Season of Discovery Class Tuning Incoming - 24 April

Tomorrow, during each region’s normal maintenance period, we will apply the following adjustments to classes in Season of Discovery.


  • The Natural Weapons talents now increases all damage done by druids in Season of Discovery, instead of just physical damage.
  • The Gale Winds rune now reduces the mana cost of Hurricane by 60%.
  • Swiftmend no longer consumes a Rejuvenation or Regrowth effect on the target when used.
    • Developers’ notes: Please note that it does still require Rejuvenation or Regrowth to be on the target to be used.


  • Seal of Righteousness damage can now be critical hits.
  • Sacred Shield’s duration is extended to 60 seconds (was 30 seconds).
  • Crusader Strike has now gained an additional effect: Crusader strike now refreshes all judgement effects active on the target to a 30 second remaining duration.
  • Seal of Martyrdom can now “twist” with other seals, including Seal of Command.
    • Developers’ notes: Seal “twisting” was an interesting emergent effect that became popular during the original Burning Crusade, that utilized the slower server messaging system used in early versions of WoW to slightly extend the duration of the Paladin’s active seal for a short time whenever a second seal was cast. This effectively allowed paladins to momentarily gain the benefit of two seals at once if they timed the application of a new seal to line up perfectly just before their weapon swing. This is something we would have considered a bug at the time, but for many players, it became a popular feature of the class, allowing skilled players to increase their output with precision gameplay.
      We recreated this playstyle in Burning Crusade Classic and since then it’s been a popular request in other versions of original WoW, including Season of Discovery. We had concerns about allowing Martyrdom and Command specifically to be twisted together in Season of Discovery for a variety of reasons, including the fact that the playstyle is highly mana inefficient, it largely requires addons such as a weapon swing timer to function properly, and twisting can be unintuitive for less experienced players. As the game matures and we continue to listen to player feedback however, we recognize that for some, this is part of the charm and uniqueness of playing a paladin during those early eras of WoW’s history. We consider this change to be experimental and we will watch the performance and behavior of Retribution closely after this change. Should it prove problematic, we may revert this change or apply additional adjustments later. We greatly appreciate the feedback we’ve received about this thus far.
      With this change to allow twisting, we do not expect to see a major change in the “optimal” way to play Retribution right away. Due to the interaction between Art of War, Martyrdom, and Exorcism, we’ll likely need a larger redesign and changes to that interaction to truly add more diversity to the Retribution playstyle. We’re evaluating options here for potential changes we can make either via hotfix during Phase 3 or as part of a larger effort for Phase 4.


  • Shadowform now increases all shadow damage done by 25% (was 15%).


  • Saber Slash bleed now stacks up to 5 times.
  • Saber Slash bleed now also increases the impact damage done by Sinister Strike and Saber Slash by 15% per stack for the rogue who applied the bleed.
  • Saber Slash bleed now deals 3% of the rogue’s Attack Power in damage per tick (was 5%).


  • Mental Dexterity now only triggers from dealing damage with Stormstrike and Lava Lash, and it now lasts 30 seconds (was 10 seconds).
  • Burn now increases Flame Shock Damage by 100% and flame shock DoT duration by 6 seconds, and causes Flame Shock to strike up to 5 targets (was 3 targets).
    • Developers’ notes: We’ve received a lot of feedback about the overall usability of mental dexterity, particularly for Elemental Shamans. This ability was not intended to be used by elemental, so the adjustments we’ve made are to help ensure its usage is a bit more enhancement-centric. To compensate, we’ve increased the output and usability of the Burn rune, with a slight quality-of-life improvement in the form of a Flame Shock duration increase which allows two Lava Burst casts to be used within a single Flame Shock duration. This is likely not going to be enough to overall bring elemental up to the level we want, so we intend to continue to make other tactical adjustments in future class adjustment updates as needed.

In the Weeks to Come

We’re carefully planning for more adjustments to Hunters, Mages, Shamans, and Warlocks in future updates. We really appreciate the feedback we’ve received since the start of Phase 3 and look forward to sharing more about our next round of adjustments with you soon.


Seal twisting is finally back babyyyyyy !!! :smiley:


More Sp and sham buffs? You gotta be kidding us




Guess we’re just going to ignore warriors for another phase then.

GG Bliz.


Since Phase 3 seems to be a BIG DISAPPOINTMENT for most of the players I encountered (at the beginning of the phase, most of the players on the server I play on seem to have left the game), I just wonder when Phase 4 will be coming and hope it can save SOD somehow :smiley:


Great, the worst mechanic ever invented was added back (hint: its seal twisting). Btw, this is where SOD could have shined, give ALTERNATIVE runes for alternative styles. One rune could allow seal twisting while another could buff seal of command to Wotlk version. And these are the runes that should be exclusive, not exorcism and interrupt


Thanks blizzard, the shaman tank will be even worse now :clown_face:

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Idk m8 this is very good change cuz paladins can finaly use useless seal of comand in pvp/pve

Good luck trying to seal twist in PVP where any delay means you missed the mark.

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Tl:dr devs dont play the game.

Still not making a massive diff against SoM or Command even.

Still not making a massive diff for the fast weapon meta that rets are forced to play. People want to use their slow 2h in raids without all of em getting redesigned for the sake of SoM fast weapon meta.

I’ll just say this, 2 dots in PvP body anyone, even with current food people die from it. Can the dot damage be readjusted at least so hard casts have to happen instead of braindead dotting in pvp? Like seriously play your damn game.

And no nerfs to an ability that is obviously overtuned for its cost, cough mutilate cough, or other rune abities from rogue. Are you rats even trying to balance rogue or just buff it so everything dies in a stunlock?
Mutilate needs no additional damage ontop of weapon damage, no additional damage against poisoned targets and back to 50 or 60 energy. This should not be the bread and butter rune.

How is that melee hunter literally doesn’t get a nerf bat for the crazy damage they put out for literally negative effort compared to other melee? And doing more damage than ranged hunters?

Classes that overperform in PvP should never be buffed for the sake of PvE.


What delay m8? Just make a simple attack macro. Pop on seal and use another right when u attack. Very simple

" Mental Dexterity now only triggers from dealing damage with Stormstrike and Lava Lash, and it now lasts 30 seconds (was 10 seconds)."

It was fun to actually pretend that one day playing a spellhance shaman might actually become viable and it was a really fun playstyle while it lasted.

But now you’ve destroyed it completely with your “fix”. Guess you never even considered its existence?



PvP is over


Im so curious, which developer’s main character is shaman?xd

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Rogue not getting nerfed + all the caster buffs is a gg in PvP.


Yup already was in P2. P3 its worse and with these changes I dont even bother. I raid log until P4 and if that is a bigger garbage show good thing I didnt resubbed to this game :smiley:

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Needed a decent Mindspike buff and a crit gain from our runes to make despair somewhat useful.


I wish that the buff from Sheath of Light (paladin belt rune) would be appliable with exorcism or other damaging spells. As a Holy Paladin it’s a struggle to keep the buff up, as it is rarely possible in a raid environment to have to stop healing, move into melee range and hit the boss, and then move out to the ranged group again. Right now many of the leg runes are also kinda niche, and this change could make the exorcist rune more suitable for Holy Paladins.

Warlock demo locks / siphon are disgusting atm.