Midnight Overview
This information comes straight from our Class Writers updated with the latest December Beta build.
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:
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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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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:
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Gameplay Updates
Fury generation economy changed significantly. Felblade reduced to 15 fury, Demon Blades buffed fury gen by 21%.
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 single choice node.
Burning Blades changed to include Blade Dance to stop it from dropping out of the rotation.
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:
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Gameplay Updates
Defensives no longer ramp, reducing variance in survivability
Utility significantly reduced with fewer sigils
Fury income significantly reduced, slowing down rotation
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:
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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.
Slightly lower Astral Power generation.
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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Gameplay Updates
The impact and gameplay around snapshotting has been heavily restricted with the removal of Bloodtalons .
With the removal of Thrash the rotation has become incredibly dull. On Single target you'll spam Shred and Ferocious Bite while on AOE you'll spam Swipe and Ferocious Bite.
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.
The new cooldown manager snapshotting does not function correctly. The rip and rake icon will show the icon of the bleed you would apply at the time rather than the existing bleed.
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:
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Gameplay Updates
Thorns of Iron removal means no more spamming Ironfur for dps.
Wildpower Surge nerf may dethrone catweaving as highest dps build.
Natural Resilience enables us to finally have some positive overheal conversion.
Wild Guardian reworked to make Maul buffed permanently.
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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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.
Larger Regrowth crits via the new Intensity talent. Regrowth cleaves to other Regrowth targets via Nature's Bounty.
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:
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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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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 and the time that follows enhanced with Apex talents.
Extensions from Fire Breath and Eternity Surge are still capped, but you get more of them.
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:
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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. Some, like Reverberations massively buffed.
Flameshaper now gets two charges of Dream Breath / Fire Breath.
Emerald Blossom massively buffed and more likely to enter our core rotation, though it'll be in a hybrid-type format rather than replacing Echo like in a few previous seasons.
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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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.
Pack Tactics has been redesigned so now focus management is a more active part of gameplay.
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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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.
Dark Ranger is no longer concerned with Precise Shots for its Black Arrow, you simply use Black Arrows whenever you happen to get a proc.
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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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:
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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. However, tuning atm heavily favors Arcane Missiles.
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:
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Gameplay Updates
More Fireball casting.
Fireball beats out Scorch even in execute, but gives a movement option.
Less Pyroblast / Flamestrikes.
Significantly less Combustion uptime, but it is much stronger.
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:
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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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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.
Master of Harmony Hero Talents adjusted to no longer revolve around maintaining a damage amp from Coalescence, instead offering general buffs to Keg Smash and Tiger Palm. The "new" Harmonic Surges are notably Nature damage to trigger Vital Flame.
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. Keg Smash is now much more relevant.
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.
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Gameplay Updates
Healing-amplifying effects across the board have been either removed or reduced significantly.
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.
Prioritizing Mana Tea channels prior to high mana spend is not needed, as the mana cost reduction following a Mana Tea channel has been removed in favor of only mana return.
Invoke Chi-Ji, the Red Crane is no longer a minigame of build-and-spend; instead, it utilizes instant cast Enveloping Mists while Invoke Yu'lon, the Jade Serpent speeds up cast times of Enveloping Mist significantly via Celestial Harmony.
Thunder Focus Tea loses interaction with Expel Harm and Vivify, but gains further empower benefits under Emperor's Elixir.
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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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 Beta as well as a brief description of the major gameplay updates:
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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. It splits its healing fully when healing more than 5 injured targets, but because of some unintuitive interactions with Beacons, it actually heals more, the fewer injured players there are.
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. Serves as a high healing mana dump, that you do not use as part standard rotation, but is always available if needed.
Empyrean Legacy no longer has a cooldown, but only procs from Judgment crits.
We no longer have Crusader Strike baseline, but during Avenging Crusader you gain access to it.
Crusader's Might now causes both Holy Shock and Crusader Strike to reduce the cooldown of Judgment.
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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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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Gameplay Updates
Crusading Strikes builds have one less generator than before; Templar Strikes builds have the same number as previous Crusading Strikes builds.
Only Blade of Justice generates more than 1 Holy Power with talents as a regular generator.
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:
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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.
With your Apex talent buffing Power Word: Shield it now applies 3 Atonement, new Evangelism now instantly casts a Power Word: Radiance and makes your next 2 instant cast allowing you to spend 5 globals to apply 20 Atonements in raids.
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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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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Gameplay Updates
The pacing of Shadow's rotation in Voidform has been reduced significantly.
Voidform's power as a cooldown has been reduced immensely, to the point that talenting into it is roughly a 3% dps increase.
Shadow's DoT extension is now focused on generating Shadowy Apparitions thanks to Haunting Shadows.
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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Gameplay Updates
Energy regeneration has moved into baseline regen, rather than relying on Venomous Wounds entirely. This is especially true in AoE, where Venomous Wounds provides very little extra energy
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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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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Gameplay Updates
Shadow Dance has now a shorter static cooldown, ideally allowing us to use two instances of it during Shadow Blades while else aligning it with Secret Technique.
Shuriken Storm and Black Powder are now used on 2-3 targets already (keep using Eviscerate with Coup de Grace when playing trickster).
Ability changes make it now better to use Shuriken Storm (with Premeditation) during Shadow Dance on single target when talented into Danse Macabre.
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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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:
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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:
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Gameplay Updates
Apex talent heavily focuses on Healing Stream Totem and its improved form Stormstream Totem. Cloudburst Totem no longer exists.
Healing Wave's power has been increased while Chain Heal lost several talents that improved it. This results in a Riptide and Whispering Waves focus for all builds in all content.
Undulation has been removed, which takes away the current gameplay of casting Healing Wave all the time regardless of overhealing for Farseer.
Healing Tide Totem and Ascendance are now a choice node. All healers are limited to two raid cooldowns now, which for us are Spirit Link Totem and your pick of the choice node.
The Therazane's Resilience and Reactive Warding choice node is now on the class tree. This combined with Instinctive Imbuements makes buff management much simpler.
Most of the new talents are passive effects that buff your other abilities all the time. You should expect much less focus on tracking temporary buffs to abilities.
Warlock
Midnight Affliction Warlock At A Glance
Below you'll find a summary of the changes for Affliction Warlock in the Midnight Beta as well as a brief description of the major gameplay updates:
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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, sub 1-minute CD that also does solid ST/AOE damage and pairs well with Soul Harvester.
There were also recent changes made to Summon Darkglare, removing its DOT extension, but causing it to amplify your DOT's damage done by 20%, while active.
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:
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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:
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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, since we do not need to play around high 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:
Major Additions
Important Removals
Big Changes
Gameplay Updates
The bulk of the gameplay remains unchanged, revolving primarily around maximizing Mortal Strike and Execute, though Slam has a newfound importance in the Apex talents. Triggered by the Master of Warfare Apex and temporarily replacing Slam, Heroic Strike retains a high priority even during the execute phase.
Arms' Mastery has been changed to no longer interact with Deep Wounds, simply increasing damage while using a two-handed weapon.
The change to Tactician results in more consistent but overall lower amount of Overpower procs, which means Slam is used slightly more often, though Sudden Death now also has a chance to trigger the effect.
The removal of Juggernaut has simplified Execute conditions, no longer requiring any complicated tracking or delaying the use of Sudden Death. The updated Slayer's Dominance works somewhat similarly, though with individual stack durations causing the buff to routinely build and decrement on its own, rather than something that is stacked up and maintained all encounter long.
Sweeping Strikes now operates on a charge system, resulting in less waste when using abilities that cannot be cleaved. Combined with Broad Strokes, it allows effectively 100% uptime on the ability.
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:
Major Additions
Important Removals
Big Changes
Powerful Enrage now increases mastery and leech instead of damage and enrage duration.
Frenzy stacks now have individual durations, and no longer resets on target swap
Recklessness reduced to 50% increased rage generation, compensated by the Apex
Gameplay Updates
The bulk of the gameplay remains unchanged, revolving primarily around maximizing generating rage and using Rampage to trigger Enrage. While the greatly reduced rage generation means Rampage is used less frequently, it has also become much more important, triggering the Apex and several other important buffs.
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, though the inclusion of Deep Wounds encourages both heroes to use Execute much more regularly than before.
The Rampaging Berserker Apex talent has been reworked several times, with the latest becoming a simple buff that activates naturally, very similar to Frenzy. While this removes the potential for failure that it previously suffered from, the very predictable cadence at which Fury generates and spends rage also makes the bonus pretty boring - an almost completely passive effect that isn't played around or worth paying attention to.
Rampaging Ruin is a new talent intended to increase multitarget efficiency beyond the normal target cap, though it reduces Rampage's normal damage noticeable damage loss when hitting smaller numbers of targets. This makes the talent very niche, as most content includes a variety of target counts.
Single-Minded Fury has been removed, though Titan's Grip: Single-Minded Fury is a new passive allowing Fury Warriors to transmog one-handed appearances, a long requested option which solves the disparity between weapon types.
Midnight Protection Warrior At A Glance
The Entire Class Talent Tree, as well 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 Beta, as well as a brief description of the minor gameplay updates:
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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 more challenging 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
Stance Mastery provides massive damage reduction when taking significant hits while in defensive stance. A convenient tool for all high-level content!
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 once every 45 seconds if talented into Wrecking Throw.
Wowhead Class Writers
The above information been provided by our Guide Writers who are expert theorycrafters for their respective specializations:
Death Knight
Blood: Mandl & Panthea
Frost: Khazak
Unholy: Taeznak
Demon Hunter
Devourer: VooDooSaurus
Havoc: Shadarek
Vengeance: Itamae
Druid
Balance: Tettles
Feral: Guiltyas
Guardian: Pumps
Restoration: Voulk
Evoker
Augmentation: Jereico
Devastation: Preheat
Preservation: Voulk
Hunter
Beast Mastery: Tarlo
Marksmanship: Azortharion
Survival: Doolb
Mage
Arcane: Porom
Fire: Preheat
Frost: Dorovon
Monk
Brewmaster: Sinzhu
Mistweaver: Swirl
Windwalker: Babylonius
Paladin
Holy: Clarius
Protection: Pumps
Retribution: Bolas
Priest
Discipline: AutomaticJak
Holy: AutomaticJak
Shadow: Ellipsis
Rogue
Assassination: Whispyr
Outlaw: Guy
Subtlety: fuu
Shaman
Elemental: HawkCorrigan
Enhancement: Wordup
Restoration: Harreks
Warlock
Affliction: Kalamazi
Demonology: Not
Destruction: Loozy
Warrior
Arms: Archimtiros
Fury: Archimtiros
Protection: Nomeratur
