The following PvP class adjustments will arrive with scheduled weekly maintenance (March 11 in this region). We will continue to monitor and tune class combat in PvP and PvE as necessary in the weeks to come.
Player versus Player
Will to Survive and Gladiator’s Medallion now share a 60 second cooldown for healer specializations (was 90 seconds).
Druid
Restoration
All healing increased by 5% in PvP combat.
Ancient of Lore (PvP Talent) damage reduction increased to 30% (was 20%).
Ancient of Lore’s Mass Blooming cooldown reduced to 7 seconds (was 8 seconds).
Evoker
Preservation
Dream Breath healing increased by 20% in PvP combat.
Hunter
Marksmanship
Tensile Bowstring reduces the cast time of Aimed Shot by 25% in PvP combat (was 50%).
Unerring Vision increases your critical strike chance by 5% (was 10%) and critical strike damage by 10% (was 20%) in PvP combat.
Survival
Developers’ notes: The one-shot potential with Flanking Strike was too devastating, so we’re reducing its damage and distributing that damage to the rest of the kit for Survival.
Flanking Strike damage reduced by 30% in PvP combat.
All spell and ability damage increased by 4% in PvP combat.
Spearhead increases critical strike chance by 15% in PvP combat (was 30%).
Deadly Duo increases your critical strike damage by 15% in PvP combat (was 30%).
Mage
Fire
Frostfire: Severe Temperatures is now 50% effective in PvP combat.
Frostfire: Frostfire Empowerment now increases damage done by 15% in PvP combat (was 36%).
Monk
Mistweaver
Conduit of the Celestials: Celestial Conduit damage decreased by 12% in PvP combat.
Windwalker
Conduit of the Celestials: Celestial Conduit damage decreased by 12% in PvP combat.
Paladin
Retribution
Blade of Justice damage increased by 25% in PvP combat.
Final Verdict damage increased by 10% in PvP combat.
Judgment damage increased by 20% in PvP combat.
Expurgation damage increased by 40% in PvP combat.
Priest
Discipline
Power Word: Shield absorption reduced by 10% in PvP combat.
Power Word: Radiance healing reduced by 10% in PvP combat.
Archangel now increases the healing of Evangelism by 15% (was 30%).
Penance damage and healing reduced by 10% in PvP combat.
Oracle: Premonition of Solace absorption reduced by 25% in PvP combat.
Developers’ notes: We are increasing the power of Void Blast while keeping its Atonement healing the same. Oracle has been a widely popular pick for its versatility and our goal with this change is to give Voidweaver greater opportunities to shine when they are able to get consecutive Void Blast casts in.
Voidweaver: Inner Quietus is now 25% more effective in PvP combat.
Voidweaver: Void Blast damage increased by 30% in PvP combat.
Voidweaver: Void Infusion is now 60% effective in PvP combat.
Holy
Divine Hymn healing increased by 80% in PvP combat.
Holy Fire damage increased by 30% in PvP combat.
Smite damage increased by 80% in PvP combat.
Rogue
Subtlety
Developers’ notes: We’re making a few significant changes to Subtlety’s damage modifiers that when stacked together can cause very high burst damage. Our goal for these changes is to decrease the maximum output, but increase the consistency of Subtlety’s burst windows. We would like to ensure that they are a threat even without all these modifiers present, but have their high-end output capabilities be more in line with damage expectations.
Finality now increases finisher damage by 8/15% in PvP combat (was 15/30%).
Shadow Blades now duplicates finishers at 10% effectiveness in PvP combat (was 15%).
Darkest Night now increases the damage of Eviscerate by 10% in PvP combat (was 19%).
Symbolic Victory now increases Eviscerate or Black Powder damage by 10% in PvP combat (was 18%).
Danse Macabre now increases damage by 2% per stack in PvP combat (was 4%).
Backstab damage increased by 20% in PvP combat.
Gloomblade damage increased by 20% in PvP combat.
Shadowstrike damage increased by 20% in PvP combat.
Rupture damage increased by 25% in PvP combat.
Eviserate damage increased by 25% in PvP combat.
Secret Technique damage increased by 10% in PvP combat.
Shaman
Elemental
Developers’ notes: We are shifting some of Elemental’s damage out of overloads and into core abilities to increase sustained damage and reduce Elemental’s reliance on overloads for kill power.
Elemental Overloads now deal 60% reduced damage in PvP combat.
Mastery: Elemental Overload’s increase to Physical and Elemental damage is now 30% more effective in PvP combat.
Lava Burst damage increased by 20% in PvP combat.
Lightning Bolt damage increased by 30% in PvP combat.
Chain Lightning damage increased by 30% in PvP combat.
Icefury damage increased by 20% in PvP combat.
Frost Shock damage increased by 20% in PvP combat.
Stormbringer: Tempest damage increased by 20% in PvP combat.
Warrior
Champion’s Might critical strike damage decreased to 15% in PvP combat (was 25%).
thanks god.
pala is getting something .
ret damage should be more and this is a good news.
dont listen to those druids they hate ret.
keep it up
Light be with you!
Dear Blizzard with all the respect,
I am current 2.1 on MW in soloshuffle and last time i checkt only 4 people EU amd NA manage that
BUT do you know how bad MW is doing in PvP
You auto loose ALL matchup because our maximum HPS is lower then any other healer, mean if DPs manage there rotation well you swet the hole game and one micro cc and its over, on top of that we are one of the view healer where mana melt away
Our contribute too win the game is here and there a rushing wind kick and some short cc with incap sweep, so no spameable damage or cc like other healer
We have no migation cooldowns like Disc
THERE IS A REASON why MW is doing bad in every Bracket
And you ignore MW Monk, you cannot be sirious
What a bad design
Disc rly needs buff, such a struggle too play what is with Buffing MW damage ???..
Should’ve left disc priest alone and should have buffed other healers to be on the same level. Back to DPS for me.
(This is why queues can take hours.)
ret pala is already in a good spot buffing it more will make it overpowered. Do you even check the metrics when making class changes? Or just using randomizer when deciding on buffs ?
After seeing how everything has the same amount of everything I kinda dont see any difference anyway. Its just play whatever is tuned perform best atm. Ironically being a “survival” hunter doesnt mean it has anymore abilities on its toolkit to survive or deal with melee chasing him compared to a mm or bm hunter, they all just play the same now in the end. Class fantasy is there regards pets, ranged and melee abilities but if put those aside they just play the same regards when you are being focused by melees.
I guess regards shuffle they are being overshadowed by ww which also is getting buffed for some reason btw, regards blitz retri is one of the best dps there already.
I dont think the same, you cant really cast smites so much in pvp as holy so buffing it does nothing for me. Increasing hymn 80% is just bit of increase for the short window that they channel that cd and otherwise they didnt buff healing at all. They buff only holy fire and smite dmg which is whatever for me and holy fire already doing high dmg and burst window after divine word every 1min so it didnt need buff either.
Holy is high hps spec currently and pvp is not about high hps right now, its about cds and only mw and disc really has good cds. I dont see anything change regards holy priests and its the same for rshaman and rdruid, they just lack cds to mitigate dmg or give something for the time they are being ccd. Disc will remain one of the best heals for shuffle and blitz will be disc and mw combined I imagine.
Blizz logic when it comes to MM: Trueshot isn’t nearly as good or fun as last season, but let’s screw it up a little more. Unerring Vision is hardly used by anyone in pvp, especially at higher ratings, but let’s kill it completely.
Unerring vision is blitz talent somewhat but double tap is still untouched and is what makes the mm burst if anything. I dont care much what they do to unerring vision, I think double tap is better and can combo it with volley as well
Yeah its not bad talent and can have trueshot more often in something like blitz, double tap is just the burst which they should had nerfed instead of this Unerring Vision
Havent seen any 7mil crits. 3.7mil is biggest I get with it and the nerf isnt implemented yet. Double tap gives burst that takes ppl off guard. They did nothing for double tap or aimed shot though, but ppl will also soon have more health. Im most concern of what comes when affli gains 4set.
From top 50 mm in blitz and shuffle it looks like 40 out of 50 (80 for blitz and shuffle combined) are playing double tap instead of this talent choise which they about to nerf but do nothing for the double tap which everyone plays. Either the best in the world are both fooling us while performing top of the ladder while doing it or blizz nerfed the wrong thing