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Warlords of Draenor Level 100 talents revealed

by - 10 years ago

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Talk was tight when it came to new player abilities today, but thanks to Warlords of Draenor being playable on the floor at Blizzcon, we now have an idea of what the new level 100 talents are going to look like. As with every expansion and patch, this is very early in the development stage so these talents are very likely to change before we even really think about setting foot in Draenor, and the numbers are probably nowhere near tuned, even accounting for item squish. Still, it’s awesome to get an idea for what the developers are envisaging for each class.

Just a note: there seems to be a lot of different effects depending on your spec, and not just for hybrid classes. While it’s functionally probably necessary, to me it seems like it goes against the point of having talents in this layout.

Death Knight

Necrotic Plague: Passive. A powerful disease that deals 100 damage per stack every 3 seconds for 30 seconds. Each time it deals damage, it gains one stack and jumps to another nearby enemy if possible. Cannot be spread by Pestilence. Replaces Blood Plague.

Defile: 1 Unholy. 30-yard range. Instant. Defiles the ground targeted by the death knight, causing 100 Shadow damage every 1 second for 10 seconds. Each time Defile deals damage, it increases in area and damage by 5%. This growth can occur a maximum of three times per second. Replaces Death and Decay.

Breath of Sindragosa: 15 Runic Power, plus 15 per second. Instant. 1-minute cooldown. Continuously deals 2,000 Shadowfrost damage every 1 second to enemies in a cone in front of you. This effect lasts until canceled or Runic Power is exhausted.

Druid

Touch of Elune

  • Balance — Sunfall: Passive. Entering Solar Eclipse will transform your Starfall spell into Sunfall and reset its cooldown.
  • Feral — Lunar Inspiration: Passive. Moonfire is now usable while in Cat Form, generates 1 combo point, and costs 30 energy.
  • Guardian — Guardian of Elune: Instant. 1.5-second cooldown. Requires Bear Form. Instantly converts up to 60 rage into up to 5,000 absorption for 15 seconds. Replaces Frenzied Regeneration.
  • Restoration — Moment of Clarity: Passive. Omen of Clarity now lasts 5 seconds, instead of 1 cast.

Will of Malfurion

  • Balance — Zenith: Channeled. Targets all enemies within 60 yards and and accelerates the caster’s Moonfire and Sunfire effects, causing them to deal damage at 400% of the normal rate for 4 seconds.
  • Feral — Bloody Thrash: Passive. Thrash now also spreads Rake to other damaged enemies.
  • Guardian — Malfurion’s Tenacity: Passive. Increases your armor by 200% of your agility.
  • Restoration — Germination: Passive. Genesis now also extends Rejuvenation by 1 second after hastening it.

Might of Malorne

  • Balance — Equinox: Passive. Lunar and Solar Eclipse now last until the other is triggered, instead of ending at 0 Balance power.
  • Feral — Savagery: Passive. Savage Roar is now passive.
  • Guardian — Bristling Fur: Passive. After using Enrage, the next attack against you will deal 50% less damage.
  • Restoration — Rampant Growth: Passive. Swiftmend now consumes Regrowth or Rejuvenation, but has no cooldown.

Hunter

Bola Shot: 30 focus. 40-yard range. Instant. Fires a bola at the target which wraps around them, and after 1 second it explodes, dealing 3000 fire damage to them. Adds an additional 2000 fire damage to all enemies within 5 yards. Replaces Arcane Shot.

Snipe: 40-yard range. 2.77-second cast. Carefully line up the perfect shot, dealing 150% weapon damage. Generates 60 focus. Cannot be cast while moving. Replaces Steady Shot and Cobra Shot.

  • Beast Mastery and Survival: Also refreshes Serpent Sting.
  • Marksmanship: Also triggers Steady Focus.

With Or Without You

  • Beast Mastery — Versatility: Passive. Increases the effect of your pet’s Combat Experience to 70% increased damage. Your pet now gains the following abilities, regardless of spec: Rabid, Spiked Collar, Thunderstomp, Blood of the Rhino, Great Stamina, Bullheaded, Cornered, and Bull’s Speed.
  • Marksmanship and Survival — Lone Wolf: Passive. Increases all damage dealt by 30% when you don’t have a pet active.

Mage

Prolonged Exposure

  • Arcane: Casting Arcane Missiles extends Arcane Power by two seconds.
  • Fire: Your Fireball, Pyroblast, and Inferno Blast critical strikes extend Combustion by one second.
  • Frost: Casting Ice Lance extends your Icy Veins by two seconds.

Focusing Crystal: 40-yard range. Instant. Conjures a focusing crystal at the target location, which is attackable by only the mage. The crystal will absorb the power of all damage dealt to it. After 10 seconds, it will release bursts of energy, dealing damage equal to 130% of the damage it took, split between all enemies within 8 yards, over 6 seconds.

Falling Stars

  • Arcane — Arcane Orb: Instant. 15-second cooldown. Launches an Arcane Orb forward from the mage’s position, traveling up to 40 yards, dealing 1,000 Arcane damage to enemies it passes through. Grants the mage an Arcane Charge each time it deals damage.
  • Fire — Meteor: Instant. 40-yard range. 45-second cooldown. Calls down a meteor which lands at the target location after three seconds, dealing 10,000 fire damage, split evenly between all targets within 8 yards. Also burns the ground, dealing an additional 2,000 fire damage over 10 seconds to enemies within the area.
  • Frost — Comet Storm: Instant. 40-yard range. 30-second cooldown. Calls down a series of 7 icy comets on and around the target, each of which does 2,000 damage, split between all enemies within 5 yards of its impact point.

Monk

Vital Convictions

  • Brewmaster — Soul Dance: Passive. You are not able to shrug off even spells, such that 30% of your normal Stagger amount works against magic damage. (Probably a spelling mistake and should read “now able to…”)
  • Mistweaver — Detonate Chi: 1,000 mana. 100-yard range. Instant. Causes your Healing Spheres to instantly trigger, healing the nearest ally within 6 yards.
  • Windwalker — Hurricane Strike: 15-yard range. 45-second cooldown. Instant. Unleash a rapid series of kicks, dashing between nearby targets, dealing 14,000 damage over 3 seconds. While kicking, you are immune to all damage and effects.

Chi Explosion: 1 Chi. 40-yard range. Instant. Consumes up to four Chi to cause the target to explode with Chi energy, causing additional effects based on Chi consumed:

  • Brewmaster: 1+ Chi: Deals 2,500 nature damage to an enemy. 2+ Chi: You also gain Shuffle for 6 seconds. 3+ Chi: Also purifies all of your staggered damage. 4 Chi: The damage also hits all enemies within 8 yards of the target.
  • Mistweaver: 1+ Chi: Heals an ally for 2,500. 2+ Chi: This healing also heals all allies within 8 yards of the target. 3+ Chi: Also summons 8 Healing Spheres in an 8-yard radius ring around the target. 4 Chi: Healed allies are also healed for an additional 800 over 6 seconds.
  • Windwalker: 1+ Chi: Deals 2,500 nature damage to an enemy. 2+ Chi: Damaged enemies also take an additional 1,500 Nature damage over 6 seconds. 3+ Chi: Also generates a charge of Tigereye brew. 4 Chi: The damage also hits all enemies within 8 yards of the target.

Serene Mists

  • Brewmaster and Windwalker — Chi Serenity: 1.5 minute cooldown. Instant. You enter a state of mental and physical serenity for 10 seconds. While in this state, all Chi Consumptions are instantly refilled.
  • Mistweaver — Soothing Tendrils: Passive. Your Soothing Mist now also chains to up to an additional two allies within 15 yards of the last ally, and has a 50% higher chance to generate Chi.

Paladin

The Light Within

  • Holy — Bastions of Light: Passive. Beacon of Light can now be placed on up to two targets.
  • Protection and Retribution — Empowered Seals. Passive. Your Seals also cause your Judgment to empower you with an additional beneficial effect. Judgment of Justice: Increases your movement speed by 10% for 20 seconds. Judgment of Insight: Heals you for 3% of your maximum health every 2.00 seconds for 20 seconds. Judgment of Righteousness: Increases your attack speed by 10% for 20 seconds. Judgment of Truth: Increases your attack power by 10% for 20 seconds.

Seal of Faith: 623 mana. Instant. Fills you with Holy Light, causing you to gain Faith equal to all damage dealt. Faith acts as spell power toward the next healing spell you cast.

  • Holy: While Seal of Faith is active, all damage dealt is increased by 30%.
  • Protection and Retribution: While Seal of Faith is active, all damage dealt is decreased by 30%.

Divine Conviction

  • Holy — Saved by the Light: Passive. When you or your Beacon of Light target drop below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 seconds. You cannot shield the same person this way twice within 60 seconds.
  • Protection — Holy Shield: Passive. Increases your block chance by 10%, and when you block, you deal 2,000 Holy damage to your attacker.
  • Retribution — Final Verdict: 3 Holy Power. Instant. Melee range. Empowers your weapon with Holy energy and performs a devastating strike, dealing 250% weapon damage as Holy. Replaces Templar’s Verdict.

Priest

Divine Clarity

  • Discipline — Clarity of Will: 1,000 mana. 40-yard range. 2.5 second cast. Shields the target with a protective ward, absorbing 2,500 damage within 30 seconds. Replaces Greater Heal.
  • Holy — Clarity of Purpose: 1,000 mana. 40-yard range. 2.5-second cast. Heals allies within 10 yards of the target for 5,000, split such that more injured targets will receive a larger portion of the healing.
  • Shadow — Clarity of Power: Passive. Your direct Shadow damage spells deal 40% additional damage to targets not affected by your periodic Shadow damage spells. Casting Mind Spike also reduces the cooldown of Mind Blast by 1 second. Shadowy Recall now also affects your direct Shadow damage spells.

Power of the Void

  • Discipline and Holy — Shifting Perspectives: Passive. Your Void Shift spell has no cooldown, but can only be cast on allies with less health than you, and no longer heals.
  • Shadow — Void Entropy: All Shadow Orbs. 40-yard range. 1.5-second cast. Consumes up to 3 Shadow Orbs to deal up to 750 Shadow damage to every 3.00 seconds for 60 seconds.

Spiritual Guidance

  • Discipline and Holy — Saving Grace: 3,000 mana. 40-yard range. Instant. Instantly heals a friendly target for 50% of their maximum health. Reduces your healing done by 10% for 10 seconds, stacking up to 10 times.
  • Shadow — Auspicious Spirits: Passive. Your Shadowy Apparitions also grant you 1 Shadow Orb when they deal damage.

Rogue

Master the Basics: Passive. When you critically strike with an autoattack, you gain an additional combo point on your target.

Shadow Reflection: 20-yard range. Instant. 2-minute cooldown. Summon a shadow of yourself on the target that will watch you and memorize your ability usage for the next 8 seconds. After this time, it will mimic the memorized abilities on its target over the next 8 seconds.

Death From Above: 50 energy. Instant. 20-second cooldown. Finishing move that consumes combo points on the target to empower your weapons with Shadow energy and perform a devastating two-part attack. You whirl around, dealing Shadow damage to all enemies within 8 yards, then leap into the air and slice into your target on the way back down, dealing additional Shadow damage.

  • 1 point: 400 area damage + 1,000 target damage.
  • 2 points: 800 area damage + 2,000 target damage.
  • 3 points: 1,200 area damage + 3,000 target damage.
  • 4 points: 1,600 area damage + 4,000 target damage.
  • 5 points: 2,000 area damage + 5,000 target damage.

Shaman

Rainstorm

  • Elemental and Enhancement — Storm Armor: While your Lightning Shield is active, lightning will strike a random enemy within 40 yards that you are in combat with every 3.00 seconds for 2,000 Nature damage.
  • Restoration — Condensation Totem: 100 mana. Instant. Summons a Water Totem with 5 health at the feet of the caster for 1 minute that collects 25% of all overhealing and grants it to the shaman as spell power toward their next Healing Wave, Healing Surge, Greater Healing Wave, Chain Heal, or Riptide.

Storm Elemental Totem: 1,022 mana. 5-minute cooldown. Instant. Summons an Air Totem with 6,000 health at the feet of the caster, calling forth a Greater Storm Elemental to hurl gusts of wind on the caster’s enemies. Each gust of wind does damage to the enemy and then heals all allies within 15 yards for 100% of the damage dealt, split evently. Lasts until canceled.

Reach of the Elements

  • Elemental and Enhancement — Spew Lava: 40-yard range. Instant. 45-second cooldown. Empowers your current Fire totem with the power of lava, causing it to spew globs of lava at a random enemy within 40 yards every 1.00 second for 15 seconds. Each glob of lava deals 2,000 Fire damage to all enemies within 8 yards.
  • Restoration — High Tide: Passive. Your Chain Heal also bounces to all targets affected by your Riptide.

Warlock

Chaotic Resources

  • Affliction — Soulburn: Haunt: Passive. Grants the Soulburn empowerment to your Haunt spell. Your Haunt spell also grants you 15% increased periodic damage for 30 seconds.
  • Demonology — Furious Chaos: Passive. Touch of Chaos no longer costs Demonic Fury, and instead generates 40 Demonic Fury, but Metamorphosis provides 30% less increased damage.
  • Destruction — Charred Remains: Passive. Incinerate and Conflagrate deal 75% less damage but generate 400% more Burning Embers.

Cataclysm: 40-yard range. 2.6-second cast. 1-minute cooldown. Conjures a Cataclysm at the target location, dealing 10,000 Shadowflame damage to all enemies within 8 yards.

  • Affliction and Demonology: Also applies Corruption.
  • Destruction: Also applies Immolate.

Demonic Servitude: Passive. You are now able to maintain control over even greater demons indefinitely, allowing you to summon Doomguards and Infernals as permanent pets.

Warrior

Blade Barrier (passive): When you Whirlwind or Thunder Clap, whirling blades continue to spin around you for 30 seconds. These blades do 1,000 damage each 1.00 seconds to all enemies within 8 yards.

Ravager: 40-yard range. 1-second cast. 1-minute cooldown. Throw a whirling axe at the target location that inflicts 3,000 damage to enemies within 8 yards every 1 second. Last 15 seconds.

Extreme Measures

  • Arms and Fury — Masochism: Instant. Deal damage to yourself equal to 20% of your maximum health, and gain 30 rage.
  • Protection — Gladiator Stance: Instant. 1.5-second cooldown. A dauntless combat stance. Increases all damage dealt by 20%. Also causes Shield Slam to consume Shield Barrier as additional damage and have an increased chance to critically strike equal to your critical block chance. Replaces Defensive Stance.

JR Cook

JR has been writing for fan sites since 2000 and has been involved with Blizzard Exclusive fansites since 2003. JR was also a co-host for 6 years on the Hearthstone podcast Well Met! He helped co-found BlizzPro in 2013.


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