to optimally use most spells” and that it was too restrictive. It didn’t allow Holy Priests to smoothly transition between single-target and group healing. The developers hope to alleviate these issues through the introduction of the Holy Word system.
- Holy Word: Serenity
This new Holy Word spell is an instant cast, single-target healing ability on a 1 minute cooldown that restores a massive amount of health.
- Holy Word: Sanctify
This new Holy Word spell is another instant cast healing ability on a 1 minute cooldown, except that it is a ground-targeted area of effect spell that provides healing to 6 friendly players within 10 yards.
The most important facet of the modified Holy Priest toolkit is this passive. When a Priest casts one of their relevant healing (or damage) abilities, the cooldown of a relevant Holy Word spell will be reduced by 6 seconds. It is a fairly simple system. The single target spells, Flash Heal and Heal, are tied to Holy Word: Serenity. The group healing spells, Prayer of Healing and Prayer of Mending, are tied to Holy Word: Sanctify. Lastly, the Holy Priest’s damage spells, Smite and Holy Fire, affect the cooldown of Holy Word: Chastise.
- Mastery: Echo of Light
The Holy mastery is mostly unchanged, causing direct healing spells to restore an additional 25% (based on relevant gear with Mastery) over 6 seconds.
- Talent: Apotheosis
This talent grants Holy Priests access to an instant cast personal buff on a 3 minute cooldown. The effects of Serendipity are increased by 200% (i.e., tripled) for 30 seconds. This would likely come in handy in situations where clutch healing is needed.
The Shadow specialization has received some changes to streamline the baseline rotation, as well as create new gameplay options. The first big change is the removal of Shadow Orbs in place of a resource called Insanity. This resource is tied to a few new mechanics that enhance the theme that Shadow Priests warp the minds of their foes.
This passive is the core component of the new Insanity resource. Upon reaching 100 Insanity, Shadowform will become Voidform, transforming the Priest’s Mind spells into Void spells, and increasing all Shadow damage by 30%. That may sound like a lot — but there’s more. Every second the Priest will gain 2% Haste. Voidform will constantly drain Insanity, draining faster as time goes on. Once the Priest’s Insanity has been fully depleted, Voidform will end. The Haste buff will persist for 20 seconds after Voidform ends.
- Mastery: Madness
The Shadow Priest mastery is only mildly changed from its Warlords of Draenor incarnation. The damage and and Insanity generation of Mind Blast, Shadow Word: Pain, Vampiric Touch, and Shadow Word: Death are increased by 20% (based on relevant gear with Mastery). The later portions of the Legion expansion should see some interesting plays made by Shadow Priests, such as a nearly endless Voidform. Maybe?
- Talent: Oblivion
This talent gives Shadow Priests access to an instant cast ability on a 2 minute cooldown. Oblivion instantly generates 100 Insanity. Nearly endless Voidform, anyone?
Of the Priest’s three specializations, it is in Discipline that players will find the most significant change. No longer can Discipline be called a pure healing class, nor will it dominate the healing game through the abundance of damage absorption shields. Instead, Discipline Priests must learn to balance their natural affinity to support their allies and their newfound capacity to bring harm to their foes so that they serve the same purpose.
At the core of the Discipline Priest’s new gameplay is the Atonement buff that can be applied by their Plea, Power Word: Shield, and Shadow Mend abilities. While affected by Atonement, any damage dealt by the Discipline Priest will heal each Atoned allied for 50% of the damage done. Atonement lasts 15 seconds.
- Mind Blast
While not a new ability, under the Discipline specialization Mind Blast has no cooldown. Instead, it functions similarly to Smite and has the same cast time, but it costs significantly more Mana and deals more damage. So, this would likely be how Discipline Priests will decide how much healing they need to dish out with Atonement. Smite for efficient healing, and Mind Blast for massive bursty healing.
The other damage tool that Discipline has comes in the form of Penance. It is now a purely offensive channeled spell that deals damage over 2 seconds and has a 9 second cooldown.
This passive gives the Discipline Priest some options for switching their rotation up on occasion. Smite and Mind Blast have a 30% chance to reset the cooldown of Penance.
- Mastery: Absolution
The Discipline mastery has been altered from its Warlords of Draenor incarnation to match the new playstyle of the spec. The healing transferred through the Atonement buff is increased by 28% (based on relevant gear with Mastery).
- Talent: Grace
This is an interesting talent option to provide Discipline Priests with an interesting method for supporting their allies in a more traditional manner. Grace increases the effectiveness of non-Atonement healing and absorption by 30% on allies affected by Atonement.
The Mage class overall seems to be in a pretty good place. Each spec has well defined themes, and they each offer unique playstyles that suit those themes. There aren’t any drastic changes listed in the previews. However, each spec has had their baseline rotations and toolkits streamlined for better and easier play.
As stated before, not too much has changed with the Arcane Mage. They still utilize Arcane Charges to empower their various damage spells, but this mechanic has been turned into an additional resource that will sit beneath the Mana bar. This was done so that Arcane Mages could keep better track of this mechanic. Their baseline skills haven’t changed too much, but their rotation may have been tweaked a bit.
- Arcane Blast
The standard Arcane damage spell and Arcane Charge generator. Arcane Blast deals moderate Arcane damage that is increased by 50% per Arcane Charge, but its mana cost is also increased by 100% per Arcane Charge. This will be the spell Arcane Mages will be spamming a lot to build up to using Arcane Barrage.
- Arcane Missiles
This spell will come into play in between Arcane Blast casts. It volleys 5 waves of arcane missiles into the face of an enemy over 2 seconds. Its damage is increased by 50% per Arcane Charge. Arcane Missiles is NOT active at all times, though. There is a chance to activate it by using other damaging spells.
- Arcane Barrage
This spell is the Arcane Mage’s primary Arcane Charge consuming ability. It deals arcane damage to an enemy that is increased by 50% per Arcane Charge. Arcane Barrage will also deal damage to 1 additional enemy per Arcane Charge for 50% of the damage done to the primary target. SO MUCH DAMAGE!
- Mastery: Savant
The new Arcane mastery no longer requires the Mage to dance around with their Mana pool. Instead, Savant increases the Arcane Mages mana regeneration and maximum mana pool by 20% (based on relevant gear with Mastery). It also increases the damage bonus granted per Arcane Charge by an additional 10% (based on relevant gear with Mastery).
- Talent: Quickening
This talent allows Arcane Blast and Arcane Missiles to grant the Mage a stacking 2% Haste buff for 6 seconds. However, the effect is cancelled once Arcane Barrage is cast. This doesn’t sound very good to me. To have the two spells that actually benefit from Haste build up the effect only to lose it from using the one spell that doesn’t benefit from Haste just seems counterintuitive to me.
While Arcane has received some fairly decent tweaks, Fire remains firmly intact. The changes that have been made to Fire is to streamline the baseline rotation and give Mages more options to use the spells they want.
- Hot Streak
This passive allows Fire Mages to occasionally unleash some quick Pyroblasts and Flamestrikes. Landing 2 consecutive critical strikes from direct damage abilities causes the next Pyroblast or Flamestrike to be instant cast, and deal double the Ignite damage.
The primary damage cooldown of the Fire Mage is Combustion. Every 2 minutes, the Mage can increase its critical strike chance by 100% for 10 seconds. Also, the Mage receives Mastery equivalent to its critical strike stat. This would allow Fire Mages to just melt faces when combined with Hot Streak. No wonder Frank (from Hotel Transylvania) is afraid of fire.
- Mastery: Ignite
The mastery for Fire Mages causes enemies struck by Fireball, Inferno Blast, Scorch, Pyroblast, and Flamestrike to burn for an additional 30% (based on relevant gear with Mastery) over 9 seconds. Additional applications of Ignite will be added to whatever is remaining of the previous applications. Lastly, the ignite effect may spread to a nearby enemy every 2 seconds. Fire Mages are going to BURN THE WORLD!
- Talent: Cinderstorm
This talent gives the Mage access to a fire spell that deals damage in an area. Once every 8 seconds, the Mage will be able to send out 6 cinders that travel in an arc dealing damage to enemies that cross their path.
Just like the Fire Mage, not a great deal has changed with the Frost Mage. You’ll be able to Netflix and Chill just like you’ve been doing throughout Warlords of Draenor. However, there is a small change that Frost Mages will notice. Frostfire Bolt has been removed from the game. Fear not, though, for you have been compensated for your loss. Frozen Orb is now part of Frost’s baseline toolkit.
- Frozen Orb
The new addition to the Frost Mage’s baseline toolkit is an instant cast spell on a 1 minute cooldown. The Mage launches an orb of frost that travels forward for 10 seconds. It will deal frost damage to nearby enemies every second, and slow them for 2 seconds.
- Brain Freeze
This passive supplements the Frozen Orb ability a bit by granting Frostbolt a chance to reset its cooldown. I wonder how often a Frost Mage can encounter this proc in a short span of time.
- Mastery: Icicles
The Frost mastery is a fairly complex bonus that takes some explaining. First, the easy part, the damage done by the Frost Mage’s Water Elemental is increased by 45% (based on relevant gear with Mastery). Next, the hard part, dealing damage with Frostbolt generates an Icicle that stores 45% (based on relevant gear with Mastery) of the damage done with the Mage for 30 seconds. The Mage can store up to 5 Icicles at one time, and excess Icicles that are generated will automatically be fired. Using Ice Lance will cause stored Icicles to start firing at the target.
- Talent: Glacial Spikes
This talent grants the Mage access to an ability with a 3 second cast time that requires 5 Icicles to cast. The unfortunate target of this ability suffers massive Frost damage from a large glacial spike, plus the damage from the stored Icicles, and is frozen in place for 4 seconds. Additionally, Ice Lance will no longer cause the stored Icicles to start firing.
The last class we will cover today will be the holy warrior, the defender of the innocent, the vengeful crusader — the Paladin. This was my main class back when I played. I have seen this class change so much since the Vanilla days. I never did get too invested in tanking or healing, my main roles when I played City of Heroes, but I played the crap out of Retribution. Let’s see what has changed.
The WoW developers came up with an interesting plan to modify the playstyle of the Holy Paladin. They have added a couple new tools, and brought back Auras into their repertoire through Talents. The developers want this specialization to make use of proximity to the allies they heal. This will require the Holy Paladin to move into near-melee range to maximize their healing. Holy Paladin’s also no longer utilize Holy Power. Let’s review some of the tools.
- Holy Light, Flash of Light, Holy Shock, and Beacon of Light
These four abilities that make up the core of a Holy Paladin’s toolkit are unchanged from what players are used to from Warlords of Draenor.
- Light of the Martyr
This instant cast spell provides healing to a single target, but causes the Paladin to sacrifice a portion of its own health. I’m not entirely sure what benefit this ability serves Paladins or their team, but it exists.
- Light of Dawn
This ability that once required Holy Power has been returned to its former glory as a mid-range heal in a cone. It has a 1.5 second cast time, and is on a 12 second cooldown. Given the new gameplay strategy of this spec, having a directional healing spell doesn’t work anywhere near as well as a PBAoE (point-blank area of effect). I believe that is what Light of Dawn is in Warlord of Draenor now. Right?
- Mastery: Lightbringer
The Holy Paladin’s new mastery is the only core component that is designed around the spec’s new gameplay strategy. Proximity to the target of your healing spells increases their effectiveness up to an additional 30% (based on relevant gear with Mastery). Good luck taking a few seconds to jog to your near-death Tank from 40 yards away when you could simply take 1.5 seconds to cast Flash of Light…
- Talent: Beacon of the Lightbringer
This new talent works in conjunction with the Holy Paladin’s new mastery. The maximum healing bonus provided by Lightbringer is increased by 24%. Also, healing a target near the Beacon of Light may also apply the benefit from the Lightbringer bonus, depending on who the target is closest to. This talent choice will alleviate the problems that I foresee with the new mastery. Though, unless the other choices are just as useful, this one talent will be 100% mandatory.
The Protection Paladin has been modified slightly to allow for greater control over its abilities. The first step taken to achieve this was the removal of Holy Power, just like with the Holy Paladin. The abilities that once consumed Holy Power have been granted cooldowns for better interaction with the Protection specializations other abilities. Another change that has taken place is the removal of Crusader Strike so that Hammer of the Righteous can take center stage. Let’s review some of the changes.
- Shield of the Righteous
This instant melee-range shield attack will be the Paladin’s primary form of damage mitigation. It deals a large amount of damage and reduces incoming damage by 25% for 4.5 seconds. The most important change that has been made to this ability is that it now possesses 3 charges that recharge every 12 seconds. This may seem like an ability you might want to spam, but that would certainly be a waste of an all too important defense buff.
- Light of the Protector
The next important tool in a Protection Paladin’s toolkit is this instant personal heal on a 15 second cooldown. This ability restores health to the Paladin equivalent to 50% of any missing health. The best tanks will learn when to properly use this ability. Use it too early and it will heal for close to nothing, but use it when close to death and it will give the healers enough time to top off the Paladin.
This passive allows auto-attack critical strikes to generate another charge of Shield of the Righteous.
- Hammer of the Righteous
This instant melee-range weapon strike will act as the Paladin’s primary “spammable”. It has been changes to possess 2 charges that recharge every 3 seconds. It will deal physical damage to the Paladin’s designated target. The holy damage area of effect attack that is common to Hammer of the Righteous has been limited to an odd requirement. The Hammer will deal holy damage to all enemies within 8-yards while the Paladin stands in their Consecration. So, all Protection Paladin’s, regardless if they are fighting one target or multiple, will likely want to keep Consecration active at all times to benefit from the bonus Holy damage.
- Mastery: Divine Bulwark
To bolster the defensive might of the Protection Paladin, this mastery increases the damage reduction gained from Shield of the Righteous by 10% (based on relevant gear with Mastery). Additionally, the Paladin’s chance to block, and attack power… for reasons, are increased by 20% (based on relevant gear with Mastery).
- Talent: Blessed Hammer
This ability addition has been a long time coming for World of Warcraft. I’m absolutely surprised it wasn’t added AGES ago. Replacing Hammer of the Righteous, the Paladin will call forth a divine hammer that spirals outward, dealing Holy damage to any enemy that it comes into contact with. Just like Hammer of the Righteous, this ability is instant, and possesses 2 charges that recharge every 3 seconds. This will likely be a more reliable, and fun, active AoE threat generator than Hammer of the Righteous. That’s mostly due to not requiring Consecration to deal AoE damage.
We finish our “review” of the Paladin, and bring this post to a close, with my preferred specialization, Retribution. This spec retains the use of Holy Power, because it is apparently too hard to make a resource that isn’t Mana or a cooldown work for specializations that don’t fill the DPS role. Then again, aren’t Warriors still using Rage, and Death Knights using Runes AND Runic Power? The biggest change that has been made to the specialization was to reduce the number of long-range abilities and emphasize the Holy (melee) Warrior theme. The Retribution spec is also not subject to 87 different procs at one time (for now).
- Blade of Justice
The Paladin’s newest ability that strikes a foe within 12-yards, dealing Holy damage and generating 2 Holy Power. Crusader Strike still exists as the primary Holy Power generator, but Blade of Justice was added to shorten the Paladin’s reach of its much bigger attacks.
While I did not mention it, the Protection Paladin does have access to Judgment, but the variant available to Retribution is more interesting. This ability is still an instant, 30-yard range attack that deals Holy damage, but it is on a 12 second cooldown. Twice as long as the variant available to Protection. Retribution also gains the benefit of a debuff applied to the damaged target that increases the damage of abilities that generate and consume Holy Power by 30% for 6 seconds. While this is one of the Paladin’s primary damage abilities, players may need to be more precise when deciding to maximize their damage.
This passive grants Crusader Strike and Blade of Justice a 20% chance to generate an additional Holy Power. Stack
those combo pointsthat Holy Power!
- Mastery: Hand of Light
As much as I like the idea of dealing more damage, sometimes the WoW developers can come up with really boring ways of providing that to their players. Retribution’s mastery causes Crusader Strike, Blade of Justice, Divine Storm, and Templar’s Verdict to deal 45% (based on relevant gear with Mastery) additional Holy damage. At least the Retribution mastery is better than the garbage that Frost and Unholy Death Knight’s are stuck with for yet another expansion.
- Talent: Lothar’s Might
If you have played Heroes of the Storm at all, then you are likely to recognize the functionality of this ability. Lothar’s Might is a 30-yard range, ground-targeted ability that causes the Paladin to throw a holy blade into the ground. If the ability is reactivated, the Paladin will teleport to the location of the sword and deal Holy damage to nearby enemies. Does it sound familiar? If it isn’t, this is an ability used by Tyrael, a well-known character in Diablo lore, in Blizzard’s own MOBA, Heroes of the Storm. As cool as this ability is, one must ask the question: is this the only form of mobility that Retribution Paladin’s are offered?
What do you think of the direction these classes are taking? Are you looking forward to Legion? Do you remain unpersuaded to play WoW? Join the discussion below.
You can find “Legion Class Previews Reviewed (Part 2)” right here. It covers the Warlock, Death Knight, Shaman, and Warrior.
You can find “Legion Class Previews Reviewed (Part 3)” right here. It covers the Monk, Druid, and Rogue.
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War Fist out.