WoW News

Class Survival Guide for Midnight Beta: Changes You Need to Know

Classes have received a lot of additions, removals and changes in Midnight. With the launch of the Midnight Beta here is a summary of all the changes for every class!

This is information straight from our Class Writers and does not include the latest Midnight Beta changes.

Table of Contents

Death Knight

Demon Hunter

Druid

Evoker

Hunter

Mage

Monk

Paladin

Priest

Rogue

Shaman

Warlock

Warrior

Death Knight

Midnight Blood Death Knight At A Glance
Below you'll find a summary of the changes for Blood Death Knight in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Changes

Gameplay Updates

All active skills costing Bone Shield charges have been removed. Dancing Rune Weapon is now a fixed 120/90 seconds cooldown.

Dancing Rune Weapon's duration has been reduced to a maximum of 12 seconds. Multiple passive effects have been added to the hard-casted version of Dancing Rune Weapon

Consumption is now an empowered ability. You can move and cast defensive spells while empowering it.

Defensive purge: Tombstone removed, Bonestorm removed, Unholy Endurance removed, Rune Tap removed

Death Strike's damage taken healing conversion is slightly weaker

Midnight Frost Death Knight At A Glance
Below you'll find a summary of the changes for Frost Death Knight in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

Frost received a massive rework in 11.2 that streamlined the spec. The rework brought it in line with the design philosophy that Blizzard is rolling out in Midnight, so we are not seeing many changes at this time.

Frost only has bug fixes and tuning changes on the Midnight Alpha.

Midnight Unholy Death Knight At A Glance
Below you'll find a summary of the changes for Unholy Death Knight in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Removed

Changes

Gameplay Updates

Popping Festering Wounds has been generally replaced by summoning Lesser Ghouls

Death Coil and Epidemic extend disease duration, while Scourge Strike Spreads Virulent Plague to nearby targets, changing how we use Outbreak.

Requirement to stay in melee range has been lowered drastically. Only abilities with a melee range requirement are Festering Strike and Soul Reaper if talented.
Scourge Strike base 30-yard range, Sudden Doom no longer triggers from Auto Attacks, and Unholy Aura reworked.

AoE gameplay no longer revolves around Death and Decay with Cleaving Strikes.

Demon Hunter

Midnight Havoc Demon Hunter At A Glance
Below you'll find a summary of the changes for Havoc Demon Hunter in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

Fury generation nerfed significantly.

Netherwalk changed to passive, Demonic Resilience added to compensate.

Reaver's Glaive generation changed through soul generation moving off of Sigils and into Broken Spirit.

Opening rotation shortened with Inner Demon and Chaotic Transformation merged on a choice node.

Midnight Vengeance Demon Hunter At A Glance
Below you'll find an abridged summary of the changes for Vengeance Demon Hunter in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

Defensives no longer ramp, reducing variance in survivability

Utility significantly reduced with fewer sigils

New Hero tree is largely passive

Druid

Midnight Balance Druid At A Glance
Below you'll find a summary of the changes for Balance Druid in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

Mastery: Astral Invocation updated to no longer be centered around Moonfire and Sunfire.

Eclipse changed to be a button press with a lower total uptime.

Midnight Feral Druid At A Glance
Below you'll find a summary of the changes for Feral Druid in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Changes

Gameplay Updates

The impact and gameplay around snapshotting has been heavily restricted with the removal of Bloodtalons .

The tier set effects from Manaforge: Omega have largely been carried across in the new Hero Talent nodes.

Prowl retains its snapshotting but is now only accessible if you're Night Elf, through Incarnation: Avatar of Ashamane or at the start of combat.

Midnight Guardian Druid At A Glance
Below you'll find a summary of the changes for Guardian Druid in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

Thorns of Iron removal means no more spamming Ironfur for dps.

Wildpower Surge nerf may dethrone catweaving as highest dps build.

Midnight Restoration Druid At A Glance
Below you'll find a summary of the changes for Restoration Druid in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Removed

Changes

Gameplay Updates

Several heal-over-time effects like Spring Blossoms, Cultivation removed. Mastery: Harmony buffed to compensate.

Many minor self-buffs removed like Strategic Infusion and Cenarius' Might.

Some formerly active spells turned into passives like Grove Guardians and Flourish.

Smaller emphasis on frequent Flourish ramps.

Evoker

Midnight Augmentation Evoker At A Glance
Below you'll find a summary of the changes for Augmentation Evoker in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

Ebon Might now splits its effect across all DPS players in your raid.

Prescience is no longer used to direct Ebon Might, and can also be triggered by Motes of Possibility with Clairvoyant.

Shifting Sands still prefers the closest eligible target, but now has more eligible targets in a raid setting.

Midnight Devastation Evoker At A Glance
Below you'll find a summary of the changes for Devastation Evoker in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Changes

Gameplay Updates

Flameshaper loses Engulf but has two charges of Fire Breath. Fire Breath damage over time is converted into passive explosions.

Scalecommander enhanced with talents like Command Squadron and Concentrated Power.

Dragonrage enhanced with Apex talents and uncapped Animosity extensions.

Extensions from Fire Breath are still capped, but Eternity Surge extensions are not.

Significantly longer cooldown windows.
Slipstream only refunds one Hover.

Defensives have been merged.
Twin Guardian no longer provides an absorb shield, now it is pure utility.

Midnight Preservation Evoker At A Glance
Below you'll find a summary of the changes for Preservation Evoker in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

Consume Flame is now passively attached to Verdant Embrace / Emerald Blossom instead of the removed Engulf.

Nodes that previously procced off or affected Spiritbloom changed to Dream Breath or Verdant Embrace depending on the talent.

Flameshaper now gets two charges of Dream Breath / Fire Breath.

Emerald Blossom massively buffed and core to raid rotation.

Hunter

Midnight Beast Mastery Hunter At A Glance
Below you'll find a summary of the changes for Beast Mastery Hunter in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Changes

Gameplay Updates

Dark Ranger gameplay loop is different. It's now more about generating Black Arrow from your primary abilities rather than RNG procs.

Barbed Shot is now a rolling DoT, no longer reduces the cooldown of Bestial Wrath and no longer generates Frenzy stacks.

Bestial Wrath is now a flat 90/60/30 cooldown (depending on talents) and is tied to a lot of various effects.

Midnight Marksmanship Hunter At A Glance
Below you'll find a summary of the changes for Marksmanship Hunter in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Changes

Gameplay Updates

Aimed Shot's cast time is significantly longer on average.

Explosive Shot is gone entirely.

Trueshot cooldown reduction effect way less drastic. Gameplay difference/pace of non-Trueshot versus Trueshot gameplay is much smaller.

Apex Talents introduce significant layered RNG, with procs having a 25% chance to produce another proc (and which one gets picked is also random).

Midnight Survival Hunter At A Glance
Below you'll find a summary of the changes for Survival Hunter in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Changes

Gameplay Updates

AoE changed from spamming Wildfire Bomb to less frequent Wildfire Bomb and Boomstick

Cooldown removed from Kill Command, shifting gameplay loop from resource management to resource optimization.

Mongoose Fury changed from a maximum 5-cap buff to "infinite" stacking similar to Ironfur

Sentinel now focuses on consuming Tip of the Spear to generate Sentinel for many different bonuses

Mage

Midnight Arcane Mage At A Glance
Below you'll find a summary of the changes for Arcane Mage in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

No execute damage bonus and lower burst and funnel will probably feel bad for most who have played Arcane before

Likely two distinct talent builds where Sunfury focuses on Arcane Missiles and Spellslinger on Arcane Orb, with both using Arcane Barrage as a finisher.

Less time spent on Mass Barrier, Evocation, Alter Time, Greater Invisibility, and Mirror Image means more time hitting damage buttons instead!

Most likely, Arcane Pulse is going to be stronger than using Arcane Explosion due to tie-ins with other talents.

Arcane Pulse is a great animation, but the spells cast time is just too long and it feels clunky and sluggish as a result.

Midnight Fire Mage At A Glance
Below you'll find a summary of the changes for Fire Mage in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

More Fireball casting.

Less Pyroblast / Flamestrikes.

Significantly less Combustion uptime, but it is much stronger.

Significantly less mobility, no filler spell besides Fireball during Combustion.

All passive damage reductions removed from Mirror Image and Greater Invisibility.

Midnight Frost Mage At A Glance
Below you'll find a summary of the changes for Frost Mage in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

Shatter has been reworked to be its own source of damage instead of amplifying other spells.

Freezing is a new debuff that is stacked on targets to enable the reworked Shatter.

Fingers of Frost and Brain Freeze no longer overlap in function with Winter's Chill being removed.

Ray of Frost, Ice Barrier, and Ice Block can gain 2 charges from talents, allowing flexible offensive and defensive timings.

Cone of Frost brings Ice Nova/Cone of Cold into the DPS rotation.

Monk

Midnight Brewmaster Monk At A Glance
Below you'll find a summary of the changes for Brewmaster Monk in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Changes

Gameplay Updates

Shado-Pan Hero Talents substantially revised; Flurry Strikes are now generated from autoattacks and triggered by Keg Smash. Weapons of Order interactions replaced with Invoke Niuzao, the Black Ox.

Significant pruning, resulting in only four main cooldowns (Celestial Infusion/Celestial Brew, Fortifying Brew, Exploding Keg, Invoke Niuzao, the Black Ox) and a simplified rotation.

Bonus effects based on current Stagger level largely removed.

Midnight Mistweaver Monk At A Glance

Below you'll find a list of gameplay-impactful changes happening to Mistweaver Monk in the latest version of Midnight's Alpha, as well as a brief explanation of how these changes affect the specialization for those who know it's current iteration in The War Within.

Added
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Changes

Gameplay Updates

Enveloping Mist has had its healing-amplifying effect reduced significantly, while it's healing has been buffed to compensate, making it a good single target healing spell by itself.

The dominant playstyle in Mythic+ is no longer bound to the ground effect of Jadefire Stomp.

Soothing Mist is gaining more power in group-healing thanks to both new Mistweaver talents and our Apex talents.

Sheilun's Gift replacing Vivify when talented gives both spells a unique niche for healing the players at our side.

Midnight Windwalker Monk At A Glance
Below you'll find a summary of the changes for Windwalker Monk in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Changes

Gameplay Updates

Several changes have been made to make Auto-Attacks more impactful.

Several Haste-scaling interactions have been changed to Critical Strike-scaling.

Many extraneous buffs and stacking things have been removed.

You no longer need to play around Energy and other buffs when playing Shado-pan.

A built-in Mastery tracker has been added to show your last used spell.

Paladin

Midnight Holy Paladin At A Glance
Below you'll find a summary of the changes for Holy Paladin in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

Light of Dawn is no longer hard capped to 5 players and is no longer a frontal cone, but instead heals everyone in a 40-yard radius, which makes it the best Holy Power spender in Raids.

Crusader's Might now causes Holy Shock to reduce the cooldown of Judgment.

Divine Toll and Holy Prism are now on a choice node in the Class Tree, so you can only get one of them.

Holy Light no longer consumes or benefits from Infusion of Light.

Empyrean Legacy no longer has a cooldown, but only procs from Judgment crits.

Midnight Protection Paladin At A Glance
Below you'll find a summary of the changes for Protection Paladin in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Changes

Gameplay Updates

Mastery rework is a massive quality of life change, removing the primary necessity to always remain in Consecration defensively

Valiant Crusade negates the need to pre-build holy power going into a pull

Hammer of Wrath rework lessens rotational complexity and frees up a keybind

Can no longer run out of mana healing yourself with the addition of Word of Glory

Midnight Retribution Paladin At A Glance
Below you'll find a summary of the changes for Retribution Paladin in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Removed

Changes

Gameplay Updates

All Holy Power generation is now manual, there are no longer any periodic generation effects.

Templar Strikes will be used as an active Holy Power generator again.

Execution Sentence is now a 1 minute cooldown with the effects of Final Reckoning added.

Priest

Midnight Discipline Priest At A Glance
Below you'll find a summary of the changes for Discipline Priest in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

Shadow Covenant is removed which means that Mindbender/Shadowfiend are not as significant in buffing your damage as TWW.

Apex talents create powerful shields that can also produce Atonement healing.

Significant changes in the passive talents to encourage more Holy or more Shadow damage depending on Hero Talents/damage timers. Atonement seems slightly more difficult to utilize with Evangelism being changed to allow Power Word: Radiance to be cast without incurring a cooldown. Likely many updates to come!

Midnight Holy Priest At A Glance
Below you'll find a summary of the changes for Holy Priest in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Changes

Gameplay Updates

Renew is now entirely passive. Talents based off of casting Renew are removed, talents that applied Renews through other spells stayed.

Apex talents focus on creating additional Cosmic Ripples for light healing through Flash Heal casts.

Ultimate Serenity added to allow the choice to give up your Holy Word: Sanctify ability for an incredibly powerful Holy Word: Serenity that also cleaves additional allies. Big talent to watch for in Mythic+ as it can help the AoE healing issue the spec has had for a long time.

Midnight Shadow Priest At A Glance
Below you'll find a summary of the changes for Shadow Priest in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Removed

Changes

Gameplay Updates

The pacing of Shadow's rotation in Voidform has been reduced significantly.

Voidform's power as a cooldown has been reduced immensely, its average duration remains over 60 seconds.

Without Void Bolt for DoT extension, shadow now relies heavily on Tentacle Slam to apply and maintain Vampiric Touch. This causes it to struggle at anything beyond 6 targets.

Thanks to Void Apparitions, Tentacle Slam is now a core part of the Shadow Priest rotation to be used on cooldown.

Rogue

Midnight Assassination Rogue At A Glance
Below you'll find a summary of the significant changes for Assassination Rogue in the Midnight Alpha, as well as a brief description of the major gameplay updates:

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Changes

Gameplay Updates

Energy regeneration has moved into baseline regen, rather than relying on Venomous Wounds

Stealth effects have gotten all but removed for mythic+, with Improved Garrote being the only stealth effect remaining

The general rotation has a significant focus on managing energy through the usage of Implacable

AOE rotation no longer requires target swapping, with bleed spreading being handled through the reworked Crimson Tempest

Midnight Outlaw Rogue At A Glance
Below you'll find a summary of the changes for Outlaw rogue in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Changes

Gameplay Updates

The spec is no longer centralized around Vanish, Crackshot and Underhanded Upper Hand. It's much more focused on general efficient building and spending, rather than a self-sustaining feedback loop.

Between the Eyes deals significantly more damage and is no longer reliant on critting to deal damage.

With less overall Adrenaline Rush uptime, Blade Rush becomes much more important for our energy economy.

Roll the Bones works a lot differently now. Rather than rolling a combination of 6 different buffs, you now roll only 4, and each buff provides all the benefits of the previous ones.

Midnight Subtlety Rogue At A Glance
Below you'll find a summary of the changes for Subtlety Rogue in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Changes

Gameplay Updates

Shuriken Storm becomes your main combo point builder when talented into Shuriken Tornado(outside of Shadow Dance).

Avoid using multiple Shadow Dance's during Shadow Blades.

Vanish becomes a dps cooldown again.

Many optimizations become irrelevant (e.g. no more Backstab in shadow dance or AoE).

Shaman

Midnight Elemental Shaman At A Glance
Below you'll find a summary of the changes for Elemental Shaman in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Changes

Gameplay Updates

Removed most sources of randomness and interactivity.

Removed most instant casts.

Most cooldowns have been significantly nerfed. Ascendance and Stormkeeper have effectively been halved.

Fire Elemental/Storm Elemental were removed as rotational buttons and are now spawned by Ascendance and Fury of the Storms. Greater Lightning Elemental has been removed.

Call of the Ancestors now procs from Stormkeeper after the removal of Primordial Wave.

Awakening Storms has been updated to Awakening Storms. It no longer procs from Lightning Bolt/Chain Lightning but instead buffs the chance to proc Tempest, which is now a random chance proc instead of a specific treshold.

Midnight Enhancement Shaman At A Glance
Below you'll find a summary of the changes for Enhancement Shaman in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

Maelstrom Weapon no longer affects healing spells. Raging Maelstrom updated to also grant Stormweaver (TWW PvP talent).

Feral Spirit changed to a passive proc combined with Elemental Spirits. Triggers from Sundering / Doom Winds.

Tempest now triggers at random from Maelstrom Weapon spent instead of every 40. Awakening Storms is now a flat RPPM chance to grant Tempest from Stormstrike.

Sundering activates old Primordial Wave effects - Surging Elements and Primordial Storm.

Crash Lightning weapon buff activates regardless of targets hit.

Rolling Thunder now activates from Doom Winds instead of Tempest.

Doom Winds is now off the GCD.

Static Accumulation & Thorim's Invocation also work during Doom Winds. Ascendance replaces Doom Winds, gaining a passive chance to proc it instead on Maelstrom Weapon spent.

Static Accumulation & Thorim's Invocation passive effects moved over to new Thunder Capacitor talent.

Hot Hand CDR reduced to 50%.

Midnight Restoration Shaman At A Glance
Below you'll find a summary of the changes for Restoration Shaman in the Midnight Alpha as well as a brief description of the major gameplay updates:

Note: There are a number of new talents to replace some of the talents that were pruned, however all of them are passive and do not really have any impact to your gameplay.

Added

Removed

Changes

Gameplay Updates

The amount of "passive" healing shaman does has been increased substantially.

Healing Tide Totem and Ascendance are now a choice node.

The Therazane's Resilience and Reactive Warding choice node is now on the class tree.

Warlock

Midnight Affliction Warlock At A Glance
Below you'll find a summary of the changes for Affliction Warlock in the Midnight Alpha as well as a brief description of the major gameplay updates:

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Removed

Changes

Gameplay Updates

Malefic Rapture has been removed in favor of Unstable Affliction, which is your spender in single target.

Sow the Seeds has returned, which makes it your main spender in AOE.

Dark Harvest paired with Cull the Weak gives you a strong, 1-minute cooldown that also extends your active DOT effects.

Midnight Demonology Warlock At A Glance
Below you'll find a summary of the changes for Demonology Warlock in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

Many micro buffs baked into talents or supplemented with more passive stat increases like Tyrant's Oblation, Aura of Contempt, Master Summoner

Summon Vilefiend linked to be summoned with Call Dreadstalkers, reducing desync issues for cooldown cycles with Summon Demonic Tyrant

Closer to having a baseline interrupt from yourself and not through Axe Toss by using Grimoire: Fel Ravager which auto interrupts on summon and then granting you access to Spell Lock while on cooldown

More access to the summoner theme through Dominion of Argus, bringing back the Nether Portal feel without the clunkiness of the cooldown and instead being tied to our baseline cooldown cycle

Midnight Destruction Warlock At A Glance
Below you'll find a summary of the changes for Destruction Warlock in the Midnight Alpha as well as a brief description of the major gameplay updates:

Added

Removed

Changes

Gameplay Updates

There are now far fewer buffs and debuffs to interact with.

Passive buffs such as Xorothian Research and Practiced Chaos have been added.

Old passives that enhanced gameplay, like Decimation and Ritual of Ruin have been removed.

Careful soul shard management is less impactful on strong Eradication uptime.

Less engaging to press Soul Fire due to no Decimation proc.

Warrior

Midnight Arms Warrior at a Glance
Below you'll find a summary of Arms Warrior talent changes in the Midnight Alpha, as well as a brief description of major gameplay updates:

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Removed

Changes

Gameplay Updates

The bulk of the gameplay remains unchanged, revolving primarily around maximizing Mortal Strike and Execute, though Overpower also has a newfound importance in triggering Apex talents.

Arms' Mastery has been changed to no longer interact with Deep Wounds, simply increasing damage while using a two-handed weapon.

Triggered by the Apex and temporarily replacing Slam, Heroic Strike makes the ability much more powerful, giving it a high priority even during the execute phase.

The change to Tactician results in more consistent but overall lower amount of Overpower procs, which means Slam is used slightly more often, though there are several talents to offset that.

The removal of Juggernaut has simplified Execute conditions, no longer requiring any complicated tracking or delaying the use of Sudden Death.

There are now several more multitarget talents focused on Arms' Sweeping Strikes and Cleave potential, aimed at making it a more effective low-target damage dealer.

Midnight Fury Warrior at a Glance
Below you'll find a summary of Fury Warrior talent changes in the Midnight Alpha, as well as a brief description of major gameplay updates:

Added

Removed

Changes

Powerful Enrage now increases mastery and leech instead of damage and enrage duration.

Improved Whirlwind now cleaves four attacks

Meat Cleaver increases Whirlwind damage when the buff is not active

Bloodborne now increases bleed damage on targets hit by Bloodthirst

Deft Experience now increases Enrage proc chance instead of mastery

Frenzy stacks now have individual durations, and no longer reset on target swap

Recklessness reduced to 50% increased rage generation

Odyn's Fury now Enrages and generates more rage

Bladestorm generates reduced rage per spin

Gameplay Updates

The bulk of the gameplay remains unchanged, revolving primarily around maximizing generating rage and using Rampage to trigger Enrage. Due to greatly reduced rage generation across the talent tree, Rampage is also used less frequently, which means Bloodthirst must be used more often to help maintain enrage.

Neither the Slayer or Mountain Thane tier sets from TWW Season 3 were carried forward, resulting in overall less Sudden Death and Thunder Blast procs throughout the rotation.

The new Apex heavily emphasizes constant uptime, mixing the worst elements of Test of Might and Breath of Sindragosa, making it extremely punishing whenever the player is taken off target for more than just a couple seconds. This potential for failure represents a serious gameplay concern in virtually all content - as is it is difficult to maintain the lengthy effect while moving between packs in Mythic+, being kited or crowd controlled in PvP, or dealing with encounter mechanics in raids. In open world/delve content featuring more movement and less combat time, the four points worth of Apex talents are practically worthless.

There are now several more effects emphasizing critical strikes, though less ways of increasing critical strike chance, with the goal of increasing the stat value. This is somewhat contradictory, as it becomes difficult to acquire enough critical strike to reliably trigger those more valuable critical strikes.

Two new talents increase multitarget efficiency beyond its normal target cap, though both are awkward to use effectively. Meat Cleaver only works while the whirlwind buff is not active, which prohibits pre-stacking or refreshing the buff early, and does not work with Mountain Thane's Thunder Clap whatsoever. Likewise, Rampaging Ruin reduces Rampage's normal damage by 50%, resulting in a significant damage loss when hitting less than ten targets.

The inclusion of Deep Wounds and Slayer updates encourage both heroes to use Execute much more regularly than before.

A new passive ability allowing Fury Warriors to transmog two-handed weapons into one-handed appearances was previously discovered on the Alpha, but was not implemented, and has since been removed.

Midnight Protection Warrior At A Glance
The Entire Class Talent Tree, aswell as a major part of the Specialization Talent Tree, received a significant shift in positioning. Below you'll find a summary of the changes for Protection Warrior in the Midnight Alpha, as well as a brief description of the minor gameplay updates:

Added

Removed

Changes

Gameplay Updates
The actual gameplay of Protection Warrior does not change with the large-scale changes of the Talent Trees; it just becomes slower and harder to gather large groups of mobs.

Champion's Spear Now also allows you to leap onto the spear, dealing damage when re-activating the ability.

Anger Management requiring 20 rage per 1-second reduction instead of 10 rage, which will slow down the general gameplay of Protection Warrior

I Can Do This All Day now a choice node with Brutal Vitality which can, depending on situation be extremely powerful.

Fueled by Violence and Brutal Vitality no longer share a choice node and can be taken simultaneously.

Ravager now increases Revenge and Thunder Clap by 50% while active.

Javelineer is a fantastic addition to our toolkit for Mythic+, allowing us to silence a ranged enemy for 3 seconds to help with gathering mobs.

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