Class Balancing in Patch 1.15.1 Build 53009 PTR Datamining - Season of Exploration

January 30, 2024 7 minutes

Season of Discovery Phase 2: Class Changes, Tuning, and New Abilities

The Season of Discovery Phase 2 in the popular game has brought about some exciting changes to the classes, including tuning adjustments and the introduction of new abilities. We will focus on the class changes that have been unveiled in Phase 2. Let's dive in and explore what's in store for players!

Druid Spells

One notable addition is the new spell, Everbloom, which has been renamed to Enhanced Restoration. This ability falls under the Abilities category and is a powerful tool for Druid healers. It allows them to lacerate the enemy target, causing them to bleed for damage over time. The effect stacks up to 5 times on the same target, making it a valuable ability for generating threat. Additionally, the mana cost of Mark of the Wild has been decreased by 50%, while its duration has been increased by 50%. This change provides Druids with improved efficiency and longevity in their healing abilities. Another exciting addition is the ability for Rejuvenation and Regrowth spells to be active on targets affected by another Druid's Rejuvenation or Regrowth, enhancing the collaboration and synergy within the Druid community.

Hunter Spells

One notable change is the decrease in mana cost for a spell, along with an increase in its duration. This alteration improves the efficiency of Arcane Intellect, allowing Hunters to benefit from its effects for a longer period of time. Additionally, a new ability called Flametongue Totem has been introduced for Enhancement Hunters. This totem enchants all party members' weapons with fire, granting additional fire damage with each hit. The damage inflicted is based on the weapon's speed, with slower weapons causing more fire damage per swing. This new ability adds an exciting and powerful dimension to the Enhancement Hunter playstyle, allowing them to unleash fiery devastation upon their enemies.

Mage Spells

One notable change for Mages is the decrease in mana cost and increase in duration for Arcane Intellect. This modification allows Mages to benefit from the intellect-boosting effects of the spell for a longer period of time with reduced mana expenditure. Another interesting spell that has been introduced is Temporal Beacon. This spell heals all party members within its range and applies a buff that converts a portion of the caster's Arcane damage into healing. This provides Mages with the opportunity to contribute to their party's overall healing while dealing damage. These changes add depth and versatility to the Mage class, allowing players to adapt to various situations and roles within a group.

Paladin Spells

One exciting addition is the enhancement to Blessings. The duration of various blessing spells, such as Blessing of Might, Wisdom, Salvation, Sanctuary, Light, and Kings, has been increased by 100%, while their mana cost has been reduced by 50%. This change allows Paladins to provide extended and more cost-effective buffs to their allies, strengthening their support role within a group. Additionally, the spell Seal of Blood has been introduced, which grants Paladins the ability to deal additional weapon damage at the cost of their own health. This seal also provides mana regeneration to party and raid members within its range. These adjustments offer Paladins more flexibility in their gameplay and enhance their utility in various scenarios.

Priest Spells

One significant change is the decrease in mana cost for Power Word: Fortitude, along with an increase in its duration. This modification allows Priests to provide their allies with increased stamina and durability for an extended period of time with reduced mana expenditure. Another notable addition is the spell Shadow Word: Death, which deals significant shadow damage to the target. If the target isn't killed by this spell, the caster takes damage equal to 50% of the inflicted damage. These changes introduce new strategic options for Priests, allowing them to be more efficient in their support and damage-dealing capabilities.

Rogue Spells

One notable addition is the ability for Rogue tanks to use a finishing move that increases their parry chance. This move's duration and parry chance increase based on the number of combo points accumulated, providing tanks with greater survivability and mitigation capabilities. Another interesting addition is the ability for Rogues to store combo points and transfer them to the next enemy they hit with a melee or ranged ability. This allows for more strategic use of combo points and adds depth to the Rogue playstyle. These changes empower Rogues to excel in their chosen specialization and optimize their performance in combat.

Shaman Spells

An exciting addition for Shamans is the Shamanistic Rage rune, which reduces the damage taken by the Shaman and provides mana regeneration. The amount of mana regenerated is based on various factors, such as the Shaman's attack power, spell power, or healing power. Additionally, party and raid members within range also receive a portion of the mana regeneration, further enhancing the Shaman's support role. Another new ability introduced is the Flametongue Totem, which enchants all party members' weapons with fire, adding additional fire damage to each hit. The damage inflicted is based on the weapon's speed, with slower weapons causing more fire damage per swing. These changes showcase the Shaman's versatility and provide them with additional utility in both offensive and defensive scenarios.

Warlock Spells

One significant change is the modification to Drain Soul, which now has a chance to grant an additional soul shard every time it deals damage. This chance increases with each unsuccessful soul shard gain. This alteration allows Affliction Warlocks to have a greater chance of obtaining soul shards, enhancing their ability to cast more powerful spells. Another noteworthy addition is the Ritual of Summoning portal, which allows party or raid members to summon a targeted player. This new ability requires the participation of the caster and two additional party or raid members. These changes make Warlocks more efficient and effective in group settings, further cementing their role as masters of dark magic.

Conclusion

The Season of Discovery Phase 2 has brought about exciting changes, tuning adjustments, and new abilities for each class. These updates provide players with enhanced gameplay experiences, increased versatility, and more strategic options. Whether you're a Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, or Warlock, there's something new and exhilarating awaiting you in Phase 2. So gear up, master your class, and embark on new adventures in the ever-evolving world of the game!

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