Class Tuning Incoming – 26 August

As we previously indicated, we’re doing broad class tuning each week for the first three weeks of the Curse of Ula’tek content update. With scheduled weekly maintenance in each region, we’ll make the following tuning adjustments.

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%. Does not apply to PvP combat.
      • 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%). Does not apply to PvP combat.
  • 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%).
      • Molten Fury now increases damage to targets below 35% health by 10% in PvP combat (was 15%).
      • Burnout now explodes for 50% of remaining Ignite damage in PvP combat (was 75%).
  • 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 5% in PvP combat.
      • Fueled by Violence healing reduced by 15% in PvP combat.
1 Like

can you buff shadows sustain like a mage just 1 shot you.

not joking

Buff Bm hunter, affliction warlock ??? are you guys for real ??? Buff ret paladin even furthwr ??? Dk has no spec in higher tier, yeah we play unholy because we love it , but it deals no dmg!!! and you buff top notch specs ??? Im gonna delete the game and unsub forever if you guys do it like this!!!

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.

Does this mean Holy priest is getting mindgames?

I’ll post the same message again - resto druid is just not fun to play anymore compared to S1. Most top druid players won’t bother to play it as a result (unless it becomes brokenly good, see S1 mistweaver), which in turn likely explains why you see subpar performance on aggregate.

The spec has 3 substantial group heals that can be directly triggered: apex healing, power of the archdruid (when used with regrowth), and wild growth

The spec also has 2 major single target heals: regrowth and swiftmend.

The spec now completely ties swiftmend (ST heal) with apex (group heal). Trying to shoehorn usage of one into the other is just terrible gameplay-wise.

Yes, in S1 maybe it felt odd to have both power of the archdruid and apex be shared, but at least you could decide when to do group healing and when to do ST. Also, power of the archdruid is still needed for spreading rejuvs so it is not always a group heal.

S2 changes made us lose agency, which makes the spec less engaging. Tuning numbers won’t change that

Resto druid was the worst healer in season 1 even tho everyone said it was the best healer, so it was not that great in season 1 either.

2 Likes

For once in my life I’m thankful Holy Priests aren’t mentioned. :zipper_mouth_face:

Hint; we’re somewhat quite viable in M+, thus far.

And I’ve probably jinxed it. Sorry in advance!! :folded_hands:t2:

1 Like

Any buff is appreciated always I just don’t know the Blizzard buff is going to be noticable. Probably not. I even did not use blizzard in S1 a lot that is how little dmg it did. literally did not worth to run the instant cast talent and hardcasting is a no go. It needs more buff than 10%. Blizzard’s contribution to the overall aoe damage is so small so any buff to it is pretty much meaningless. Most of the aoe damage in m+ is coming from shatter.

Frost singletarget in raid is at least 20% behind most other specs. That could have been adressed.

Defense . The character is in big trouble. In equal gear it has more than 100k less HP than any other class. (let’s say I have 550k hp with290 ilvl while my alts on 285 ilvl has 620k hp, 5 more ilvl on alts and they are at 700k which is a 150k deficit exactly what my barrier is absorbing). Class fantasy or not it makes no sense balance wise. They have roughly the same HP by default as a mage HP combined with barrier but barrier has a cd and have to manage. You have to press it you have to time it. It has a CD it won’t be up all the time. Base stamina/HP needs to be buffed for survivability sake. Also barrier has to be off the global cd.

please fix hunter survivability in solo content…the fact that mobs now seem to just cast all abilities at you instead of your pet even if pet has agro means it’s just a pain to do anything with elites or higher delves

You mean in pve cos pvp they overnerfed it. So RIP holy. Also RIP holy pala too cos they nerfed him too when his not Even meta. I guess blizz doesnt mind long ques for dps cos many are starting play dps.

1 Like

Does not matter in low keys, once everyone pushes beyond +22 just keep eye out the per spec leaderboard and check who pushes the highest and the lowest and balance like that, as long every class is roughly equally pushing same key levels as the rest all is pretty well balanced, especially mid season.

Yeah better be careful to not overtune an B tier spec which according ladder statistics no one plays. But it’s ok to buff mages and retri and hunter which are all S tier.

These wont make B tier spec start performing better. It needs an rework to have less casts, right now its easy to disrupt its casts or just ignore them cos they do no dmg. Now you buffed one thing while nerfed another, thats not a buff for B tier spec and nothing will change.

So apperantly there is another patch with changes that purely ignore Resto Shaman’s problems in PVP.

  • 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%).

Congrats, you just destroyed the two defining talents for totemic and the tier set is already the worst in the game. Farseer gets nothing to close the gap, so this doesn’t rebalance it — it just makes both worse than they were, while totemic tree remains the only one the set bonus actually interacts with.

Meanwhile the real problem goes untouched: casting Healing Wave for 1.5 sec and eating a kick most of the time just to land any meaningful burst heal.

2 Likes

I laughed when it said that resto is too strong. Literally at the bottom as least played healers with holy whole season 1 and it didn’t get better season 2.

2 Likes

What are you talking about buffing mages? Do you even understand what the buff to mage does? Literally nothing. 2 buffs for frostfire which nobody plays because spellslinger is better and the 10% blizzard damage is meaningless because 90% of the aoe damage in m+ comes from shatter. Also frost mage is arguably the worst m+ specs also one of the worst singletarget in raid.

Mage is S tier PvP and they have kept buffing mage if you have followed tuning, read the post you reply on, its clear Im talking of PvP.

Do you understand to read the post what you reply on. You see the notes I quoted are PvP if you inspect the post with second glance which you decided to come annoy me from and you realise your error. Watch your tone.

did you read what they say? focuses on frost mage m+ performance xD this is not pvp tuning.

Second time you annoy me without able to read my post.

Meaning they have kept buffing mage pvp and Im speaking of pvp obvously. I couldnt care less about your pve tunings obviously. I have little care for your tone or explaining anything of this level.

who cares about what they done in the past mage was awful in pvp in s1 so they had to buff it. This is a topic focuses on buffs coming up and mage has a section so you saiyng “buffing mage which is s tier” literally means these buffs not what happened half a year ago.

You need to watch your tone you are just a random nobody on a forum like everybody else. You don’t get to come here and say people annoy you. Who do you think you are? Why do you post on forums if you can’t handle people interact with you?

Hello Mr, This would be nice in M+ too!