WoW: Große Klassenanpassungen am 26. August – diese Specs werden gebufft und generft
Nach der ersten vollständigen Woche von Saison 2 von Midnight steht in World of Warcraft die nächste Runde der Klassenanpassungen an. Das bereits im Vorfeld angekündigte erste Klassen-Tuning nach dem Saisonstart wird mit den Wartungsarbeiten am 25. August aufgespielt. Blizzard reagiert damit unter anderem auf die bisherige Leistung verschiedener Spezialisierungen im Giftigen Abgrund, in mythischen Schlüsselsteindungeons und im PvP.

Die Änderungen fallen umfangreich aus und betreffen sowohl Schaden und Heilung als auch defensive Fähigkeiten und Klassenset-Boni. Besonders deutliche Verstärkungen erhalten unter anderem mehrere Fähigkeiten des Hexenmeisters, während Blizzard im PvP zahlreiche Spezialisierungen gezielt abschwächt oder verstärkt.
- Termin: Die Klassenanpassungen werden mit den Wartungsarbeiten am 26. August aufgespielt.
- Termin: Die angekündigten Klassenanpassungen sind für den 25. August vorgesehen.
- PvE: Anpassungen gibt es unter anderem für Todesritter, Dämonenjäger, Druiden, Rufer, Jäger, Magier, Mönche, Paladine, Hexenmeister und Krieger.
- PvP: Blizzard nimmt umfangreiche Balanceänderungen an zahlreichen Klassen und Spezialisierungen vor.
- Weitere Anpassungen: Ein weiteres geplantes Klassen-Tuning ist für den 1. September vorgesehen.
Classes
- Death Knight
- Developers’ notes: Frost Death Knight has performed under our expectations at the beginning of Curse of Ula’tek, especially in the Venomous Abyss raid.
- Frost
- All ability damage and melee damage increased by 6%.
- Obliterate damage increased by 15%.
- Demon Hunter
- Havoc
- All damage increased by 3%.
- Vengeance
- Mastery: Fel Blood effectiveness increased by 24%.
- Druid
- Restoration
- Developers’ notes: These changes are intended to address Rejuvenation and Wild Growth feeling weak in season 2, particularly in dungeons. We’re also increasing the power of the 4-piece class set to make sure it’s an impactful and noticeable set bonus. These changes are accompanied by slight nerfs to their raid healing to keep them around the same power in raid while increasing their power in dungeons.
- 4-piece class set bonus increases Genesis duration by 8 seconds (was 4 seconds).
- Rejuvenation and Germination healing increased by 15%.
- Wild Growth healing increased by 10%.
- Nature’s Bounty replicates 10% of Regrowth’s healing (was 20%).
- Everbloom heals 5 targets (was 6 targets).
- Everbloom heals for 48% of Lifebloom’s final heal (was 40%).
- Evoker
- Preservation
- Developers’ notes: We’re further increasing some of the Preservation triage heals to help them keep up with other healers in dungeons.
- Verdant Embrace healing increased by 25%. Does not apply to PvP combat.
- Living Flame healing increased by 20%. Does not apply to PvP combat.
- Dream Simulacrum increases healing of Verdant Embrace by 40% (was 30%).
- Hunter
- Beast Mastery
- Developers’ notes: We’re looking to increase Beast Mastery area damage and cleave capabilities.
- Wild Thrash now deals 300% increased damage when striking more than 2 targets (was 200%).
- Beast Cleave now causes your pets to strike nearby enemies for 70% of the damage dealt (was 55%).
- Survival
- All damage dealt by you and your pets increased by 4%.
- Mage
- Frost
- Developers’ notes: We’re primarily focused on Frost’s performance in Mythic Keystone dungeons. The recent removal of the health increase from Improved Ice Barrier had a greater effect on Frost’s overall survivability than intended. We like the symmetry of the three Improved Barrier talents having one additional effect, and Frost has historically had a slightly larger absorb than Arcane and Fire, so we’re baking it into the baseline absorb amount rather than re-attaching it to Improved Ice Barrier. We’re also making some targeted increases to Frost’s area of effect damage.
- Ice Barrier absorb amount increased to 35% of maximum health (was 30%). Does not apply to PvP combat.
- Blizzard damage increased by 10%.
- Frostbite Talent: Shatter damage to nearby enemies increased by 10%.
- Frostfire: Isothermic Core - Meteor damage increased by 25%.
- Monk
- Brewmaster
- Developers’ note: We’re adjusting the absorption of Celestial Brew and Celestial Infusion to improve its impact as a defensive option and to help address pain points players are experiencing in some encounters.
- All damage increased by 3%.
- Celestial Brew and Celestial Infusion absorb value increased by 20%.
- Paladin
- Retribution
- Developers’ notes: We’re increasing the damage of the Curse of Ula’tek 4-piece set bonus Divine Arbiter significantly, to make sure its rotational ask is worth executing.
- Class Set 4-piece Divine Arbiter main target damage increased by 150%.
- Class Set 4-piece Divine Arbiter secondary target damage increased by 75%.
- Warlock
- Developers’ notes: We’re increasing the throughput of Affliction and Demonology by primarily focusing on their single-target tools with a secondary focus on their multi-target kit. Additionally, we’re considerably increasing the damage of Warlock demons so that they have a larger contribution to overall throughput. This should also help a bit more with aggro concerns during solo play.
- Imp, Voidwalker, Sayaad, and Felhunter damage increased by 350%.
- Affliction
- Unstable Affliction damage increased by 15%. Does not apply to PvP combat.
- Hellcaller – Blackened Soul damage increased by 20%. Does not apply to PvP combat.
- Wrath of Nathreza damage increased by 35%. Does not apply to PvP combat.
- Shadow of Nathreza damage increased by 25%. Does not apply to PvP combat.
- Agony damage increased by 20%. Does not apply to PvP combat.
- Corruption damage increased by 15%. Does not apply to PvP combat.
- Hellcaller – Wither damage increased by 10%. Does not apply to PvP combat.
- Demonology
- Shadow Bolt damage increased by 35%. Does not apply to PvP combat.
- Demonbolt damage increased by 30%.
- Wild Imp damage increased by 20%.
- Summon Felguard damage increased by 20%.
- Demons summoned by Dominion of Argus damage increased by 20%. Does not apply to PvP combat.
- Call Dreadstalkers damage increased by 30%.
- Destruction
- Rain of Fire damage increased by 30%.
- Warrior
- Protection
- Fight Through the Flames reduces Magic damage by 8% (was 6%).
Player versus Player
- Demon Hunter
- Developers’ notes: We feel the defensive kits of Devourer and Havoc are too powerful, so we are reducing some of their passive and active defenses to make them more viable targets for opponents.
- Glimpse now reduces damage taken by 20% while active (was 25%).
- Devourer
- Void Ray damage increased by 33% in PvP combat.
- Blur now reduces damage taken by 15% in PvP combat (was 25%).
- Armor of Souls now increases Armor by 65% (was 100%).
- Havoc
- Blur now reduces damage taken by 15% in PvP combat (was 25%).
- Desperate Instincts now reduces damage taken by 5% while below 35% health in PvP combat (was 10%).
- Druid
- Feral
- Developers’ notes: Feral’s sustained damage is lower than our intended target, so we’re targeting their primary damage over time effects to improve this. We’re also targeting a buff for Druid of the Claw which has fallen behind Wildstalker in viability.
- Druid of the Claw: Ravage damage increased by 20% in PvP combat.
- Rip damage increased by 15% in PvP combat.
- Rake damage increased by 15% in PvP combat.
- Evoker
- Augmentation
- Developers’ notes: Augmentation has been underplayed in PvP, especially arenas, for some time. We’re increasing both their damage support capabilities and their personal damage to increase their viability.
- Damage increased by 10% in PvP combat.
- Ebon Might grants 10% primary stat in PvP combat (was 8%).
- Inferno’s Blessing damage increased by 25% in PvP combat.
- Hunter
- Developers’ notes: Sentinel Hunters are slightly too strong during burst windows in PvP, so we’re reducing the damage of Moonlight Chakram and increasing the throughput of rotational abilities to compensate.
- Marksmanship
- Sentinel: Moonlight Chakram damage reduced by 30% in PvP combat.
- Rapid Fire damage increased by 15% in PvP combat.
- Arcane Shot damage increased by 15% in PvP combat.
- Survival
- Sentinel: Moonlight Chakram damage reduced by 30% in PvP combat.
- Raptor Strike and Raptor Swipe damage increased by 20% in PvP combat.
- Kill Command damage increased by 15% in PvP combat.
- Mage
- Fire
- Developers’ notes: Fire Mage execute windows and hard cast Pyroblast damage have been higher than we would like, so we’re reducing the effectiveness of Molten Fury and Pyroclasm in PvP.
- Pyroclasm now increases the damage of Pyroblast and Flamestrike by 180% in PvP combat (was 230%).
vMolten Fury now increases damage to targets below 35% health by 10% in PvP combat (was 15%).- Monk
- Windwalker
- Rushing Wind Kick damage reduced by 20% in PvP combat.
- Rising Sun Kick damage reduced by 10% in PvP combat.
- Tigereye Brew now increases critical strike damage by 3/6% in PvP combat (was 5/10%).
- Paladin
- Holy
- Developer’s notes: Holy Paladin throughput has increased with recent changes past our targets for them in PvP.
- All healing reduced by 4% in PvP combat.
- Protection
- Developers’ note: Protection Paladins have been extending the duration of the matches that they participate in with frequent access to group utility. We’re reducing the effectiveness of Blessing of Sacrifice and Guardian of the Forgotten Queen to bring them in line.
- Guardian of the Forgotten Queen duration reduced to 6 seconds.
- Guardian of the Forgotten Queen cooldown increased to 4 minutes.
- Guardian of the Forgotten Queen now has a 6 second internal cooldown.
- Sacrifice of the Just reduces the cooldown of Blessing of Sacrifice by 30 seconds in PvP combat (was 60 seconds).
- Retribution
- Developers’ notes: Retribution’s personal durability has been higher than we would like considering their complete team defensive package, and Templar’s damage has not been competitive with Herald of the Sun, so we’re increasing some sources specific to its hero tree.
- Shield of Vengeance absorption reduced by 25% in PvP combat.
- Divine Protection now reduces damage taken by 20% in PvP combat (was 25%).
- Templar: Seal of the Templar now increases the damage of Templar’s Verdict by 35% (was 25%).
- Templar: Hammer of Light’s damage increased by 10% in PvP combat.
- Priest
- Developers’ notes: Mindgames has fallen behind other spells and has been an underutilized talent for some time, so we’re increasing its viability to offer all Priest specializations more PvP talent options.
- Mindgames direct damage increased by 150%.
- Mindgames healing and damage reversal increased by 150%.
- Discipline
- Flash Heal and Shadow Mend healing increased by 20% in PvP combat.
- Atonement healing increased by 5% in PvP combat.
- Holy
- Developers’ notes: Holy Priest is vastly overperforming due to a mixture of overall healing increases from the patch as well as some generous PvP specific healing increases to Prayer of Mending and Holy Word: Serenity. We’re reducing these PvP increases to Prayer of Mending, Holy Word: Serenity, and Prompt Prognosis which are all powerful instant cast spells.
- Enlightenment regenerates mana 10% faster in PvP combat (was 25%).
- Prayer of Mending healing reduced by 25% in PvP combat.
- Holy Word: Serenity healing reduced by 15% in PvP combat.
- Oracle: Prompt Prognosis healing reduced by 25% in PvP combat.
- Shadow
- Developers’ notes: We feel Shadow is lacking in kill power, so we’re increasing some of its primary sources of burst.
- Shadow Word: Madness damage increased by 15% in PvP combat.
- Void Volley damage increased by 15% in PvP combat.
- Shadow Word: Death damage increased by 15% in PvP combat.
- Rogue
- Assassination
- Developers’ notes: Burst from Assassination’s Apex Talent is exceeding expectations and is getting toned down. Additionally, damage from Fatebound Coins is higher than intended and is being reduced.
- Kingsbane initial damage reduced by 12% in PvP combat.
- Implacable (Rank 3) Physical and Nature damage reduced by 15% in PvP combat.
- Fatebound: Fatebound Coin (Tails) damage reduced by 10% in PvP combat.
- Outlaw
- Developers’ notes: Outlaw’s damage and kill pressure is lower than we’d expect, so we’re putting more damage into core finishing moves.
- Dispatch damage increased by 20% in PvP combat.
- Between the Eyes damage increased by 12% in PvP combat.
- Subtlety
- Developers’ notes: Subtlety’s steady damage pressure is low, without which it can be difficult to create windows that capitalize on their burst potential. We’re increasing * Eviscerate damage moderately and Goremaw’s Bite bleed damage significantly to increase the frequency of these windows.
- Eviscerate damage increased by 10% in PvP combat.
- Goremaw’s Bite bleeding damage increased by 33% in PvP combat.
- Shaman
- Elemental
- Developers’ notes: Elemental is lacking the sustained pressure we expect, so we’re targeting core damage sources to improve its viability.
Stormbringer: Tempest damage increased by 10% in PvP combat.- Lava Burst damage increased by 10% in PvP combat.
- Earth Shock damage increased by 10% in PvP combat.
- Earthquake damage increased by 10% in PvP combat.
- Restoration
- Developers’ notes: Restoration Shaman is slightly too strong compared to other healers (barring Holy Priest). We’re making some small adjustments to their mana and the Totemic hero talent tree to better balance their mana and throughput.
- Mana regeneration is now reduced by 65% in PvP combat (was 60%).
- Totemic: Splitstream now causes Healing Stream Totem to heal an additional ally at 15% effectiveness in PvP combat (was 30%).
- Totemic: Earthsurge now causes allies affected by your Earthliving to receive 5% additional healing from you in PvP combat (was 15%).
- Warlock
- Affliction
- Developers’ notes: We’re increasing Affliction’s ability to maintain spread pressure by adjusting Agony’s damage and making a small adjustment to Unstable Affliction’s backlash damage to make dispelling all their damage over time effects more punishing.
- Agony damage increased by 50% in PvP combat.
- Unstable Affliction backlash damage increased by 20%.
- Demonology
- Developers’ notes: We feel too much of Demonology’s damage is focused on Wicked Reaping and Power Siphon, so we’re reducing the power of these effects and increasing overall damage through our game-wide Demonology changes above.
- Soul Harvester: Wicked Reaping damage reduced by 50% in PvP combat.
- Soul Harvester: Necrolyte Teachings now causes Power Siphon to increase the damage of Demonbolt by an additional 10% in PvP combat (was 20%).
- Power Siphon now increases the damage of your next 2 Demonbolts by 20% in PvP combat (was 30%).
- Destruction
- Developers’ notes: Destruction is lacking in finishing power, so we’re increasing the damage of their primary nuke spells to allow for more burst potential.
- Chaos Bolt damage increased by 15% in PvP combat.
- Shadowburn damage increased by 30% in PvP combat.
- Warrior
- Arms
- Developers’ notes: To compensate for the reduction in Fueled by Violence self-healing, we’re increasing Arms’ Hero Talents throughput by increasing Slayer’s Strike and Demolish damage in PvP.
- Colossus: Demolish damage increased by 15% in PvP combat.
- Slayer: Slayer’s Strike damage increased by 15% in PvP combat.
- Fueled by Violence healing reduced by 15% in PvP combat.
Quelle: Blizzard
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