Patch Notes October 15, 2026 - World of Warcraft Forever - Beta
The October 15 beta update to World of Warcraft Forever, read through a few weeks before the November 4 launch. Racial abilities are reworked, mostly as easings, the Paladin takes a stack of nerfs, the Druid keeps its energy between forms, and Horde players are no longer welcome in Dalaran.
The beta update dropped on October 15 with a long change list and I read all of it. Racial abilities are the headline: several races get reworked, and from what I have seen most of it is easings, with the Undead taking a clear cut. Underneath that every class gets a pass, the Paladin comes off worst, the Druid gets to keep its energy between forms, and Horde players are now attacked on sight in Dalaran. The game launches on November 4, so this is likely close to the shape it ships in.
Tauren and Skyborn
The first two racial passes.
- Tauren stamina now grants 2% critical damage and healing, instead of 1% hit chance.
- Running on the plains adds 3% riding speed, and it stacks with every other riding speed bonus. It now needs only minimal movement to keep the effect up, so short steps are enough.
- Cultivation is down to 15 minutes from 60. This is the ability that gives two items when you gather, and it is the reason I want to roll a Tauren and collect things.
- Battle Stomp is a 90 second area stun, from 2 minutes. A mace specialization was swapped out for a 2% critical damage and healing bonus, as I read it.
- Treasure Hunt now gives a chance at extra items. It is basically a loot bonus.
- The Skyborn speed bonus goes from 1% to 3%. Celestial Vision can now be used while moving, and the minimum duration is 30 seconds. Airwalk's cooldown drops to 90 seconds.
- Elemental Convergence spawns and force lines are up in most zones. Standing on a line gives a 10 minute buff and off it you get 30 seconds.
Orc, Undead, Dwarf, Night Elf and Troll
The rest of the racial changes, mostly easings and a few nerfs.
- Orcs lose their axe specialization for a 1% critical strike chance, and the Blood Rage cooldown goes from 2 minutes to 3. Sword Mastery became a 2% critical strike chance, which looks too strong to me.
- Undead magic damage reduction drops to 5% from 15%. That is a big cut. Touch of the Dead now triggers 30% for casters and 20% for paladins, rogues and warriors, with a 25 second internal cooldown.
- Dwarves get an 8 second buff with no charges, and it works with Power Word: Shield. I could not catch exactly what it does, only that it is good.
- Night Elf movement speed now stacks with other speed bonuses. Add boot enchantments and cat form and I might roll one just to run fast. Their shield also stops looking like a fireball.
- Troll health regeneration is up to 20% from 10%. There is a clip going around of a troll standing in front of enemies and barely taking damage, so I expect another pass on this.
Interface and Bug Fixes
The long tail of the list.
- You can take a bonfire buff while sitting, on a chair, sleeping, lying down or using the kneel emote. Casting to empower someone no longer makes you stand up.
- Spellcasters play their pre-spell animation again, water jumps and death have new sounds, and fog is no longer too bright on low shadow settings.
- There is a new learning experience for new players. Lighting and glow sliders moved to advanced settings, and there are auto attack and auto fire settings. Hunters switch between the two on their own.
- Wands and hunter auto shot now need you to stand still for 0.5 seconds before firing, like early versions of the game. Moving and shooting turned out to be a mistake.
- Drink tooltips show the right mana regeneration, and Horde players gaining Kirin Tor reputation now regenerate health out of combat.
- Unit frames, the minimap and spell ranks were all updated, and there were many gamepad fixes. I will not use one, but it points toward a console release.
Druid
The class I keep coming back to.
- Rage now keeps the energy you had in cat form when you shift to bear. That is how I want to play a Druid, switching back and forth without losing it.
- Aura of the Owl now raises spell critical chance for the whole raid, and Pack Leader raises melee and ranged critical chance for the whole raid.
- High ranks of Rejuvenation no longer stop other Druids casting it on the same target. Heart of the Wild, Thick Skin and Pack Leader also apply correctly after you log back in.
- Cat and bear form attacks that need no resource cannot trigger Omen of Clarity, and they now generate threat in bear form. I still have not worked out the dire bear.
- The first rank of one bleed is learnable at level 20 instead of 22, and Insect Swarm no longer stacks extra reductions to the target's hit chance.
Hunter
Traps, pets and a round of nerfs.
- A hunter can have one fire trap and one ice trap out at once, where it used to be one trap total. Freeze them with ice, then blow them up with fire.
- Fire traps scale with attack power, and pets now take the higher of melee or ranged critical chance instead of only melee.
- The crocodile ability's healing reduction falls to 25% from 50%, its duration to 6 seconds from 10, and its cooldown rises to 15 seconds from 6. These were end game abilities people complained about.
- The bat's Sonic Blast cast speed reduction falls to 30% from 60%, with a 20 second duration and a 60 second cooldown. The bird of prey is down to 3 seconds with a 90 second cooldown.
- Summon Hawk spawns near the target and locks the hawk to it. Aura of Accurate Shot now covers the whole raid, and Sniper Shot gets the Shooting talents.
- Survival Strike works when you are disarmed or have no primary weapon. Ingenuity now fires on critical hits but only for melee and ranged abilities, to stop spam.
Mage
New spells and a reworked Fire tree.
- Frost Blast is a new spell with a 1.5 second cast that deals frost damage and slows. In one place it is described as a level 24 spell with a 40% slow. It gives the first rank of Ice Arrow without the lower rank penalties.
- Magic Burst is reworked into a 1.5 second cast that stacks four times and lasts 15 seconds. Damage and spell power are cut by 40%. I thought it was an instant cast, so this was new to me.
- Magical Wrath is a new 16 point gold talent. It hits like a Fireball with a 3.5 second cast and a 6 second cooldown, plus spell power equal to 5% of your maximum mana.
- Critical Mass takes up to five points for 10% critical strike. Firepower is a three point talent giving 1, 2 or 3% fire damage per fire effect on the target, to a maximum of 12%.
- Ice Spear against frozen targets now does a 200% increase, down from 300%. Cone of Cold slows the first four targets an extra 10% for three seconds longer, and Winter Cold is reworked.
- Several Clarity of Thought and Presence of Mind bugs are fixed, including Presence of Mind not being consumed on cast.
Paladin
Almost all of it goes the wrong way.
- Consecration's spell power coefficient per tick drops to 0.042 from 0.095. Seal of Righteousness was getting nearly twice its intended spell damage, and that is fixed too.
- Shield Specialization mana regeneration falls to 4% from 6%, with a three second internal cooldown. Champion of Light now gives 10, 20 and 30% of intelligence instead of 20, 40 and 60.
- Retribution now builds a charge each time it triggers, up to four, and the next melee auto attack spends them. It no longer resets the auto attack timer with instant abilities.
- Righteous Wrath threat from holy damage is raised to 90%, and mana restored by Sanctified Justice no longer generates threat. These are the only upside I can find.
- Salvation and a greater version replace the blessing versions, used the same way but not mutually exclusive with them. Paladins also learn a cancel spell that removes it from a group member.
- The third rank of Seal of Fury is at level 26, not 25, and I leveled a Paladin to 20 or 30 without ever understanding what Salvation does.
Priest, Shaman and the Smaller Classes
Cooldowns, totems and a long run of fixes.
- Priest All-Consuming Plague now has a 24 second cooldown, down from a minute, and spreads to at most two targets. Vampiric Embrace is 30 seconds from a minute and cannot be parried.
- A new Priest talent, Dark Inspiration, raises your party's Spirit. Mind Blast and a fully powered Mind Torture trigger 3 to 15% for 10 seconds. Each Mind Torture cycle deals 10 to 20% more than the last.
- Shaman totems for air, earth, wind and flame now apply to the whole raid. Chain Lightning costs 35% less mana in all four ranks, and Fire Nova costs far less with a lower coefficient.
- Mana Tide Totem gets a rank at level 38, so the ranks are now 25, 38, 48 and 58. Totem Return cost 70 silver instead of 22 until this fix.
- The Shaman's Elemental Mastery returns as a 31 point gold talent, and Stormstrike's cost is now 8% of base mana. Several talents moved around to make room.
- Warlock, rogue and warrior got small fixes, among them Battle Shout covering the whole raid and Warlock Shadow Mastery now giving 2 to 10% shadow damage across its ranks.
Items, Quests and Dalaran
The part of the notes that matters most to my beta.
- Horde players are no longer welcome in Dalaran under any circumstances. You are attacked as soon as you appear. The Dalaran City Dungeon is still open, but the Horde Sewer Key questline no longer gives free passage.
- Scrolls now have a global cooldown, and many profession items sell to merchants for less. The Predator Sense potion is on the combat potion cooldown and its duration was cut.
- Honor badges from player battles stack to 30. Mulgore novice warriors no longer flag players for PvP, and several quest items stopped dropping multiple times.
- Quest fixes include the Dark Shores Furbolg camps, the Stormwind event that is now shareable, and more Bloodfang guards in Ash Forest. Swamp spawn rates were raised and balanced.
- A Zephyr Island fix stops Ahun's Gift from failing to teach the anchors. That is the zone I just finished playing, so I noticed it.
Where I Am Leaning
Read straight off the list, a month before launch.
- The racial changes read as easings to me, and that is what I have seen people saying on Reddit. Critical damage you deal and take is a trade, not a pure buff.
- Almost everything for the Paladin is a nerf, and the racials look like weakening for everyone except Humans. I expect more changes before the November 4 release.
- I am leaning toward a Skyborn Druid, probably Alliance, mostly because I have not played that side before, though I have not decided.
- I also want a Mage, a Tauren to gather things and a Night Elf for the speed. The detail in this list is more than I am used to.
The October 15 Update at a Glance
- Horde: stay out of Dalaran, you are attacked on sight.
- Paladins: Consecration and Shield Specialization are both cut, so expect to feel it.
- Druids: Rage now keeps your cat energy when you shift to bear.
- Hunters: you can run one fire trap and one ice trap at once.
- Wands and auto shot need you to stand still for half a second.
- Gatherers: a Tauren's Cultivation cooldown is 15 minutes now, not 60.
- Undead: magic damage reduction is 5%, down from 15%.
YouTube Generated Transcript
Welcome to the World of Warcraft forever beta development updates. So, they just released this, let’s take a look. I know there are some racial changes, it’s quite interesting. I’m really looking forward to the release of this game on November 4th, so it will be interesting. Okay, so K backs, I see a beta update here , so bug fixes: Fixed a bug where spellcasters wouldn’t play the pre-spell animation. Okay, the sound effect when jumping into the water has been changed. OK. Adjusted the sounds of people dying. I haven’t played as a human yet. So that’s on my to-do list. Fixed an issue where attempting to craft an item or spell would cause players to stand up while waiting for a buff from a bonfire. Oh yeah, so if you’re sitting and casting a spell to empower someone, you have to stay sitting. Okay, so let’s fix this. Players can now receive a buff from a bonfire if they are sitting, standing on a chair, sleeping, lying down, or using the kneeling emote. Okay, that’s not what I’m reading . This is it, exactly this. Here it is. Okay, K backs again. Okay, fixed the issue with fog being too bright on low shadow settings. Fixed an issue where Horde players gaining Kirin Tor reputation would now properly regenerate health outside of combat. Fixed an issue with various Horde characters holding the Knightsman’s watch torch. Fixed an issue where the tooltips for various drinks were not displaying the correct amount of mana regeneration. Okay, yes, this, this, this is what you need. I don’t know why it says ” updated October 15”, but the usability is simply terrible here. Hmm, let’s see. Added a new learning experience for new players. Improved control over lighting, glow intensity, and new sliders have been moved to advanced settings. Added auto-attack and auto- fire settings if enabled. Oh, finally an auto attack appeared? I complained about it, maybe I’m just so stupid that I didn’t notice she was there. Okay, hunters will automatically switch between auto-attack and auto- fire. Oh, that’s cool . Racial abilities have been updated. Okay , let’s take a look at them. Tauren Stamina now grants 2% critical damage and healing, instead of 1% hit chance. Running on the plains also gives 3% to your riding speed. This increase is added to all other bonuses to riding speed. That’s pretty cool. Being able to move faster is definitely nice. We see that ” Ride the Plains” now requires the Tauren to make minimal movement to maintain the effect. That’s enough, that’s pretty good. I guess you could just move around in short steps to support it, but…That’s pretty cool. “Cultivation” is now 15 minutes, previously it was 60. This is the ability that allows you to receive two items when gathering resources. This is very cool. I will definitely create a Tauren to collect various things. This is exactly what it’s all about . Let’s look here. “Battle Stomp” is an AoE stun. 90 seconds, it was 2 minutes , not bad. Okay, ” Battle Stomp” has replaced, it seems, ” Wisdom of Maces.” So, they previously had a mace specialization, which was replaced with Earthfury, which increases critical damage and healing by 2%. ” Treasure Hunt” now gives a chance to find additional items. So it’s kind of a bonus to the loot. This is quite interesting. Now, from what I’ve seen on Reddit about WoW, these changes are actually easings. You’ll probably deal less damage because it’s critical damage. But people get a chance for a critical hit. While everyone else only takes critical damage. So, I think this is a relaxation . But, you know, we have what we have. It’s their game , they can change it however they want. I’m sure they’ll figure it out over time . Blessing of the Heavenly Wind’s speed bonus is now 3%, up from 1%. That’s pretty cool. A little more speed is good. I’m definitely leaning towards choosing the Skyborn for my druid at the moment. I just have n’t decided between the Horde or the Alliance yet . I’m leaning more towards Alliance because I haven’t played for them before, but it looks very interesting. Celestial Vision can now be used while moving. The ” Relay Line” is now also used while driving. Minimum duration increased to 30 seconds. This is a very good, this is a really very good change. This seems to increase mana regeneration. I think that’s exactly how it was . Let’s take a look. Airwalk cooldown reduced to 90 seconds. Perfectly. Increased the number of Elemental Convergence spawns and force lines in most zones. This is just fantastic. I was curious how it would ultimately work, right? Because if you’re on the line of force, it’s a 10-minute buff, and outside of it, it’s only 30 seconds, so it’s definitely … interesting. Sword Mastery has been replaced with 2% critical strike chance. To me, it looks too powerful. Um, now orcs only have 1% crit chance instead of specializing in axes. But the ” Bloody Frenzy” was weakened. Ah, leveling up…never mind. The cooldown of Blood Rage has been increased to 3 minutes instead of 2, so this is an interesting point. ” Dispel Curses ” now removes curses and afflictions. Previously, it provided immunity. Magic damage taken is reduced by 5%. It was 15%. Wow, that’s pretty powerful. The trigger chance and cooldown of Touch of the Grave on undead have been adjusted to make the effect more consistent. Visual effects have been improved. Undead can no longer use ” Whisper of the Will” while under the effect of ” Dispersion Shot”. Touch of the Dead now has a 30% chance to trigger for spellcasters, and a 20% chance for paladins, rogues, and warriors, and a 25- second internal cooldown. Touch of the Dead no longer scales with darkness damage. E, increase on target or caster. Touch of the Dead no longer receives a reduced multiplier when using lower spell ranks. OK. And dwarves now have an 8-second buff with no charges. Same effect on damage and ability cost. Um, this also works with ” Power Word: Shield”. So that’s pretty cool. 8- second buff. I can’t remember exactly what it does, but it’s pretty good. Night Elves , “Agility”: Movement speed increases now stack with other speed bonuses. Honestly, it’s very nice. Being able to move 3% or whatever faster than anyone else—that would definitely be cool. If that’s combined with the boot enchantments and, say, the cat form, then I might choose a night elf for that extra speed, because I like to run fast. Okay . Let’s take a look here. Night elves also no longer display their shield in the shape of a fireball. Trolls: Health regeneration bonus increased to 20%, up from 10%. There’s a video on one of the WoW Reddits right now where this troll is just standing in some area facing the enemy and taking almost no damage. It’s pretty funny because health just regenerates instantly. So I expect further changes in this aspect . It just feels like they will. Wands, we’ll see, for all classes. Wands will now require you to stand still for 0.5 seconds before firing, like in early versions of World of Warcraft. You can now, or could before the patch, run with a staff and shoot it just like you would with a bow or crossbow, it seems. Well, auto-fire allows you to move, I think. Which, as it turned out, was a mistake. Druid: Fixed an issue where high ranks of Rejuvenation prevented other Druids from casting this spell on a single target . “Hymn of Clarity ”: Fixed a bug where it could trigger from ” Magic Fire” in the form of a cat, bear, or direwolf. Since Magic Fire in these forms does not require resources, it cannot activate Omen of Clarity. “Magic Fire” now generates threat while in bear or dire bear form. I still haven’t figured out what form of fierce bear this is. I need to, I need to figure this out. Instead of starting the battle from scratch, an issue that allowed multiple Magic Fire effects to be applied to a single target at the same time has been fixed. First-rank “Striping” can now be learned at level 20. It used to be on the 22nd. Previously, you could get “Torn Wounds ” before learning ” Striping” or ” Rending”. Fixed an issue where Heart of the Wild, Wild Dexterity, Thick Skin, and Pack Leader would not apply correctly after a character exited the game. Balance: Several effects of “Insect Swarm” will no longer additionally reduce the chance to hit the target. ” Aura of the Owl” now only increases critical strike chance with spells for the entire raid. This is great. For the entire raid, wow . OK. ” Pack Leader” (Beast Power) now only increases critical strike chance in melee and ranged combat for the entire raid. Fixed damage in the “Striping” tooltip now properly scales with the percentage damage increase from the “Wild Rage” talent. “Rage” now allows the player to retain the energy they had when they were last in cat form, even if they change into bear or ferocious bear form. That’s pretty cool. Like, switching between different forms, right? This seems like exactly how you want to play as a druid, especially in situations where you don’t necessarily have to be in bear form all the time . But, you know, being able to switch back and forth and not lose that energy—it’s pretty nice. You know, the lack of energy regeneration is probably not a problem. You can drink one of those teas if you need to. But it will be interesting. I really feel like Druid is the class I want to be, so I find it more interesting. Hunter autoshot now requires standing still for 0.5 seconds. Arrows should now be visible when the character draws the bowstring. Pets now correctly receive the skill bonus. Hunter’s fire traps now scale correctly with attack power. A hunter can now have one active fire trap and one active ice trap, whereas previously it was only possible to have one trap. Sounds pretty cool. He threw an ice trap, immobilizing the target, threw a fire trap - blew it up. Oh yes. Fixed a bug where pets would only inherit melee critical strike chance , rather than the higher of melee or ranged stats. Crocodile’s Dismemberment: Healing reduction reduced to 25 %, down from 50%. Duration reduced to 6 seconds, was 10 seconds. And the cooldown has been increased to 15 seconds , up from 6 seconds. So these abilities were actually very powerful. These were end-game abilities, and people were complaining. Therefore, they were weakened. Bat’s ” Sonic Blast” : Spell cast speed reduction reduced to 30%, down from 60%. Duration reduced to 20 seconds , down from 30. Cooldown increased to 60 seconds , down from 30. What about the bird of prey? Duration reduced to 3 seconds, was 4 seconds. Cooldown increased to 90 seconds , up from 60 seconds. The Summon Hawk spell in Beast Mastery now correctly spawns a hawk near the target the spell was cast on. “Hawk Summon ” now locks your hawk to the target it was summoned to. Fixed an issue where the Pet Enhance talent was increasing the mana cost of Heal Pet instead of reducing it. The “Aura of Accurate Shot” in Shooting now applies to the entire raid. Fixed an issue where Sniper Shot was not benefiting from Shooting talents . Survival Strike can now be used even if you are disarmed or if you do not have a weapon in your primary hand . Resourcefulness now correctly reduces the mana cost of Survival Strike. “Ingenuity” now correctly activates on a critical hit; The mechanic has been changed to only affect melee and ranged abilities to prevent spam. Updated the description for Predator’s Edge to better reflect that it only increases the critical strike damage of your abilities. OK. The mage’s “fire blast” , a new spell …God, I can’t read it. The magician’s “frost blast”. This is a new spell, learned at level 24 , that deals damage and slows the target by 40%. It has a cast time of 1.5 seconds and receives bonuses from all Ice Arrow talents. Let’s see. The purpose of this ability is to provide the functionality of the first rank of Ice Arrow without the penalties for using lower rank spells. Interesting. Okay, it seems like people are using lower rank spells to have better …better opportunities for that matter. Arcane Magic: Fixed an issue where Presence of Mind was not being consumed when casting the spell. Fixed a bug where Arrow Flurry could reduce the cost and duration of the second cast of Arcane Arrows. The “Barrage of Missiles” talent has been moved to the front row, is now a two-point talent, and now also gives a chance for magic missiles to no longer trigger. Wait, it also gives a chance that hitting magic missiles will activate ” Missile Barrage”. “Magic Burst” has been reworked: the spell now has a cast time of 1.5 seconds, and each use grants the mage 15% chance or 15% of their intelligence as spell power. This effect also increases the cost of ” Magic Explosion” as before, and stacks four times. However, the effect lasts for 15 seconds from the time it is first cast, not just until the next time the spell is cast. Mana cost has not changed, but damage dealt and spell power have been reduced by 40%. This makes no sense at all. OK. 1.5 seconds to apply. Lasts 15 seconds. Accumulates four times. So, you apply it, maybe do something in between, and then repeat. I always… I mean, maybe I don’t remember the last time I played a mage . I thought it was an instant ability that did something. I don’t know. I haven’t played a mage in a while , so this is definitely … definitely something new. OK. “Magical Wrath”, a new 16- point gold talent. This spell deals base damage similar to Fireball, with a 3.5 second cast, but also deals damage as if the caster had additional spell power equal to 5% of the caster’s maximum mana, with a 6 second cooldown. Interesting. I definitely want to try playing as a mage. I played for him a long time ago. It was quite fun , so it feels like it should be interesting now too. There’s a lot more here than I remember. The Heating effect is no longer consumed if the mage also had Presence of Mind active to cast Pyroburst. ” Heating” always gives an additional charge every time the mage uses ” Fire Blast”. This doesn’t mean… Fire Blast critical hits generate two charges. OK. The Fire Trail talent has been reverted to Improved Fire Blast and no longer grants a bonus when the mage kills a target. It also increases the range of Fire Blast by 8 or 15 yards. ” Critical Mass”: Mages can now spend up to five points on this talent. And this gives a total of 10% to the critical strike. ” Firepower” has been reworked. Now that’s a three-point talent. Increases fire damage from fire spells by 1, 2, 3 percent. For each fire effect on the target, up to a maximum of 12%. Spells that combine multiple schools of magic do not grant this bonus. Okay, I assume fire spells have some effect that lasts for a certain amount of time. So every time your target has one of these things, your damage will increase. Up to 12%. Okay, I assume that’s how it works, but I’m not sure. Uh , let’s see. Yes, yes, yes. In particular, the effects of this can increase fire damage through the talents: Improved Ignition, Improved Burn, Fireball, Pyroburst, and Impact. Frostfire Arrow does not increase damage, but can gain an advantage from it . Frost Guidance now correctly reduces the threat level of the mage. Fixed an issue where the Ice Block was too transparent. Fixed an issue with “Clarity of Thought”. Clarity of Thought is no longer calculated for each attack dealt by a spell . Clarity of Thought no longer has a chance to activate from Soften Magic or Strengthen Magic. Clarity of Thought can no longer be triggered by abilities used outside of combat. Frost: Fixed a bug that prevented Frostbite from Fingers of Ice from being activated by the Ice Armor and Frost Armor spells. Ice Spear damage against frozen targets changed to 200% increase, down from 300%. This is weakening. The movement speed of the first four targets hit by Cone of Cold has been reduced by an additional 10% slow. This slowdown lasts an additional three seconds for these purposes . So, if you hit more than four, only those four will get the extra 10%, and it will last three seconds longer. But if the spell hits multiple targets , they will still take damage. Winter Cold has been reworked: it no longer increases critical strike chance, but instead causes Cone of Cold to deal 40% more damage for each Winter Cold effect on a target that is absorbed by the next Cone of Cold. The location of the ” Cone of Cold” visual effect has been slightly changed. New spell: Frost Blast: 1.5 second cast time, deals light frost damage, slows, and has the effects of talents such as Frostbolt, Winter Numbness, and Winter Chill. Changed so that your Frostbolt, Frost Blast, and Ice Spear under Fingers of Ice have a 20, 40, 60, 80, 100% chance to inflict Winter Chill, increasing the damage the target takes from your next Cone of Cold by 5%, and this grants an additional 7% of your spell damage, stacking five times. Wow, that seems…that seems pretty crazy. Frost, Frost seems interesting. Uh, I don’t know much about it, but it sounds interesting. Paladin: Seal of Fury no longer overlaps with Power Word: Shield. That’s pretty good. Er, ” Blessing of Salvation” and “Higher Blessing of Salvation” have been replaced with ” Salvation” and ” Massive” “Salvation”. They are used in the same way as blessings, but are not mutually exclusive with them. Good. I have no idea what they are doing. I literally leveled a paladin to, uh, level 20 or 30, and I still don’t know what that is . Uh, but, you know, I wasn’t really paying attention. So, paladins now learn Undo when they learn Salvation . “Cancel” removes a party or raid member from the target . Oh, removes “Rescue” or ” Mass Rescue” from the target—a group member. This is done to give the paladin more flexibility and control over who has Salvation and who doesn’t. OK. Righteous Justice and Furious Justice now have the correct spell power factor for instant spells. Fixed a bug where Seal of Righteousness was receiving almost twice as much spell damage benefit as intended. Fixed a bug where “Justice of Righteousness” had the wrong spell multiplier . Spell power coefficient per tick for “Consecration” changed to 0.042, down from 0.095 . Wow, this, this, this looks like solid nerfs for the paladin. Uh- huh, the threat generation from holy magic damage in Righteous Wrath has been increased to 90 %—that’s not bad. Uh, the 3rd rank Seal of Fury is now correctly available for study at level 26, previously it was incorrectly 25. Okay, the Light branch . Fixed an issue where using the focus macro for “Light of Heaven” would result in it not hitting the intended target. Fixed a bug where ” Fill with Light” was granting “Holy Shock ” a 50% increase in damage to enemies. Shield Specialization— Paladin mana regeneration reduced to 4% with an internal cooldown of three seconds. Previously it was 6 %. My God. I haven’t seen anything positive yet, except for this provocation spell, right? This generation is a threat. ” Retribution”. This talent has been changed so that you gain a charge of Retribution each time it triggers. The next melee auto attack will use the accumulated charge for one additional attack. You can have a maximum of four charges. This restores the functionality of the classic era: the accumulation of four charges, which then trigger until the next hit. So this no longer resets the autoattack timer with instant abilities. ” Champion of Light” in the “Retribution” branch now increases your spell damage by 10, 20, 30% of your intelligence, up from 20, 40, 60. Oh my God. Mana restoration from Sanctified Justice no longer generates threat. Oho. Priest, fixed an issue where high ranks of Renewal prevented other priests from casting their Renewal. Fixed a bug where the periodic damage of the 5th rank Holy Fire was higher than the 6th rank. Power Word: Shield now correctly informs the player that they cannot replace Power Word: Shield if the target already has a stronger effect. Fixed an issue where using Power Word: Shield would display the protection message twice in the combat text. The cooldown of ” All-Consuming Plague” has been reduced to 24 seconds ( was 1 minute). Words of Darkness: Death cooldown increased to 18 seconds (was 12 seconds). Fixed a bug where using Vision would cause the target to stand up and interrupt their drinking. What? The discipline’s “Inner Focus” now correctly only uses one spell, even if you queued another spell during the “Repentance” channel. Added a tooltip for Divine Aegis that it only activates with critical heals that are not periodic. Added a tooltip for Divine Aegis about the maximum shield value. Strength and Light now enhances Punishment and Repentance if the target is hit by Holy Fire or Dark Word: Pain. The threat reduction from Silence now applies to all spells; ” Psychic Power” moved from the fourth line to the second, Intelligence bonus changed to 2, 4, 6, 10. “Improved Power Word: Shield” moved from the second line to the third. Dual Discipline now correctly buffs Dark Word: Death, Mind Torture, Star Fragments, and Repentance. Shadow: Fixed an issue where Dark Word: Death was not receiving the bonus from Face of Darkness’ increased critical damage. blows. Fixed a bug where Devouring Plague caused jumping Devouring Plague to cost mana. The spell animation plays, triggering the cooldown of the caster’s ” Consuming Plague.” Vampiric Embrace has been changed so that it cannot be parried . Vampiric Embrace cooldown reduced to 30 seconds ( was 1 minute). ” Improved Vanishing” removed, “Shadow Affinity” removed. ” Improved Mind Explosion” has been moved from the third line to the second, no, from the third to the second. They swapped their places. Those on top speak from the second line to the third. These speak from the third line to the second. This is the new talent, Dark Inspiration: your Mind Blast and fully- powered Mind Torture invoke Dark Inspiration, boosting your and your party’s Spirit by 3, 6, 9, 12, and 15% for 10 seconds. Changes to Improved Mind Torture: Each subsequent damage cycle of Mind Torture deals 10-20% more damage than the previous one. ” All-Consuming Plague ” now spreads to a maximum of two targets. Fixed an issue with the Shadow Weaving tooltip; It now correctly indicates that the target is taking increased damage from you. Rogue Poisons will no longer incorrectly activate against targets that attack them. “Devious Trick” no longer has a chance to trigger from weapon effects. Fixed an issue where Rogues could switch specializations while maintaining full energy. Cold Blooded Kill is now correctly consumed when Distortion lands a critical hit. Oh, for shamans, a bug has been fixed where Totem Return cost 70 silver instead of 22. Grounding Totem now correctly destroys after redirecting the spell. Wind Frenzy weapon attacks now appear as normal hits in combat text. Air Grace Totem is no longer mutually exclusive with Wind Fury Totem and Flame Tongue Totem. The totem of the wind beast and the totem of the tongue of flame remain mutually exclusive. Um, the totems of Air Grace, Earth Power, Wind Frenzy, and Flame Tongue now apply to the entire raid. Reduced Chain Lightning mana cost by 35% for all four ranks. The power coefficient of ” Fire Nova” spells has been changed to 0.143, from 0.214. The base damage of Nova Fire has been slightly reduced. The mana cost of Nova Fire has been significantly reduced. Flametongue Totem and Wind Frenzy Totem now correctly only affect players. Added a bit of green to the Chain Healing visualization without overshadowing the original effect. Elementals, your Net Effect from the Elemental Focus talent will no longer be spent on the same Fire Nova that activates it. Elemental Mastery is back as a new 31-point gold talent . Reduces the casting time of Lightning Bolt and Lava Ejection by 0.5 seconds. Removes the cooldown of Chain Lightning by 15 seconds. 3 minute cooldown, requires “Lava Ejection”. “Lava Eruption” has been moved from the seventh row to the fifth. Has a golden talent of 21 points. A new rank has been added . A new fourth rank has been added . Ranks have been redistributed, no longer requiring prerequisites. Elemental Fury now requires Lightning Overload. Lightning Overload now requires Elemental Dexterity. ” Elemental Dexterity” has been moved from the third row to the second. ” Elemental Protection ” has been moved from the second row to the third . The talent “Call of Thunder” has been removed. ” Connection with the Earth” has been moved to the fourth row as a gold talent for 16 points. Elemental Reach now also reduces the cooldown of Totem Projection by 10-20 seconds. Call of Flame now extends the duration of Flame Shock by 396 seconds. Changed the placement of talent columns to make room for others and make the connections clearer. The application will no longer be consumed by ” Lightning Overload”. The tooltip for “Fire Nova ” now updates correctly when investing talents in “Trial by Fire ”. A talent unofficially known as ” Improved Nova Fire ”. No, Nova. Improvement: Your Stormstrike effect is no longer wasted if the spell misses. Fixed an issue where Stormstrike could be consumed by other players or pets instead of the Shaman who cast it. Storm Strike cost changed to 8% of base mana; previously it was 125 at all stages of the game. Restoration: Added an additional rank, ” Mana Tide Totem ”, learned at level 38. Now you have a set of ranks: 25, 38, 48, 58 ; it was 25, 48, 38. So there’s a small, small gap there. Yes, Restoration Totems now correctly increase the effectiveness of the Healing Stream Totem’s base value. Totem Focus Title And the focus title and totemic focus have now swapped places. The focus title is now in the first row, and the totemic focus is in the second. Water Shield can now trigger from any Shaman critical spell, not just from critical heals like before. Warlock: Fixed an issue where the Incubus was available to summon without spending Soul Shards as a deprecated reagent economy bonus. That was a long time to say . Fixed an issue that allowed multiple Curse of Recklessness debuffs to be applied to a target. In ” Afflict”, the spell has been replaced with a grim achievement that increases the range of your afflict spells by 10 and 20%. Eh, Shadow Mastery now increases your damage from Shadow spells by 2, 4, 6, 8, 10%. It was 1, 2, 3, 5. Oh, Demonology: Fixed an issue where you couldn’t soul bond your pet. Destruction: Fixed, the Destruction achievement increases the range of your Destruction spells by 10-20%. The warrior’s battle cry now applies to the entire raid. Strike is no longer subject to spell cast . Fixed an issue where ” Victory Strike” could not activate against enemies of significantly lower level. E, Weapons: Fixed an issue where the Weapon Master specialization could be activated by Shield Strike and Shield Assault. Rage: Prolonged rage no longer stops the player’s health regeneration after combat. Fixed an issue where Improved Berserker Rage was not removing movement-slowing effects. Gamepad support, they fixed a lot of bugs. I’m not going to read this. I’m not going to use a gamepad for this game. But it needs to get better, and eventually they can release this game on Xbox. I’m sure that’s the plan. That’s exactly what it’s for . Items: Mystic Mushroom now correctly increases Spirit, and Enchantment of Vision now also increases Spirit. Morbin’s Curse no longer causes nearby players to see visual effects. Scrolls now have a global cooldown when used. Many items created by professions now have a reduced selling price to merchants. Predator Sense Potion is now a potion with a cooldown on combat potions. And its duration was reduced to match the design. Legacy System: Fixed an issue where barter was providing a discount on training and repairs. Visually moved the Chef and Bait Master Rank 1 bonuses to the left. They were already available with five embedded points, so this is just a visual change. ” The Quick and the Dead” should now affect more of the priest’s spells. OK. Oh my god, now the spell, oh my god . This goes on and on. These guys know how to make change lists. Let’s just say so. Let’s just say so. I’m not used to so much detail. General quests, fixed several quest items that were dropping multiple times when they shouldn’t have. Ash Forest, more Bloodfang guards are now available during the quest “Cleansing the Rains” . Dalaran, Horde representatives are no longer welcome in Dalaran under any circumstances. You will be attacked immediately after appearing. This does not affect access to the Dalaran City Dungeon, but the Horde questline to obtain the Sewer Key no longer provides unhindered access. Dark Shores , fixed an issue where many Furbolg camps were not counting towards the “How Great the Threat” quest. The quest “Eternal Love ” can now be turned in to Cerillian White Claw at any time. “Body and Heart”, Cenarion Moondust is no longer wasted if you sprinkle it on a rock and need to try again. Come back later. Mulgore, novice warriors will no longer tag players for PvP. Stormwind, “Attack” is no longer a guided quest, it can now be shared with others, even while the event is active. Talk to Tyrande to start the event if it’s not already active by, uh, Tra-Tradisal? Thread-I’ve never played for the Night Elves , so I don’t know how to pronounce it. Lord Melenas no longer avoids combat when at low health in the quest ” Distorted Hatred ”. Swamps, enemy spawn rates have been increased and balanced in several areas , including Dragonmaw orcs, gnolls, and Incendite Ore . Zephyr Island, fixed an issue that could prevent players from using Ahun’s Gift to learn Zephyr Anchors in the quest of the same name. Badges of Honor for battles between players are now stacked in stacks of 30. Uh, then we have a lot of changes to the user interface here. Updated unit frames, updated minimap. Uh, spells, different ranks, everything was updated, right? So, good changes. So, overall, uh, I mean, a lot of debuffs for the paladin. I don’t know what else is going on here. Uh, everything else seems, uh, seems normal. Racial abilities, uh, it seems like it’s all a weakness, except for humans, I guess . So there will probably be even more changes to this, uh, before release. November 4th, but, uh, I mean, I don’t know. It will be interesting to see how this all plays out, but I’m definitely interested in the druid. Uh, it seems like it’s pretty fun, so, uh, definitely, you know, try it. If you haven’t already , but, uh, thank you very much for watching, and have a great day.
More from World of Warcraft Forever Beta
Making Our Way to Dalaran
The last episode in the Zephyrus Island starting zone for my Druid. I hand in the backlog, talk two feuding factions into one assault, take the sanctuary, deal with the cult leader, finally buy the trainer skills I had been skipping, and sail to Dalaran. Next up is a defense Paladin trial before the beta launches.
The Ruins of Ban'aethal
Picking the Druid up at the turncoat quest with the beta about five days from ending, then working through every side quest I had left. A gnome with no memory wants acorns and freed spirits, the druid enclave at war with the cult wants moss, blood heirlooms, ears and twenty feathers, and a cave holds seven wounded druids. I reach level 14, sort out the beta legacy points and wish I had taken the rage talent sooner.