Warlords of Draenor Changes for F2P

Grants

Legend
Hey folks!

My goal with this post is to compile the changes in the upcoming Warlords of Draenor expansion as they apply to trial accounts. Obviously, things will change as the expansion draws closer and more concrete information becomes available, so I'll try and keep this list as accurate and up-to-date as possible. Ideally this will eventually turn into a comprehensive F2P patch notes post.


Warlords of Draenor Changes Relevant to F2P Accounts
Updated 9/11/2014


Most recent changes shown in red.

General:

  • Ability acquisition (which level certain abilities become available) will likely see some changes.
  • Some abilities (approx. 20% at max level) will be removed or have their functions rolled into other abilites.
  • Periodic damage and healing effects now dynamically recalculate their damage, healing, crit chance, and other multipliers on every tick.
  • Recasting periodic damage over time and healing over time effects that are already on the target now extends those effects to up to 130% of the normal duration of the effect.
  • Significant changes have been made to address the overabundance of Crowd Control (CC) (see below).
  • Character models will receive graphical updates. This will include new hairstyles as well.
  • Vengeance has been renamed to Resolve, and will increase self-healing and absorption instead of damage.
  • All tanking stances and similar effects now increase threat by 900% (up from 600%).
  • Facing requirements (character position) for many abilities have been loosened or removed.
  • Many racials will be reworked (see below).
  • Key Binding user interface has been improved.
  • Heirlooms and other items previously purchased with Justice Points now purchased with Gold. Some will become unavailable to F2P players (see below).
  • New Adventure Guide shows things you can do, what your character can work on. Customized to your character.

Stats & Itemization:

  • Gear scaling / item level "squish" will occur. This should not affect a character's relative power.
  • Base health removed, all HP will come from stamina.
  • Base damage/healing on all spells removed, full damage/healing value will come from scaling.
  • The amount of health per Stamina has approximately doubled. The curve on this calculation has been smoothed out as well, so the exact amount varies slightly by level.
  • Maximum mana has been approximately doubled at all levels to keep pace with the expected health from new Stamina values.
  • All consumables have had their healing and mana regeneration values approximately doubled.
  • All creatures have had their melee damage doubled. Most creature spells and abilities have had their damage doubled as well.
  • All player-cast healing and absorption effects have been increased by approximately 50% in effectiveness. If they heal or absorb a percentage of maximum health, they are instead reduced by 25%. All other noted changes are in terms relative to that.
  • Base mana regen increased at early gear levels.
  • Movement Speed bonuses are now additive, not multiplicative. When multiple temporary movement speed bonuses (for example, Swiftness Potion + Speed of Light) are active simultaneously, only the strongest will have an effect.
  • Spell, Ranged, and Melee Haste % have all been merged into a universal Haste %.
  • Spell, Ranged, and Melee Crit % have all been merged into a universal Crit %.
  • Spirit is being changed to a secondary stat for healers. Will no longer benefit DPS specs by increasing Hit chance, etc.
  • Haste breakpoints gone, replaced by partial ticks at the end.
  • Stats that are not useful to your current class specialization will be grayed out in the tooltip rather than green, and will not be counted on your character stat sheet.
  • Functionality of Strength, Agility, and Intellect has been balanced (see below).

    Primary Stats and Attack Power
    • Agility no longer provides an increased chance to critically strike with melee and ranged attacks or abilities.
    • Intellect no longer provides an increased chance to critically strike with spells.
    • The base chance to critically strike is now 5% for all classes. There are no longer different chances to critically strike with melee, ranged, and spells.
    • New passive ability Critical Strikes increases critical strike chance by 10% This passive is learned by Rogues, Hunters, Feral and Guardian Druids, and Enhancement Shamans
    • Each point of Agility or Strength now grants 1 Attack Power (down from 2). All other sources of Attack Power now grant half as much as before.
    • Weapon Damage values on all weapons have been reduced by 20%.
    • Attack Power now increases Weapon Damage at a rate of 1 DPS per 3.5 Attack Power (up from 1 DPS per 14 Attack Power).
    • Attack Power, Spell Power, or Weapon Damage now affect the entire healing or damage throughput of player spells.
    • The amount of Dodge gained per point of Agility has been reduced by 25%.
    • The amount of Parry gained per point of Strength has been reduced by 25%.

    Hit and Expertise Removal
    • Hit and Expertise stats removed. Pre-existing gear that currently has these stats will have them converted to Crit or Haste.
    • All players now have a 100% chance to hit, 0% chance to be dodged, 3% chance to be parried, and 0% chance to glance, when fighting creatures up to 3 levels higher (bosses included).
    • Tank specializations receive an additional 3% reduction in chance to be parried, so tank attacks have a 0% chance to be parried vs. creatures up to 3 levels higher.
    • Creatures 4+ levels higher than you still have a chance to avoid your attacks in various ways, so as to discourage you from attempting to fight enemies that are much stronger than you.
    • Dual Wielding still imposes a 17% chance to miss, so as to balance it with two-handed weapon use.

Professions:

  • Professions will no longer offer direct combat benefits.
  • Herbalists can now harvest herbs throughout the game world without hard skill requirements. The yield an Herbalist will be able to harvest from each node is now determined by skill level.
  • Miners can now harvest mineral nodes in outdoor areas of the game world without hard skill requirements. The yield a Miner will be able to harvest from each node is now determined by skill level.
  • Healing Potions no longer share a cooldown with other potions, but instead share a 60-second cooldown with Healthstones. The cooldown will not reset until the player leaves combat.

Inventory:

  • Heirlooms and Toys will be available account-wide through the Collections system. Heirloom tab unlikely to be available at release.
  • Option to flag items as Favorites and summon a Favorite mount.
  • Bags will be auto-sortable in the default UI.
  • Bags will highlight items that were added since you last opened them.
  • Bags will highlight the quality of items.
  • Bags will show an icon on Vendor Trash.
  • Quest items will not occupy bag space.
  • Larger stack sizes.
  • You will be able to craft directly from your bank.

Quests:

  • Quest chains that are important and have important lore and story will be indicated with an icon.
  • The quest UI has been updated to combine the map and quest log and help guide the quest experience better.
  • The map will show you where you left off on the important storyline quests.

PvP:

  • Battleground bracket changed from 20-24 to 20-29.
  • Alterac Valley and Eye of the Storm are now available.
  • Base Resilience has been reduced to 0%.
  • Battle Fatigue now reduces the effect of critical heals by 25%.
  • Critical strikes reduced to 150% damage versus players (from 200%).
  • Non-PvP flagged players will be unable to heal or damage PvP flagged players unless they manually flag themselves for PvP combat.
  • Tanks now take 25% additional damage while engaged in PvP combat.
  • Blizzard will make an effort to balance low level PvP to some extent.
  • Skirmishes will be available at lower levels; winning will grant Honor and potentially other bonus rewards. Like Battlegrounds, skirmishes will be separated into XP-on and XP-off brackets.
  • The Battleground scoreboard is being updated to provide better insight into your performance in Battlegrounds. A new stat called Battleground Score will take into account objective-based gameplay you engage in, such as returning flags, interrupting objective captures, healing, doing damage, and more.
  • At the end of a Random or Call to Arms Battleground, players can earn Bronze, Silver, or Gold Strongboxes - possibly all three. Strongboxes can contain bonus Honor, Gear, etc. Better strongboxes have better rewards.
  • Which Strongboxes you earn depends on how well your team did in the match, but you can still earn them even if your team doesn’t win. (Example: a team caps 1 flag in WSG, earns Bronze. Capping 2 flags rewards Bronze AND Silver, and so on.)
  • Arathi Basin scoring will be out of 1500 points to work better with the Strongbox system.
  • Flag timers and other objective timers will also be viewable on the map, complete with an additional animation.
  • Reduced duration of Fear effects in PvP to 6 seconds (from 8 seconds).
  • PvP trinkets now grant immunity to reapplication of an effect from the spell cast when they break abilities with persistent effects, like Solar Beam.

Crowd Control Changes:

  • Removed many CC spells entirely, and increased cooldowns and restrictions on others.
  • Removed Silence effects from interrupts. Silences still exist, but not attached to interrupts. Interrupts will still lock out spells of the interrupted school for X seconds.
  • Removed all Disarms.
  • Removed the ability to make cast-time CC spells instant with a cooldown (Example: PoM Polymorph).
  • Pet-cast CC is more limited, and in many cases removed.
  • Reduced the number of Diminishing Returns (DR) categories.
  • All Root effects now share the same DR category (Exception: Roots on charge-type abilities have no DR category, but very short duration).
  • All Stuns now share a DR category.
  • All Incapacitiate (sometimes called "Mezmerize") effects now share a DR category and have been merged with the "Horror" category.

Racial Traits:

Blood Elf

  • Arcane Acuity is a new racial passive ability that increases Critical Strike chance by 1%.
  • Arcane Torrent now restores 20 Runic Power for Death Knights (up from 15 Runic Power), 1 Holy Power for Paladins, or 3% of Mana for Mage, Priest, Warlocks (up from 2% of Mana). Other aspects of the ability remain unchanged.

Draenei

  • Heroic Presence has been redesigned. It no longer increases Hit by 1%, and instead increases Strength, Agility, and Intellect, scaling with character level.
  • Gift of the Naaru now heals for the same amount over 5 seconds (down from 15 seconds).

Dwarf

  • Crack Shot has been removed (was 1% Expertise with ranged weapons).
  • Mace Specialization (was 1% Expertise with maces) has been replaced with Might of the Mountain.
  • Might of the Mountain is a new racial passive ability that increases Critical Strike bonus damage and healing dealt by 2%.
  • Stoneform now also removes magic and curse effects in addition to poison, disease, and bleed effects, along with reducing damage taken by 10% for 8 seconds. It remains unusable while CC'd.

Gnome

  • Expansive Mind now increases maximum Mana, Energy, Rage, and Runic Power by 5% instead of only increasing maximum Mana.
  • Escape Artist’s cooldown has been reduced to 1 minute (down from 1.5 minutes).
  • Shortblade Specialization (was 1% Expertise with one-handed swords and daggers) has been replaced with Nimble Fingers.
  • Nimble Fingers is a new racial passive ability that increases Haste by 1%.

Goblin

  • Time is Money now grants a 1% increase to Haste (up from only attack speed and spell haste).

Human

  • Mace Specialization has been removed (was 1% Expertise with maces).
  • Sword Specialization has been removed (was 1% Expertise with swords).
  • The Human Spirit has been redesigned. It now increases Versatility, scaling with character level.
  • Currently no changes to Every Man For Himself.

Night Elf

  • Quickness now also increases movement speed by 2% in addition to increasing Dodge chance by 2%.
  • Touch of Elune is a new passive ability which increases Haste by 1% at night, and Critical Strike Chance by 1% during the day.

Orc

  • Axe Specialization has been removed (was 1% Expertise with axes).
  • Command now increases pet damage by 1% (down from 2%).
  • Hardiness now reduces the duration of Stun effects by 10% (down from 15%).

Pandaren

  • Epicurean now increases the benefit of Well Fed effects by 75% (down from 100%).

Tauren

  • Brawn is a new racial passive ability that increases Critical Strike bonus damage and healing done by 2%.
  • Endurance now increases Stamina by an amount scaling with character level, instead of increasing Base Health by 5%.

Troll

  • Berserking now increases Haste by 15% (down from 20%).
  • Beast Slaying now increases XP earned from killing Beasts by 20% instead of increasing damage dealt versus Beasts by 5%.
  • Dead Eye has been removed (was 1% Expertise with ranged weapons).

Undead

  • Will of the Forsaken’s cooldown has been increased to 3 minutes (up from 2 minutes).
  • Undead can now breathe underwater indefinitely.

Class Changes:

Druid

  • Nourish removed.
  • Swiftmend no longer causes Efflorescence.
  • Rip is now only available to Feral Druids.
  • Rip duration increased to 24 seconds. Shred no longer increases the duration of the effect.
  • Regrowth (Restoration) now has a duration of 12 seconds (up from 6) but no longer refreshes itself on targets below 50% health.
  • Rake is now only available to Feral Druids and also stuns the target for 4 seconds when used while stealthed.
  • Tiger’s Fury now lasts 8 seconds (up from 6 seconds).
  • New Feral/Guardian passive Nurturing Instinct increases Nature spell power by 100% of Agility.
  • New Balance/Restoration passive Killer Instinct increases Agility by 100% of Intellect while in Bear or Cat Form.
  • Cat Form now increases movement speed by 30% (up from 25%).
  • Combo points in Cat Form are now on the Druid, not the target.
  • Maul is now only available to Guardian Druids.
  • Maul now costs 20 Rage (down from 30 Rage).
  • Mangle (Cat Form) removed.
  • Shred is now available to all druid specializations and deals an additional 35% damage and it's critical strike chance is doubled when used from stealth.
  • Shred no longer requires the druid to be behind the target.
  • Bear Hug removed.
  • Moonkin Form now increases armor by 100% (up from 60%).
  • Moonkin Form no longer grants 5% spell haste.
  • Revive mana cost reduced to 4% of base mana.
  • Bear Form no longer increases Haste and Crit from items by 50%, but instead causes Haste to reduce the global cooldown.
  • Auto-attacks in Bear Form now generate 5 Rage (down from 10.9 Rage).
  • Savage Defense (Guardian) can now accumulate 2 charges (down from 3).
  • Mangle now generates 10 Rage (down from 15 Rage).
  • For Feral/Guardian Druids, Mangle and Shred now also reduce the target's movement speed by 50% for 12 seconds.
  • Ferocious Bite has critical strike chance doubled against bleeding targets (formerly 25% additional chance).
  • Balance of Power removed.
  • Nature's Focus no longer increases chance to hit with Moonfire and Wrath.
  • Magic damage reduction of Thick Hide (Guardian) reduced to 10% (from 25%).
  • Bear Form now increases armor by 250% for all Druid specs (Down from 330% for Guardian, up from 120% for Feral/Balance/Resto).
  • Travel Form now automatically transitions between Aquatic, Land, and Flight versions, as is appropriate to the Druid’s location.
  • Balance Energy system has been redesigned. Balance Energy is a bar that cycles back and forth between Lunar and Solar sides, like night and day, with a 30 second cycle time (from Lunar to Solar and back to Lunar). Balance Energy is no longer generated through spells, talents, or other effects.
  • Eclipse has been redesigned - Eclipse inspires the Druid with the power of the moon and the sun, causing the damage of Lunar and Solar spells to be increased by up to 30% based on how close Balance Energy levels are to the appropriate side. (Example: With 0 Balance Energy, the damage bonus is evenly split between Lunar and Solar, and the Druid receives a 15% increase to damage for both spell types. With 80 Solar Energy, the Druid receives a 27% damage increase to Solar spells and a 3% damage increase to Lunar spells.)
  • Starfire now has a 3 second cast time (up from 2.7 seconds).
  • Moonfire now has a 20 second base duration (up from 14 seconds), but is no longer extended by Starfire and Starsurge critical strikes.
  • Sunfire now has a 24 second duration (up from 14 seconds), but is no longer extended by Wrath and Starsurge critical strikes. Additionally, Sunfire is no longer its own spell. Sunfire replaces Moonfire on the action bar whenever Balance Energy is on the Solar side. Enemies may still suffer from both Moonfire and Sunfire’s periodic damage components simultaneously.
  • Starsurge now has 3 charges and a 30 second recharge time (instead of a 15 second cooldown). Starsurge now also grants Lunar or Solar Empowerment. Lunar Empowerment causes the next 2 Starfires to deal 30% more damage, and Solar Empowerment causes the next 3 Wraths to deal 30% more damage.


Hunter

  • Serpent Sting has been removed.
  • Hunter's Mark has been removed.
  • Aspect of the Hawk has been removed.
  • Scatter Shot removed.
  • Go For The Throat (Beast Mastery) removed.
  • Arcane Shot is no longer available to Marksmanship Hunters.
  • Aimed Shot no longer interrupts auto-attacks and can be cast while moving.
  • Explosive Shot now costs 15 Focus (down from 25).
  • New passive "Survivalist" (Survival) restores 15% health over 10 seconds after killing a target.
  • Dismiss Pet now ignores line of sight.
  • Hunter Pets now have a 1 second global cooldown.
  • Revive Pet and Mend Pet now share one button, which toggles based on whether you have a live pet.
  • Growl now has a 30-yard range.
  • Cower has been removed as a pet ability.
  • Rabid has been removed as a pet ability.
  • Hunters will be getting updated weapon sounds in WoD.
  • Hydras will be tameable.
  • Abilities unique to each hunter pet family have been revised to provide a standard buff, debuff, or ability:

  • Combat Resurrection ability: Crane, Moth
  • Mortal Wounds debuff: Carrion Bird, Scorpid
  • Increased Spell Power buff: Serpent
  • Increased Strength/Agility/Intellect buff: Dog, Gorilla
  • Increased Critical Strike Chance buff: Raptor, Wolf
  • Increased Haste buff: Hyena, Wasp
  • Increased Stamina buff: Bear
  • Increased Multistrike Buff: Basilisk, Dragonhawk, Wind Serpent, Fox
  • Increased Versatility Buff: Bird of Prey, Boar, Ravager
  • An ability that increases dodge chance of the pet by 30% for 10 seconds: Bat, Monkey
  • An ability that reduces damage taken by the pet by 50% for 12 seconds: Crab, Turtle
  • An ability that Reduces the movement speed of the target by 50%: Crocolisk, Spider
  • An ability that puts the pet in stealth mode, but slows its movement speed by 50%. The first attack from stealth receives a 20% bonus to damage: Cat


  • Several buffs provided by pets have been changed into auras that are automatically applied to the Hunter's party or raid.

Mage

  • Arcane Barrage now replaces Fire Blast for Arcane Mages.
  • Arcane Blast now replaces Frostfire Bolt for Arcane Mages.
  • Arcane Blast's cast time has been increased to 2.25 seconds (up from 2 seconds), and its damage has been increased by 12.5% to compensate.
  • Arcane Charges now last 15 seconds (up from 10 seconds).
  • Arcane Explosion is now available only to Arcane Mages.
  • Frost Nova's cooldown increased to 30 seconds (from 25).
  • Frostbolt can no longer be used to heal the Mage's Water Elemental.
  • Ice Block is now learned at level 15.
  • Shatter is now available only to Frost Mages.
  • Shatter now multiplies Critical Strike chance by 1.5 (down from 2).
  • Ice Floes no longer has a restriction on base cast or channel times for spells (formerly only worked on spells with a base cast or channel time of less than 4 seconds).
  • Presence of Mind is no longer a level 15 talent; it is now a level 22 Arcane ability (gone for F2P).
  • Evanesce is a new Talent available at level 15 - Evanesce: Fade into the nether, avoiding all attacks against you for 3 seconds. This spell may be cast while a cast-time spell is in progress and is not on the global cooldown. Replaces Ice Block. 45-second cooldown.

Paladin

  • Denounce's range has increased to 40 yards (up from 30 yards).
  • Judgment is now naturally free for Holy Paladins, and naturally generates 1 Holy Power for Retribution Paladins.
  • Crusader Strike and Hammer of the Righteous are no longer separate spells. (Hammer of the Righteous effectively removed unless Seal of Righteousness is available at 20)
  • Holy Wrath's damage has been increased 100%. Cooldown increased to 15 seconds (from 9 sec).
  • Crusader Strike/Hammer of the Righteous no longer applies Weakened Blows.
  • Guarded by the Light (Protection) now increases block chance by 5% (down from 10%).
  • Word of Glory now has a 1.5-second cast time for Holy Paladins.
  • Holy Shock now has double the normal critical strike chance (formerly 25% additional chance).
  • Sword of Light (Retribution) now increases damage dealt with 2H Melee weapons by 25% (down from 30%).
  • Redemption mana cost reduced to 4% of base mana.
  • Seals no longer cost any mana.
  • Holy Insight no longer increases the chance to hit with spells.
  • Sanctuary now also reduces the chance for attacks to be parried by 3%.

Priest

  • Desperate Prayer, Spectral Guise, and Angelic Bulwark are now level 15 talents.
  • Psychic Scream, Dominate Mind, and Void Tendrils are now level 60 talents.
  • Shadow Word: Pain’s initial damage is now considered direct damage, not periodic damage.
  • Holy Fire now lasts 9 seconds (up from 7 seconds).
  • Holy Nova is no longer available through a Major Glyph, and is instead a Discipline specialization spell. Its mana cost has been lowered and its healing increased. It is intended as the efficient area-of-effect (AoE) healing spell for Discipline Priests. Learned at level 20.
  • Discipline Priests now learn the Borrowed Time passive at level 10.
  • Rapture (Discipline) no longer reduces the mana cost of Power Word: Shield by 25%, nor does it return its' mana cost when the shield is absorbed/dispelled.
  • Power Word: Shield now has a chance for a critical effect based on critical strike chance.
  • Holy Word: Chastise now shares Diminishing Returns with all other Mesmerize effects.
  • Psyfiend removed.
  • Inner Fire removed.
  • Divine Fury removed.
  • Spiritual Precision removed.

Rogue

  • Combo points are now on the Rogue, not the target.
  • Ambush no longer requires the Rogue to be behind the target.
  • Sinister Calling (Subtlety) now increases Agility by 15% (down from 30%).
  • Find Weakness’ effects have been merged into baseline Ambush for Subtlety Rogues.
  • Master of Subtlety’s effects have been merged into baseline Stealth for Subtlety Rogues.
  • Subtlety Rogues now gain the Energetic Recovery passive at level 10.
  • Subterfuge will no longer keep the Rogue stealthed, but will provide access to stealth-only abilities.
  • Ambidexterity (Combat) has been removed.
  • Revealing Strike now grants Sinister Strike a 25% chance to generate an extra Combo Point (up from 20%).
  • Assassination Rogues now gain the Venomous Wounds passive at level 10, and the Cut to the Chase passive at level 20.
  • Envenom (Assassination) now naturally refreshes Slice and Dice.
  • Envenom now increases poison chance by 30% (up from 15%).
  • Recuperate now restores 5% health (up from 3%) every 3 seconds.
  • Blade Flurry can now trigger poisons.
  • Hemorrhage's s periodic damage is now based on attack power (instead of the initial strike's damage), and ticks every 2 seconds. Damage has been adjusted to compensate.

Shaman

  • Lightning Bolt is no longer castable while moving by default.
  • Healing Wave removed.
  • Elemental weapon imbues (Flametongue, Windfury, Earthliving) removed and replaced by passive effects. Flametongue passive is available to Enhancement Shaman at level 10.
  • Lava Lash now has a cooldown of 10.5 seconds (up from 10 seconds).
  • Lava Lash now spreads Flame Shock to up to 6 nearby enemies (up from 4 enemies).
  • Duration of Flurry (Enhancement) increased to 30 seconds (up from 15).
  • Water Shield now replaces Lightning Shield for Restoration Shaman and is only triggered by melee attacks.
  • Purification (Restoration) no longer increases the effectiveness of healing spells and water totems.
  • Lightning Shield and Water Shield (Restoration) now persist through death.
  • Ancestral Vigor removed.
  • Primal Wisdom removed. Enhancement Shaman mana regeneration increased by 100% to compensate.
  • Mental Quickness (Enhancement) no longer increases spell power by 65% of attack power, nor does it reduce the mana cost of instant spells and totems.
  • Earth Shock is now only available to Elemental Shaman.
  • Earth Shock no longer applies Weakened Blows.
  • Searing Totem's Searing Bolt now has a 2-second cast time (up from 1.5 seconds), but casts faster with Haste, and its damage has been increased by 120%.
  • Thunderstorm (Elemental) no longer restores mana.
  • Healing Surge now heals for 100% more when cast on self for Elemental Shaman.
  • Ancestral Spirit's mana cost reduced to 4% of base mana.
  • Wind Shear no longer affects threat.
  • Elemental Fury removed. Elemental Shaman now naturally have critical strike damage increased to 250% of normal damage.
  • Rolling Thunder removed. Elemental Shaman mana regeneration increased by 50% to compensate.
  • Fulmination now causes Lightning Bolt damage to always generate an additional Lightning Shield charge, up to a maximum of 15. Earth Shock will consume any charges beyond 1, dealing their total damage to the enemy target.
  • Elemental Precision removed.
  • Spiritual Insight no longer increases the chance to hit with Lightning Bolt, Lava Burst, Hex, or Flame Shock.
  • Ghost Wolf model is getting an update.

Warlock

  • Metamorphosis (Demonology) now increases Armor contribution from items by 250% and reduces the duration of stun and snare effects by 35%, and replaces Corruption, Shadow Bolt, and Hand of Gul'dan with alternate, improved versions.
  • Demonology Warlocks now gain the Decimation and Molten Core passive effects at level 10.
  • Casting Shadow Bolt and Soul Fire on targets below 25% health now triggers Molten Core. Hand of Gul'Dan DoT ticks have an 8% chance of triggering the effect at any health level.
  • Demon pets controlled by Demonology Warlocks now deal 20% more damage.
  • Destruction Warlocks now learn Burning Embers and Chaos Bolt at level 10, and Ember Tap at 15.
  • All of the various Soulburn effects are learned together with Soulburn, instead of at different levels.
  • Drain Life no longer gains a benefit from Soul Burn.
  • Health Funnel no longer gains a benefit from Soul Burn.
  • Drain Soul (Affliction) now learned at level 42, effectively removed.
  • Affliction Warlocks now gain Nightfall passive at level 10.
  • Curse of Enfeeblement removed.
  • Voidwalker: Disarm has been removed.
  • Healthstone's cooldown will now not reset until the player leaves combat. Healing from this ability can no longer be a Critical Effect.
  • Harvest Life now increases the healing of Drain Life by 100% (down from 150%).
  • Drain Life is no longer available to Destruction Warlocks.
  • Harvest Life has been replaced with a new talent called Searing Flames for Destruction Warlocks. Searing Flames reduces Ember Tap's Burning Ember cost by 50%, and increases its healing by 50%.

Warrior

  • Warrior stances once again have their own action bars.
  • Warriors now learn the Shield Charge ability at level 18.
  • Battle Stance for Arms Warriors now generates 115% increased rage from auto-attacks and critical strikes now generate double rage.
  • Defensive Stance for Arms Warriors now generates 50% as much rage from auto-attacks as Battle Stance.
  • Arms Warriors now generate Rage from taking auto-attack damage. Each 1% of health taken as damage will generate 1 Rage, up to 5 Rage per hit.
  • Seasoned Soldier now increases damage by 10% (down from 15%).
  • New passive ability for Warriors - Headlong Rush: Haste reduces global cooldown and the cooldowns of Mortal Strike, Bloodthirst, Shield Slam, and Thunder Clap.
  • Charge stun changed to a root effect. Warbringer talent will add a 1.5 second stun (off of diminishing returns).
  • Enrage now increases all damage (up from only Physical damage).
  • Enrage is no longer available to Arms Warriors.
  • Execute for Arms Warriors now costs 10 rage, and consumes up to 30 additional rage to deal additional damage.
  • Mortal Strike now replaces Heroic Strike for Arms Warriors.
  • Mortal Strike (Arms) now costs 20 rage (instead of generating 10 rage).
  • Rend is a "new" ability for Arms Warriors. Causes bleed damage over 18 seconds, and a final burst of bleed damage when the effect expires. Costs 5 Rage.
  • Slam has been removed.
  • Thunder Clap is no longer available to Fury Warriors.
  • Thunder Clap no longer applies Weakened Blows.
  • Bloodthirst now replaces Heroic Strike for Fury Warriors.
  • Bloodthirst (Fury) now has 30% additional critical strike chance (instead of double the normal critical strike chance).
  • Bloodthirst has a 20% chance to grant 2 charges of Wild Strike that cost no rage.
  • Wild Strike now has a 0.75 second baseline global cooldown and costs 45 rage.
  • Single-Minded Fury and Titan's Grip removed. Crazed Berserker now includes the functionality of both.
  • Crazed Berserker now increases all damage by 30% (up from 20%) while using one-handed weapons.
  • Crazed Berserker no longer increases auto attack damage. Instead, it also causes Execute to hit with both weapons.
  • Fury Warriors now learn Piercing Howl at level 19.
  • Thunder Clap now costs 10 rage, and also reduces nearby enemies' movement speed by 50%. Only available to Arms and Protection Warriors.
  • Critical strikes with Shield Slam cause your next Heroic Strike to cost no Rage and be a critical strike.
  • Protection Warriors now learn Sword and Board passive at level 10.
  • Sunder Armor no longer applies Weakened Armor.
  • Throw has been removed.
  • Defensive Stance now reduces damage taken by 20% (down from 25%).
  • Unwavering Sentinel now reduces the chance for attacks to be parried by 3%, and no longer increases Armor by 25%.
 
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Item Stat Changes

As you can see in the notes above, the "Hit" and "Expertise" stats are being removed from items in WoD. When that happens, those stats will be replaced with something else (either Crit or Haste). Below is a list of all the items with (formerly) Hit and Expertise accessible to F2P 20s -- the links are to the WoD Wowhead, so the stats you see on mouseover should be the new stats when the expansion comes out.



WEAPONS & SHIELDS

CLOTH ARMOR

LEATHER ARMOR

MAIL ARMOR

MISCELLANEOUS



Potential Grandfathered Items, Achievements, Etc.

There is reason to suspect that the things listed below may no longer be attainable by F2P players once Patch 6.0 / Warlords of Draenor is released. As always, things may change between now and release.

**THIS SECTION IS CURRENTLY A WORK IN PROGRESS**

BFD Quest Rewards

Alliance

Blackfathom Villainy

Shield Against the Evil Presence
Blackfathom Leggings
Thaelrid's Leggings
Robe of Kelris

Knowledge in the Deeps

Eventide Bow
Gloaming Band
Dusk-Stained Cloak
Sustaining Ring

Researching the Corruption

Dissector
Shadestar Mace
Searching Wand
Band of the Skull Crusher

Twilight Falls

Blackfathom Mace
Gift of the Enigmatic Tree
Aluwyn's Legguards
Nimbus Boots
Heartwood Girdle


Horde

Nightmare of the Deeps

Shield Against the Evil Presence
Blackfathom Leggings
Scales of Aku'Mai
Je'neu's Robes


Other Quests

Dread Head Redemption (H)

Garrosh's Pardon (Now Ring of Pardons)
Unbountied Cloak (Now Durak's Downfall)


Justice Point Items

Reins of the Wooly Mammoth DK


Tabards

Tabard of the Argent Crusade
Tabard of the Kirin Tor
Tabard of the Wyrmrest Accord


Achievements

Upper Blackrock Spire DK
Leeeeeeeeeeeeeroy! DK
The Argent Champion DK
The Argent Crusade
The Kirin Tor
The Wyrmrest Accord
Knights of the Ebon Blade
Northrend Vanguard
 
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I'm sure it will be. It's not like it's some super exclusive feature like mail. I'll have it's own tab just like mounts and such are account-wide.
 
Seeing the changes that will happen to WoW overall with the newly announced expansion.. it makes me worry about the current state of F2P in WoW. Since (correct me if I am wrong) if you buy the game you have the ability to just send one charcter straight to level 90 skipping all those old content... makes it for me personally seem like they want to get rid of F2P (or render it pretty much useless in a way) with such a "huge" feature as skipping pretty much all old content (and the time it gives you to learn your classes basics).

Anyone can clear things up? Because it looks like the tactic of all those F2P games (EQ2 for example) where when you sign up you are able to get one character with like Level 50 and gear XYZ.
 
The Honor system will stay in place, but the end of battlegrounds or arenas will give you a random chance to win bonus items, honor, BoE gear, and more.
This sounds like a daily pvp lvl 100 quest. F2P don't have access to the daily pvp quest at the moment and I don't think they will add new low level pvp gear seeing how they push players to the endgame (free lvl90 upgrade).
makes it for me personally seem like they want to get rid of F2P
I don't think they want to get rid of f2p, wow is working on a daily month fee model, you need to have a way to test the game to bring new players.
 
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Finally they remove hit and expertise.I mean hit and exp were retarded for melee and shouldve only been implemented for casters.You Are 1m away from a boss/target you Are not going to miss it with your weapons.
I guess this means Damage will go down and/or bosses health will be increased.
 
Finally they remove hit and expertise.I mean hit and exp were retarded for melee and shouldve only been implemented for casters.You Are 1m away from a boss/target you Are not going to miss it with your weapons.
I guess this means Damage will go down and/or bosses health will be increased.

So it means we will never miss ? Doesnt it ? :p
 
Fine... Move speed sounds interesting but...
FOR FCK SAKE!!
Accwide BoAs mean more people will face roll non linked f2ps like me. It will be a choice between: do you want to collect achievements or not die every time you go out of gy?
If acc wide boas keep enchants then no more FCing for me - there will be a lot of people with more hp.
Acc wide tabards make current tabards mean nothing like it happened with titles.
Hit removing makes PvE impossible.
Eeeeh... I'm gonna cry now.
 
Anyone can clear things up? Because it looks like the tactic of all those F2P games (EQ2 for example) where when you sign up you are able to get one character with like Level 50 and gear XYZ.

I dont think they will shut down f2p-wow, if they get enough sales out of it. My guess is that they want to give people, who didnt play mop a chance to catch up with their old main (to get them to start paying again). Minor point: Also it might be intended to let people reroll another class for the new expansion.

Accwide BoAs mean more people will face roll non linked f2ps like me. It will be a choice between: do you want to collect achievements or not die every time you go out of gy?
If acc wide boas keep enchants then no more FCing for me - there will be a lot of people with more hp.

On the one hand I think actual accoutwide BoAs are great, becauce you dont have to grind the items new every single time. Very nice for people like me, who already got almost every BoA in the game.

Your point is the other hand I am troubled over.. I possible could link my p2p to my f2p, but in pvp for me its about being part of the weakest group instead of facerolling over it. And I assume, that this is not the general perspective.
 
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The whole heirloom thing excites and terrifies me bc i love playing a pure f2p and it will not be fun if i have to link to my p2p just to stand a chance. Also they really should increase trial lvl cap and make it so the bgs are starter edition only .. as in our own bracket separate from p2ps. that is what would make f2p fun again. Also change the lower lvl areas like they did in cata would make lvling fun again.
 
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Fine... Move speed sounds interesting but...
FOR FCK SAKE!!
Accwide BoAs mean more people will face roll non linked f2ps like me. It will be a choice between: do you want to collect achievements or not die every time you go out of gy?
If acc wide boas keep enchants then no more FCing for me - there will be a lot of people with more hp.
Acc wide tabards make current tabards mean nothing like it happened with titles.
Hit removing makes PvE impossible.
Eeeeh... I'm gonna cry now.

but most tabards have a reputation or level requirment so it doesn't change that much.
 
..yeah.. let's dumb wow even more... gg Blizzard!!
Expertise and hit have never been more than mouse on the wheel stats, something to grind out at end game. The average player doesn't even know what expertise is because it isn't relevant . Hit has long been mitigated by talents. Blizz realized these 2 stats were a mistake around wotlk.

You can't dumb down a game that's been designed for 12 year olds. It's already as basic as it can get. Unless you're suggesting kids are getting dumber. Based on what I've been seeing in bg's there might be an argument for this.
 
Don't forget the item squish everyone!

View attachment 3139

I wonder how level 20 items will look after 6.0 hits.
 

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This will probably be awesome... but could just as easily be extraordinarily shitty (if the past is a predictor for the future).
 

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