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PTS Patch Notes for 1.11 (LARGE – Class changes for Storm Legion)

By on Oct 11, 2012 at 9:33 am, in News, RIFT  |  Comments: 6 comments

These are some of the largest patch notes we’ve seen. These incorporate everything that has been changed for each calling leading up to the expansion. Also, there have been large changes to the combat system and additions to the crafting professions. Use the links below to jump to each section. General changes are on top.

Crafting Changes | Combat Changes | Warrior Changes | Mage Changes Rogue Changes | Cleric Changes

GENERAL
* You may now equip items of any armor type in your Wardrobe. Mix and match – the world is your closet!
Hold on, let me repeat that.
* You may now equip items of any armor type in your Wardrobe.
* The first time you accept a teleport for an Instant Adventure group, your starting location is remembered. Later, when you’re done adventuring, you’ll now be asked if you’d like to return to your starting position.
* Fixed a case where auto-attack wouldn’t toggle off due to a line of sight issue.

GUILDS
* Added an automatic leader-promotion feature. If a guild has no active Leader rank members for 37 days, the most senior recently active character will be automatically promoted to Leader rank. Any existing Leaders who have played within the prior 60 days will receive an in-game mail notifying them of the change.
* Guild Rally Scrolls will no longer be consumed when a character attempts to teleport to a Banner placed in an area they can’t enter due to their level (ex: Ember Isle).

PLANAR ATTUNEMENT
* Planar Attunement is now shared between all characters on your account! Planar Attunement experience earned is applied to all of your characters.
* You’ll need to log in to each existing character to add their PA experience to your account-wide total. There’s no advantage in logging in characters in a certain order or leaving some characters to be logged in later.
* The account-wide Planar Attunement change is going hand-in-hand with a change to how Planar Attunement experience applies to PA levels. The combined total of PA from your characters is converted before adding to the account-wide amount.
– Each Planar Attunement level now gives you 1 point. Each purchase now costs 1 point rather than the previous 75-600 points.
– The amount of experience needed to earn a level/point now starts at a lower total – 100,000 rather than 500,000 – but the amount needed per point increases with more points gained.
* Your old PA levels have been converted to the new system using the most favorable of the following scenarios:
– 1: Number of points you’d have if you had earned your current Planar Attunement experience total under the new values,
– 2: Number of purchased PA hexes if you had only bought the est Planar Attunement upgrades,
– 3: Number of purchased PA hexes in your current Planar Attunement trees
– The new Planar Attunement cap after conversion is 628, the total if you had previously completed tier 2 and had 1034 PA levels.
* There is now a ‘Fill Tier’ button for each tier in the Planar Attunement window. Clicking this will attempt to fill in as much of the selected tier as you have points for. Much like the Fill Soul button, you can edit and adjust how the points have been spent before saving.

SOUL PRESETS
* Soul Tree: Opening the Soul Tree window when you are above level 6 and have no points spent will now display the Soul Presets window first. You’ll also see it when activating a new, empty Role.
* Selecting a Preset on the Soul Tree will now auto-distribute points into that preset, but not commit them.
* Updated the available Soul Presets and added some new ones, to go along with the giant chunk of Soul changes!
* Some Soul Presets now only appear after a minimum level is reached – so keep an eye out for additional advanced Soul Presets as you level up.
* Added a ‘difficulty rating’ to Soul Presets so you have a general idea of how complex the preset is to play.

CONSUMABLE ITEM UPDATES
* Most of these updates are across a very large number of items from every tier. Please forgive us for not listing every item individually. As a general rule, if a potion or food consumable boosted your stats or performance, it was probably adjusted in 1.11.
* Explosive Philters now hit up to 8 targets. Previously, these were uncapped.
* Healing Philters and Philters of Restoration can now only affect an ally once every 2 minutes.
* Updated the Bottle of Critical Strikes and Bottle of Spellstrikes to provide a flat bonus to Critical Strike ratings rather than a percentage.
* Updated the Vials of elemental resistances to work with the new Resistance calculations.
* Updated Manasurge Vials based on new mana pools.
* Updated Agility Serums based on new avoidance calculations.
* Surprise! Stat potions and Anti-Planar Power potions also updated!
* Updated the buff values for a variety of crafted foods.

CONQUEST
* If you are still in the queue for Conquest when a match ends, you will be notified with sound and text.

PVP/WARFRONTS
* Abilities with snares and knockbacks no longer trigger diminishing returns.
* Gaining Prestige Ranks past 40 now grants 500,000 Planar Attunement experience.
* Healing has been reduced across the board in PvP combat.
* AoE Damage and Healing have been reduced in general in PvP combat.
* The following DPS adjustments have been made to tank soul passive Gift abilities while in PvP:
– Justicar: Faith in Action: Damage increase per point spent becomes 0% per point.
– Riftstalker: Riftstalker Mastery: Damage increase per point spent becomes 0% per point.
– Paladin: Paladin’s Gift: Damage increase per point spent becomes 0% per point.
– Reaver: Gift of the Reaver: Damage increase per point spent becomes 0% per point.
– Void Knight: Gift of the Void Knight: Damage increase per point spent becomes 0% per point.
– Warlord: Gift of the Warlord: Damage increase per point spent becomes 0.65% rather than 0.9%.
* The 2% Valor gained from leveling has been removed, and added to base PvP armor sets.
* In preparation for Storm Legion PvP, Valor amounts have been adjusted across all PvP gear. Numerical values at level 50 are significantly lower, but provide the same or slightly more damage reduction than pre-1.11.
* PvP Rifts: The turn-in location will once again appear on the main map when you are a stone carrier.
* Heads up! Prestige and Favor boost potions will have their bonuses reduced when you use them at level 51+.
* You can no longer take the mount from the quest Recluse Wrangling into Warfronts.

ZONES
* Added more cross-faction respawn points in Freemarch, Silverwood, Stonefield, and Gloamwood.

GLOAMWOOD
* Adjusted Instant Adventure teleport locations to be closer to adventure targets.

MERIDIAN
* The questgiver Shriage Qutugh in Orphiel’s Spire will no longer use her Nightblade powers to play peek-a-boo with players.

SANCTUM
* Fishing works again in Sanctum!

SCARLET GORGE
* You will no longer loot Mansfield’s Sword if you are already on or have completed ‘Fear of the Dark’.

INSTANT ADVENTURE
* ‘Defend Wardstone’ adventure bosses in Gloamwood, Stonefield, and Scarwood Reach should now scale properly to the amount of players on the adventure.
* Friendly NPC allies in ‘Defend Wardstone’ adventures shoud now be friendly to players of both factions.

ITEMS
* The Farmer’s Hat from Autumn Harvest can now be dyed.
* Air Rift consumables have had their effect changed to increase run speed. Existing items will still have their old effects but will no longer drop.
* Earth Rift consumables have had their effect changed to Intelligence and Dexterity buffs or damage absorption. Existing items will still have their old effects but will no longer drop.
* Adjusted Synergy Crystals for all Souls to go along with the huge soul revamps!

PLANAR ATTUNEMENT
The following abilities have been modified to match the new Whetstones, Oilstones, and Powerstones.
* Flaring Glyph now applies +80 Spell Power
* Keen Edge now applies +80 Attack Power
* Razor Edge now applies +40 Attack Power

AUDIO
* Melee combat bosses now with more weapony sound goodness!

UI/SETTINGS
* Instant-cast abilities that do not trigger global cooldown now display this on their tooltips.
* The chatlog now shows a notice for Plaques of Achievement awarded by quests.
* The combat log and scrolling combat text messages now show whether experience gained is going toward Planar Attunement.
* Fixed a guild bank bug that would cause the vaults to stop showing correctly after viewing the Items or Currency logs.
* We now display warning messages when you post an item in the Auction House from a client set to a different language than the server’s language.

SYSTEM
* The PTS Client now saves its settings, combat logs, and other files to different locations than the regular RIFT client. They will no longer interfere with each other if you use both clients on the same machine.
* RiftConnect: The Tumblr and YouTube hookups work again!

CRAFTING CHANGES

General changes:
* Normalized the rate of gaining skill points for all recipes across all professions.
* All crafting daily quest reward bags have been rebalanced.
– Reward bags will have slightly reduced amounts of crafting materials.
– To offset this, reward bags now have more rare rewards including Salvaged Materials, Augments, Artisan’s Marks and Master Craftsman’s Marks.
* Ironhide now has an increased chance to be skinned from level 52 mobs.

Crafting Specialty Goods Merchant:
* The random Augment boxes have been removed.
* The cost of a Master Craftsman’s Mark has been reduced to 400 Artisan Marks, (approximately one week of daily quests).
* Planar Attunement XP Crystals have been added to the Crafting Specialty Goods merchants.
– 1 Eternal Crystallized Insight can be purchased for 1 Master Craftsman’s Mark.
– 1 Pure Crystallized Insight can be purchased for 200 Artisan’s Marks.
– 1 Crystallized Insight can be purchased for 100 Artisan’s Marks.

APOTHECARY
* To reduce the number of different Apothecary reagent types and save room in your bags, we’ve made the following changes!
* The following Reagents no longer appear in recipes and existing items have been converted to sale items:
– Bubbling Extract, Cloudy Extract, Potent Extract, Pure Extract
– Empty Crystal Bottle, Empty Gilded Flask, Empty Glass Bottle, Empty Glass Flask, Empty Runed Bottle, Empty Runed Flask
– High Grade Sulfur, Low Grade Sulfur, Standard Grade Sulfur, Vinegar Concoction
* All ‘Bottle’ type recipe requirements now use a ‘Set of Gilded Bottles’.
* All ‘Flask’ type recipe requirements now use a ‘Set of Crystal Flasks’.
* All recipes that require Sulfur now just use ‘Top Grade Sulfur’.
* Most recipes requiring Extracts have been changed to use an appropriate-tier acid instead.
* Most recipes requiring Vinegar Concoctions have been changed to use an appropriate-tier bone or tooth instead.
* Removed recipes that had Notoriety requirements from the Apothecary Artisan Store. They are still sold by their respective Notoriety Quartermasters.
* All valid Apothecary reagents now stack to 99. To aid with identification, some reagent icons have been updated.
* Some reagent prices have been adjusted.
* The following recipes have been adjusted so they reach yellow and green difficulty sooner:
– Heroic Healing Tonic, Heroic Heartshatter Vial, Heroic Spiritshatter Vial, Tenacity, all Vials of [Element] Resistance.
* The level of skill required to craft the lesser serums is no longer higher than that of recipes that use serums as ingredients.
* The following potion recipes are now purchased with Artisan’s Marks rather than gold:
– Recipe: Curse Elixir
– Recipe: Heroic Enduring Vial
– Recipe: Heroic Powersurge Vial
– Recipe: Heroic Brightsurge Vial

ARMORSMITH
* Increased the skill requirements on the recipe scrolls for Orichalcum Buckler, Orichalcum Chausses, Orichalcum Cuisses, and Orichalcum Gauntlets to match the skill requirements to craft the item.
* The following recipes have been adjusted so they reach yellow and green difficulty sooner:
– Thick Armor Plating, Thick Padding, Razor-Sharp Spikes, Carmintium Shield, Carmintium Buckler, Vitality
* Fixed a typo in the name of Faith-Forged Spaulders.

ARTIFICER
* The following recipes have been adjusted so they reach yellow and green difficulty sooner:
– Burning Powerstone, Burning Manastone, Burning Witchstone, Burning Spellstone, Sacred Tome, Sacred Fetish, Insight, Carmintium Lariat
* Adjusted the skill requirements to learn the following recipes so they match the skill required to craft the item:
– Platinum Necklace, Platinum Gorget, Ornate Platinum Choke, Fine Platinum Chain, Shadethorn Virage, Shadethorn Spellstaff

OUTFITTER
* Increased the skill requirements on Recipe: Dusty Treasure Hunter’s Satchel to match the skill required to craft the item.
* The following recipes have been adjusted so they reach yellow and green difficulty sooner:
– Performance Insoles, Extra Sticky Grips, Lightweight Riding Chaps, Dusty Treasure Hunter’s Satchel, Witchweave Cowl, Steeled Leather Brigandine, Aptitude, Spellspun Bag, Bolt of Spiritweave

RUNECRAFTER
* Adjusted the skill requirements to learn the following recipes so they match the skill required to craft the item:
– Blazing Unwavering Rune, Blazing Valorous Rune, Blazing Adamant Rune, Blazing Valorous Runeshard, Brilliant Air, Death, Earth, Fire, and Water Resistance Runes.

SURVIVAL
* The recipes for Eel Fillet, Pome Ambrosia, Grilled Steak, and Jellied Ray will turn yellow and green difficulty sooner.
* Survival: Updated description on Bedrolls and Tents so their use is more clear.

WEAPONSMITH
* The following recipes have been adjusted so they reach yellow and green difficulty sooner:
– Exquisite Oilstone, Exquisite Whetstone, Massive Weaponstone, Noise Canceling Coating, Carmintium Dagger, Carmintium Musket, Carmintium Halberd, Finesse
* Adjusted the skill requirements to learn the following recipes so they match the skill required to craft the item:
– Orichalcum Claymore, Orichalcum Mace, Orichalcum Ritual Blade, Shadethorn Bow

SALVAGING
* Salvage loot tables have been cleaned up. You will no longer sometimes be awarded with materials from the incorrect tier.
* Salvage materials no longer need to be combined into Salvaged, Reclaimed, Processed, or Refined materials.
– All recipes that require Salvaged Materials now use the base material.
– If you have combined Salvage items in your bank or bags, you will be able to convert these back to their component parts.
* Salvaged Bones have been completely removed from all Salvage tables.
– They are now flagged as Trash items.
– Normal Bone type crafting material can still be salvaged from items that awarded them previously.
* Uncommon and Rare items will salvage into normal Salvaged Materials.
* Epic items will salvage into Epic Salvaged Materials.
– Epic Salvaged Materials are required for all Epic Augment recipes.
– Epic Salvaged Materials also have a very low chance of being rewarded through the skill 300 Crafting Daily reward bags.

AUGMENTS
* All Augment recipes now require Salvaged Materials.
* Several Augments will no longer drop in the world and cannot be crafted or acquired by any means. They will not be removed from players who currently have them. If you still have one hiding in your bank, you will be able to use it.
– Scorpid Stinger
– Centair Tail
– Faerie Wing
– Phylactery
– Mistwalker Essence
– Gravemaker Hide
– Harpy Feather
– Werewolf Blood
– Dragon Turtle Shell
– Treant Bark
– Basilisk Tail

* All other existing Augments have been renamed to better communicate the bonuses they will apply.
– Below is a list of the existing Augment and its new name (they are named for the bonus it applies, plus a prefix to indicate tier/relative power, ex: Lesser Dexterity). The format is Old Name: New Name without tier indicator.
– Vespid Stinger: Attack Power
– Hellhound Heart: Endurance and Parry
– Wight Essence: Strength and Attack Power
– Thick Troll Hide: Strength and Melee Crit
– Adrenalite: Strength
– Etherialite: Intelligence
– Saintstone: Wisdom
– Thiefstone: Dexterity
– Vitalium: Endurance
– Sobek Eye: Spell Crit
– Bogling Eye: Dodge
– Deep One Tooth: Endurance and Block
– Whelp Scale: Wisdom and Spell Power
– Griffon Hide: Wisdom and Spell Crit
– Golem Core: Spell Power
– Satyr Horn: Endurance and Dodge
– Naga Scale: Intelligence and Spell Power
– Gnar Pincer: Intelligence and Spell Crit
– Dragonian Scale: Melee Crit
– Barghest Fang: Parry
– Demon Horn: Dexterity and Attack Power
– Razormaw Spine: Dexterity and Melee Crit

* Several new Augments have been added to fill the gaps in the Augment system.
– Block
– Deflect
– Crit Power
– Strength and Crit Power
– Wisdom and Crit Power
– Intelligence and Crit Power
– Dexterity and Crit Power
– Endurance and Deflect

* Augments will no longer drop in the world. They can now only be acquired through crafting and the crafting daily quest reward bag.
– All Augments can now be crafted by each profession except Runecrafter.
– New recipes for all of the below Augments can be found on your profession trainer and at your profession’s Artisan Store merchant.
– Uncommon Augments can be trained at your crafting profession trainer at skill levels 50, 150, and 225.
– Rare and Epic Augments can be purchased at your crafting profession Artisan Store for Artisan’s Marks and Master Craftsman’s Marks.
– Because of the changes and reductions to the material costs of the recipes, all Augment recipes will now only make one Augment.
– Existing Uncommon Augment recipes have been removed from the Artisan Store merchant. If you already purchased these recipes, but had not trained them yet, you will still be able to learn the recipe from the scroll.
* The bonus stats applied by Augments have been normalized. In some cases, this mean dual-stat Augments will be slightly better than their single-stat counterparts. Because of this, dual-stat Augments are generally more expensive to craft.

* The available Augments are broken down amongst the professions as follows:
* Apothecary
– Dexterity
– Endurance
– Intelligence
– Wisdom
– Strength
– Crit Power (new Augment)
* Armorsmith
– Attack Power
– Block (new Augment)
– Endurance and Parry
– Strength and Attack Power
– Strength and Melee Crit
– Strength and Crit Power (new Augment)
* Artificer:
– Spell Crit
– Dodge
– Endurance and Block
– Wisdom and Spell Power
– Wisdom and Spell Crit
– Wisdom and Crit Power (new Augment)
* Outfitter:
– Spell Power
– Deflect (new Augment)
– Endurance and Dodge
– Intelligence and Spell Power
– Intelligence and Spell Crit
– Intelligence and Crit Power (New Augment)
* Weaponsmith:
– Melee Crit
– Parry
– Endurance and Deflect (new Augment)
– Dexterity and Attack Power
– Dexterity and Melee Crit
– Dexterity and Crit Power (new Augment)

COMBAT CHANGES
GENERAL COMBAT
* Reduced the damage of one and two-handed Caster weapons except for Wands. The damage of a caster’s 1 or 2-handed weapon should now be lower than that of a melee 1 or 2-hander.
* Pets belonging to mentored players now have normalized Armor and Resistance values across all callings.
* Player pets – particularly the Druid’s Faerie – will now cast instant-cast abilities while they or their owner are moving.
* Auto-attack should begin properly when you’re using ‘Cast on Target of Target’ to attack.
* NPC Inquisitors no longer cast Bolt of Depravity.

Several changes have been made to combat mechanics and stat derivation to meet these goals:
– Consistent scaling in power with gear across all Callings.
– Clear distinction of stats between Callings.
– Consistent scaling between different damage types with gear.

ATTACK POWER AND SPELL POWER
The amount of Attack Power and Spell Power derived from Strength, Dexterity, Intelligence and Wisdom is now based on the following ratio for each Calling:
* Warrior: 75% from Strength and 25% from Dexterity contributes to Attack Power. 50% from Intelligence and 50% from Wisdom contributes to Spell Power.
* Rogue: 75% from Dexterity and 25% from Strength contributes to Attack Power. 50% from Intelligence and 50% from Wisdom contributes to Spell Power.
* Mage: 75% from Intelligence and 25% from Wisdom contributes to Spell Power. 50% from Strength and 50% from Dexterity contributes to Attack Power.
* Cleric: 75% from Wisdom and 25% from Intelligence contributes to Spell Power. 50% from Strength and 50% from Dexterity contributes to Attack Power.
* 5 Attack Power now adds 1 DPS to your ability attacks, down from 10 Attack Power.

CRITICAL HIT RATING AND SPELL CRITICAL HIT RATING
The amount of Critical Hit Rating and Spell Critical Hit Rating derived from Strength, Dexterity, Intelligence and Wisdom is now based on the following ratio:
* 50% from Strength and 50% from Dexterity contributes to Critical Hit Rating. 50% from Intelligence and 50% from Wisdom contributes to Spell Critical Hit Rating.

BLOCK AND DEFLECT
The mitigation from a successful Block/Deflect is now fixed at 30%. It is no longer increased by Block/Deflect rating. However, this value can be increased by specific soul abilities.
Block/Deflect rating now only increases chance to Block/Deflect.

PARRY AND DODGE
The hard caps for parry and dodge chance have been set at 40%. There are no soft caps for either of them.
The chance to parry derived from each point of Parry Rating is now similar to the chance to dodge derived from each point of Dodge Rating.
The chance to miss, parry, or dodge are now rolled independently instead of on a single determination chance.

HIT AND FOCUS
Hit and Focus will be merged into a single stat called Hit. Focus will be removed from the game and all existing items with Focus on it will be changed to Hit.
Hit is used to reduce the caster’s innate chance to Miss for both spell and non-spell attacks and the defender’s chance to Parry and Dodge for non-spell attacks.
* Hit will no longer reduce the defender’s non-physical mitigation.

RESIST
Resist will no longer give the player a chance to Resist or avoid a spell attack. It now only reduces the damage taken from non-physical attacks. The percentage of damage reduction is reduced with increasing player level.
All rings, necklaces and cloaks will now have a +Resist All stat.

CRITICAL POWER
Critical Power is a new stat added into the combat system. It increases the amount of Critical Hit Damage and Critical Heal.
* The Critical Hit damage and healing multiplier starts with a base of 1.5 and caps out at a maximum value of 2.

HIT POINTS
* All Callings now have their Max HP increased by 10 for every point of Endurance.

MANA
Mana regeneration is no longer increased by Intelligence and Wisdom. It is now a fixed value that increases with player level.
* Max mana is equally increased by Intelligence and Wisdom for both Mage and Cleric, and caps out at a specific value. Once the cap is reached, you can no longer get additional mana from Intelligence and Wisdom. However, you can still go beyond the mana cap from talents and consumables.

DUAL WIELDING
When dual wielding, weapon ability attacks from your main hand or off hand will have their weapon damage contribution multiplied by 1.3. This will make the damage from an ability attack with a 2-hander similar to the damage from an ability attack while dual wielding.

PETS
Pets no longer inherit Strength, Dexterity, Intelligence, Wisdom and Endurance from their owner. They will now inherit all derived stats like Attack Power, Spell Power, Resist and Armor from their owner.

WARRIOR CHANGES
* All AoE abilities that previously hit 10 targets now hit a maximum of 8, with the exception of tank Soul burst-threat-generators.

BEASTMASTER
The Beastmaster is a master of communication and bringing allies together to fight as one, devastating their enemy with their unity of purpose. They fight alongside their Primal Companion, lending their aid and power to those who choose to fight with them.

The Beastmaster has become a support soul, buffing themselves before battle and then using their Finisher attacks to trigger those buffs that enhance the combat effectiveness of all their allies.

* Gift of the Beastmaster: Base Damage is increased by 0.5% for each point spent in the Beastmaster Soul. The Primal Companion’s Base Damage is increased by 2.5% for each point spent in the Beastmaster Soul.

Major Ability Changes:
* Bleed / DoT Effects: All effects that used to be enhanced by multiple Bleed effects on the target are now enhanced by any DoT effect you place on the enemy.

New Root Abilities:
* Brutal Strike: Deals Physical damage per Attack Point and additional Physical damage for each damage over time effect (up to 5) on the target.
* Cutting Slash: Deals Physical damage. Bleeds health over 15 seconds, can be stacked up to 3 times.
* Spotter’s Call (moved to Beastmaster from Warlord): Causes the target to take additional Physical damage when hit. Each attacker may trigger this once every 3 seconds.
* Vicious Opportunity: Deals Physical damage, plus additional Physical damage for each damage over time effect (up to 5) on the target. Must be used after the Warrior’s pet Critically Hits.
* Bond of Shelter: Increases Armor and Resistances on all party or raid members.
* Command to Recover (moved to Beastmaster from Warlord): Increases healing done on all party or raid members.
* Messy Wounds: Causes the target to take additional damage from the Warrior’s damage over time effects.
* Call of Stone: Reduces incoming damage on all Party or Raid members after a successful Bleed attack. Lasts 1 hour.
* Enrage: Increases the Damage, Critical Hit Chance, and Critical Hit Power of your raid and pet. Each damage over time effect on the enemy multiplies these values, up to 5x.
* Command to Stand Ground (moved to Beastmaster from Warlord): Increases current and Maximum Health, Armor and Resistances on all party or raid members.
* Twin Cuts: Deals Physical damage. Bleeds health over 15 seconds, plus an additional Bleed over 15 seconds from a second wound.
* Call of Blood: Increases Critical Hit chance on all Party or Raid members after a successful Bleed attack. Lasts 1 hour.
* Fury Unleashed: Increases the Critical Hit Power of the Warrior and their Primal Companion. Each damage over time effect on the enemy multiplies these values, up to 5x. This ability is not on Global Cooldown.
* Call of Savagery: Increases base damage of all party or raid members after a successful Bleed attack. Lasts 1 hour.
* Primal Heal: Heals and grants additional health for each damage over time effect (up to 5) on the enemy.
* Command to Attack (moved to Beastmaster from Warlord): Increases Attack Power and Spell Power by on all party or raid members.
* Call of Kinship: Grants a heal over time effect to Party or Raid members a successful Bleed attack. Also enhances incoming healing, similar to Motif of Regeneration. Lasts 1 hour.
* Cunning Ruse: Deals Physical damage and boosts the damage dealt by the Beastmaster and their Primal Companion per damage over time effect (up to 5) on the enemy.
* Bond of Power – Increases Strength, Dexterity, Intelligence, and Wisdom on all party or raid members.

Removed Root Abilities:
* Backhanded Blow: Changed to Vicious Blow.
* Kinship: Changed to Call of Kinship, to work better with the new support direction of the Beastmaster.
* Primal Recovery: Replaced with Primal Heal, which is not a Heal over Time effect and uses the theming of the Beastmaster to a better degree.
* Protective Companion: The Companion buffs were removed and their effects either converted into Soul Tree boosts, other buffs, or changed altogether.
* Bond of Might: Strength was combined into Bond of Power.
* Bond of Feline Grace: Dexterity was combined into Bond of Power.
* Enraged Companion
* Slashing Strike
* Feral Sweep
* Diversion Strike
* Bond of Vigor
* Primal Rage
* Fight As One
* Spoils of the Hunt

New Soul Tree Abilities:
* Swiftness: Increases out of combat movement speed.
* Razor Sharp Fangs: Increases damage dealt by the Primal Companion.
* Fierce Wounds: Hitting with Fierce Strike increases the damage that your Pet does for 12 seconds.
* Hunter: Increases the base damage of damage over time effects.
* Primal Bond: Healing done to you also heals your Primal Companion.
* Blood Rage: The Primal Companion’s Bite increases their damage on the target for 6 seconds.
* Hunt Master: Increases duration on Calls and Commands.
* Tenacious Wounds: Damage over time effect damage is increased.
* Brotherhood: Some of the damage taken by the Primal Companion is transferred to the Warrior.
* Relentless: Beastmaster Bleed effects that are not channeled last for an additional hit.
* Loyalty: Some of the damage done by the Primal Companion heals the Warrior.

Removed Soul Tree Abilities:
* Natural Instincts: This and the secondary effect of Fierce Strike were combined into Fierce Wounds.
* Survival of the Fittest: Became the Gift of the Beastmaster.
* Iron Bonds
* Agile Footwork
* Shared Bonds
* Protective Instincts
* Improved Protective Instincts
* Primal Senses

CHAMPION
Used to fighting a losing battle against multiple foes, the Champion has become a master of fending off outnumbering forces and emerging victorious even against the most unbalanced odds. Their powerful attacks sweep through their enemies like they are harvesting wheat, leaving the bodies of their foes piled in their wake.

The Champion is a master of facing multiple targets, dealing damage and defending themselves from overwhelming forces. That being said, they lose effectiveness when facing a single opponent.

Gift of the Champion: Base Damage is increased by 1% for each Point spent in the Champion Soul.

Major Ability Changes:
* Marks: These debuffs are now AoE instead of single target.
* Removed Two-Handed Weapon focus – all Warrior abilities can now be used with equal effectiveness with a 2 hander or while dual wielding. Because of this, we don’t have abilities that modify only certain weapon types any more.

New Root Abilities:
* Inescapable: Increases the range of your next Charge by 10 meters. This ability is not on Global Cooldown.
* Reaper’s Bearing: Single target attacks deal a percentage of their damage to up to 4 additional enemies. Only 1 Bearing can be active at a time. Lasts 1 hour.
* Chains of Death: Chains to several targets, dealing Physical damage to a small number of enemies for each target it affects.
* Chains of Life: Chains to several targets, healing the Warrior for each enemy it affects.
* Death Blossom: Up to 3 single target attacks deal 100% of their damage on up to 9 additional enemies.
* Dominating Bearing: Grants all Bearings.
* Savage Sweep: Deals Physical damage over the next 15 seconds to several enemies. This ability grants 1 Attack Point.
* Shared Suffering: When hit by an attack, you have a 25% chance of dealing Physical damage back against the attacker. Lasts 1 hour.
* Weapon Defense: Absorbs 50% of damage taken, up to a maximum value. This ability is not on the global cooldown.
* Juggernaut’s Bearing: Reduces damage taken for each nearby enemy (up to 10) after using an AoE attack. Only 1 Bearing can be active at a time. Lasts 1 hour.
* Mark of Exclusion: Nearby enemies deal less damage to the Warrior. Only 1 Mark can be active at a time.
* Thunderous Strike: Deals Physical damage per Attack Point on several targets in front of the Warrior.

Removed Abilities:
* Thunderous Kick: Moved to the Tempest.
* Ruthless Pursuit: Removed because all souls now get Break Free.
* Bloodthirst
* Debilitating Strike
* Inescapable Fury
* Bash – Bash was removed from the Champion, but additional interrupts have been added to other souls.
* Leg Sweep
* Frenzied Strike

New Soul Tree Abilities:
* One on Many: Increases base damage for Area of Effect attacks.
* Quick Footed: Increases Dodge.
* Berserker: On a successful ability hit you have a chance of increasing Strength by for 15 seconds.
* Mired: Enemies affected by a Mark take increased damage from your attacks for 15 seconds.
* Close on the Target: Increases the range on all Charge attacks.
* Trample: Enemies damaged by Bull Rush take more damage from your Area of Effect attacks for 15 seconds.
* Fight or Flight: Reduces cooldown on Cornered Beast.
* Furious Stand: When you cast Weapon Defense, you gain an additional absorb equal to 15% of your Attack Power per nearby enemy up to a maximum of 5.
* Iron Strikes: Increases base damage.

Removed Soul Tree Abilities:
* Cruel Efficiency
* Weapon Specialization: Combined into the Gift of the Champion.
* Brutal Punishment
* Don’t Make Me Angry: Became Berserker.
* Lingering Wounds
* Overrun
* Blood Frenzy

PALADIN
Stalwart defenders of the innocent, the Paladin wields his great shield to protect himself and his allies in battle. He wields the power of life to heal his wounds and rend it’s spark from his enemies, destroying those who would seek to harm those he protects.

The Paladin protects themselves with their Shield, turning their opponent’s attacks back on them. They have learned to wield the power of the Plane of Life to heal themselves, protect themselves, protect themselves and their allies, or deal further damage to their enemies. As would be expected by their large shield, Paladin’s are better at defending against Physical attacks, but fall behind when it comes to magical protection.

Gift of the Paladin: Increases Maximum Health by 0.76% per point spent in the Paladin soul. Increases Armor by 1% per point spent in the Paladin soul. Increases Resistances by 2% per point spent in the Paladin soul. Base Damage is increased by 0.5% for each Point spent in the Paladin Soul.

New Root Abilities:
* Light’s Balm: Heals the Warrior or a selected ally.
* Light’s Vengeance: Deals Life damage over time. Must be used after the Warrior has Blocked.
* Light’s Reprisal: Deals Life damage to several enemies. Must be used after the Warrior has Blocked.
* Light’s Blessing: Heals the Warrior or a selected ally.
* Light’s Benediction: Deals Life damage to the target. Reduces both spell and non-spell damage done by the affected target.
* Shield of the Light: Applies a stack of Soothing Light each time the Warrior Blocks an attack. Max 5 stacks. Can only occur once per second. Soothing Light grants the temporary ability Soothing Grace, allowing the Warrior to heal several group or raid members per stack of Soothing Light. Lasts 1 hour.
* Shield of the Vengeful: Increases damage. Lasts 1 hour.
* Light’s Domination: Stuns several enemies in front of the Warrior. Grants 1 Attack Point.
* Light’s Protection: Increases the value of incoming heals on the Warrior.
* Shield Defense: The Warrior takes less damage. Must be used after the Warrior has Blocked.
* Protector’s Fury: Applies a stack of Righteous Fury when damaged, increasing the Warrior’s Life damage per stack. Max 5 stacks. Can only occur once per second.

Removed Root Abilities:
* Aegis of Vitality
* Life’s Grace
* Aegis of Salvation – Group endurance buffs have been removed from the Warriors.
* Disarming Counterblow
* Scales of Justice.
* Preservation
* Impassable Guard
* Paladin’s Devotion
* Paladin’s Reprisal

New Soul Tree Abilities:
* A Good Defense: Increases Damage of attacks that generate Attack Points.
* Pacification: Your Pacifying Strike reduces both the spell and non-spell damage taken from the target for 6 seconds.
* Steady Aggression: Increases the duration of Aggressive Block by 3 seconds.
* Enduring: Increases Endurance.
* Hardened Defenses: Increases your Resistances.
* Resolution: Reduces the cooldown of your Light’s Balm and Light’s Blessing.
* Front Line Training: Increases the number of enemies hit with Sweeping Strikes, Judgment and Light’s Decree.
* Invigoration: For 12 seconds after you block an attack, your damage is increased by 5%. This effect can stack up to 5 times.
* Divine Grace: Increases the healing of your Light’s Balm and Light’s Blessing.
* Brutal Response: Increases threat, based on your Endurance, from attacks that must follow a Block.
* Light’s Favor: Reduces the cooldown of your Touch of Life and Life’s Rapture.
* Blessed Aegis: You may have 2 active Shield Buffs.

Removed Soul Tree Abilities:
* Small Arms Specialization
* Steely Resolve
* Graceful Under Pressure
* Hardened Will: Replaced with Hardened Defenses.
* Karmic Resolution
* Improved Reverent Protection
* Tip the Balance
* Improved Paladin’s Devotion
* Defender

PARAGON
Master of weapons and her own body, the Paragon wields her weapons as if they were a part of her. Facing each enemy with a dance of blood and steel that leaves her foes cast aside as she moves on to her next doomed target.

The Paragon is the master of facing off against a single opponent, dealing swift and brutal damage to them. When faced by multiple enemies however they cannot keep up and quickly fall to their foes.

* Gift of the Paragon: Base Damage is increased by 1% for each Point spent in the Paragon Soul.

New Root Abilities:
* Way of the Sun: Follow-up attacks heal the Paragon. Lasts 1 hour.
* Sweeping Blades: Single target ability attacks hit additional targets.
* Final Blessing: Follow-up attack. Deals Physical damage to an enemy if they are below 30% health. This ability grants 1 Attack Point.
* Setting Moon: Deals Physical damage in addition to increasing the damage of Follow-up attacks. This ability grants 1 Attack Point.
* Open the Stream: Follow-up attack for Physical damage, plus Physical damage over time. This ability grants 1 Attack Point.
* Combat Focus: Instantly adds up to 3 Attack Points to the Warrior, to bring them to a total of 3 current Attack Points.
* Alacrity: Reduces the duration of the global cooldown by 0.5 seconds for a short period of time.
* Shield of Will: Absorbs 50% of damage taken, up to a maximum value. This ability is not affected by the global cooldown.
* Tranquility: Incapacitates a target. Can be active on 1 target at a time. Cannot be used while in combat, and any damage on the enemy will remove this effect.
* Feint: Reduces the Dodge, Parry, and Block rating of the target.
* Unleashed: Each follow-up attack used places a stack of Readiness on the Warrior. Each Readiness stack increases Attack Power and Weapon Damage Contribution. Lasts 1 hour.

Removed Root Abilities:
* Focus of Strength
* Path of the Wind
* Path of the Raptor
* Path of the Hurricane
* Swift Blades
* Path of the Tempest
* Bend Like the Reed
* Touch of Tranquility: Replaced by Tranquility.
* Paired Strike: Renamed to Setting Moon.

New Soul Tree Abilities:
* Teaching of the Five Rings: Increases the damage of attacks that generate Attack Points.
* Weapon Familiarity: Swift Strike causes ability attacks to ignore enemy Armor and Resistances for 6 seconds.
* Devoted Training: Increases Strength.
* One Two Punch: Increases base damage of Follow Up attacks.
* Swift Finesse: Flurry hits additional times.
* Analyze Weakness: Finishers ignore target’s Armor and Resistances.
* Decisive Strikes: Increases the base damage of Finishers.
* Duality: You may have 2 active Way buffs.

Removed Soul Tree Abilities:
* Duality of Mind
* Teaching of the Five Rings: Combined into the Gift of the Paragon.
* Serenity

REAVER
The Reaver surrounds themselves in the energy of the Plane of Death to corrupt their foes and the very ground at their feet. They infect their enemies to weaken them and feed on the corruption to survive even the most deadly opponents.

The Reaver continues to use the powers of the Plane of Death to deal damage to their foes. Their defenses may not be as strong as those of other tanks, but they do a better job at dealing damage and handling multiple opponents.

Gift of the Reaver: Increases Maximum Health by 0.76% per point spent in the Reaver soul. Increases Armor by 1% per point spent in the Reaver soul. Increases Resistances by 2% per point spent in the Reaver soul. Base Damage is increased by 0.5% for each Point spent in the Reaver Soul.

Major Ability Changes:
* Bleed / DoT Effects: All effects that were previously enhanced by multiple Reaver DoT effects are now enhanced by any DoT effect you place on the enemy.
* Crippling Infestation: Now causes the Reaver to deal more Death damage on the affected targets, rather than causing the targets to do less damage to the Reaver.
* Plague Bringer: Now affects up to 9 additional targets.
* Flesh Rot, Soul Sickness: Removed cooldown from these abilities and rebalanced damage accordingly.

New Root Abilities:
* Binding of Shadow: Increases the range of Soul Sickness, Necrotic Wounds, Flesh Rot, Infestation, and Explosive Infestation. Lasts 1 hour.
* Stumbling Corruption: Corrupts the targeted ground, causing several targets within the corruption to be snared.
* Creeping Corruption: Applies Creeping Corruption to the Warrior, dealing additional Death damage per Attack Point to several targets.
* Decaying Corruption: Corrupts the targeted ground, targets within the corruption take Death damage every 3 seconds based on the number of damage over time effects they have on them.
* Plague Eater: Removes up to 5 Damage over Time abilities from several targets to heal the Warrior for each effect removed.
* Binding of Devouring Darkness: Grants the effects of Binding of Shadow, Binding of Death, Binding of Affliction and Plague Bringer. Lasts 1 hour.
* Crest of the Shadow: Absorbs damage.
* Dire Corruption: Corrupts the targeted ground, multiple enemies within the corruption take Death damage every 3 seconds.
* Spasm: Interrupts the target.
* Immunization: Makes the target immune to all of the Warrior’s Reaver-based Damage over Time abilities and Taunts for 5 minutes. Does not work against players.
* Explosive Infestation: Hits multiple targets, dealing Death damage, increased by 45% for each damage over time effect already on the target (up to 5).
* Crest of Entropy (Renamed from Shroud of Entropy): Reduces damage taken by 35%.

Removed Root Abilities:
* Track Death Creatures
* Vicious Cleave
* Weakening Essence
* Binding of Atrophy
* Shroud of Entropy – Renamed Crest of Entropy.
* Master of the Abyss
* Enraged Essence

New Soul Tree Abilities:
* Reaping Touch: Ravaging Strike reduces the enemy’s Armor and Resistances for 6 seconds.
* Tempered Constitution: Increases Endurance.
* Vile Affinity: Corruptions gain additional duration.
* Infectious: Increases the damage of Soul Sickness, Blood Fever, Necrotic Wounds, and Flesh Rot.
* Walks with Death: Reduces the cooldown of Infestation, Explosive Infestation and Plague Eater.

Removed Soul Tree Abilities:
* Power in the Blood
* Wasting Away
* Improved Master of the Abyss

RIFTBLADE
She gathers the energy of the Rifts themselves around herself and uses it to enhance her weapons and herself. Wielding blades of electricity or sheathing her body in flame she carves her way through her opponents like a force of nature. When the fighting gets desperate or her target tries to evade her, she cloaks herself in the power of the Rifts to slip across great distances instantly.

The Riftblade uses Elemental damage to enhance their weapon attacks in battle. When faced with difficult situations they have multiple teleports they can use to escape or chase after an opponent.

Gift of the Riftblade: Base Damage is increased by 1% for each Point spent in the Riftblade Soul.

Major Ability Changes:
* Bursts on global cooldown: Bursts are now on the global cooldown, and rebalanced accordingly. You can still spend Soul Points to remove these from global cooldown for a tradeoff in effectiveness.
* Frost Strike: The amount of damage increase can now be increased from 5-20%.

New Root Abilities:
* Rift Travel: Teleports to the target location.
* Rift Spear: Deals Air damage to the target and up to 8 enemies along the path of the projectile. Grants 1 Attack Point.
* Burst Synergy: The next 3 Burst abilities have their base damage increased. This ability is not affected by the global cooldown.
* Blade of the Ascended: Grants Storm Blade, Blade of Elemental Affinity, and Planar Blade. Lasts 1 hour.
* Rift Barrage: Stuns several enemies.
* Avatar of Flame: Ability hits on you have a chance to deal Fire damage back to the attacker. Only 1 Avatar spell can be active at a time. Lasts 1 hour.
* Rift Assault: Teleports to a different enemy each second dealing Air damage. Awards 1 Attack Point every 2 seconds.

Removed Root Abilities:
* Track Earth Creatures
* Freeze Armor
* Rift Surge

New Soul Tree Abilities:
* Elemental Precision: Attack Point-generating abilities ignore some of the target’s Armor.
* Elemental Empowerment: Increases Elemental damage.
* Affinity: Reduces incoming damage from Elemental attacks.
* Burst Capacitor: Increases the base damage of Bursts.
* Synergy: Reduce the Power cost of Teleports.
* Rift Familiarity: Increases the range of Teleports.
* Downpour: Increases the duration of Rift Storm.
* Quick Burst: Burst attacks are removed from the Global cooldown, and their base damage is reduced by 40%.
* Intensify: Increases Critical Hit Power.

Removed Soul Tree Abilities:
* Rift Fury – Moved to become the Gift of the Riftblade.
* Elemental Deflection
* Static Shock
* Unrelenting
* Improved Rifwalk
* Empowered Strikes

VOID KNIGHT
Devouring the power of his foes the Void Knight uses it to enhance himself in battle, turning himself into a juggernaut on the battlefield.

The Void Knight absorbs the power of their foes to make themselves stronger in battle. This power can then be used to protect themselves, or to unleash brutal damage against their foes. because of their nature, they tend to be better at Magical protection than other tanks, but lack more in defending against Physical blows.

Gift of the Void Knight: Increases Maximum Health by 0.76% per point spent in the Void Knight soul. Increases Armor by 1% per point spent in the Void Knight soul. Increases Resistances by 2% per point spent in the Void Knight soul. Base Damage is increased by 0.5% for each Point spent in the Void Knight Soul.

New Abilities:
* Devouring Shield: Absorbs incoming damage based on Attack Points used.
* Accord of Resilience: Increases Armor and Resistances for each active Pact. Lasts 1 hour.
* Accord of Power: Increases Attack Power and Weapon damage contribution for each active Pact. Lasts 1 hour.
* Shock: Silences the enemy.
* Rift Reversal: Spell-based attacks made against the Warrior are reflected back against the attacker.
* Power Shield: Consumes up to 5 Pacts to shield party or raid members against incoming damage, increasing per Pact consumed.
* Spell Destruction: Creates a field of negative energy which removes 1 Buff each second from enemies, and 1 Poison, Curse or Disease from allies each second.
* Accord of the Rift: Increases incoming healing effectiveness for each active Pact. Lasts 1 hour.
* Void Storm – Consumes up to 3 pacts to deal Air damage to several targets in front of the Warrior, increased for each Pact consumed.
* Protective Shield: Consumes 1 Pact per second to absorb an amount damage per Pact consumed. Awards 1 Attack Point every 2 seconds.
* Accord of Shifting: Movement speed is increased per active Pact. Lasts 1 hour.
* Void Summon: Teleports several enemies near the targeted enemy to the Warrior. Forces affected enemies to attack the Warrior. Awards 1 Attack Point.
* Void Propulsion: Hurl the enemy backwards. This ability awards 1 Attack Point.
* Unstable Void: Creates a Void that causes enemies to take more damage from the Warrior’s Air attacks, in addition to reducing the damage they do to the Warrior.

Removed Root Abilities:
* Devouring Blow: This ability is currently removed but will be added back in over the next few days.
* Pact Conversion
* Disrupt
* Soul Pillage
* Singularity
* Accord of Emptiness
* Rift Tap
* Power Sink

New Soul Tree Abilities:
* Elemental Precision: Attack Point-generating abilities ignore some of the target’s Armor.
* Magical Affinity: Increases all Resistances.
* Destructive Forces: Reckless Strike and Ragestorm now deal additional Air damage for each active Pact.
* Empowerment: Increases Endurance.
* Empowered Armor: Increases Armor.
* Surging Touch: Increases Damage.
* Long Reach: Increases the range of Summon abilities.
* Event Horizon: Increases value of Absorb shields.
* Refreshing Opportunity: Gaining a Pact has a chance to refresh the cooldown on your Summon abilities.
* Ambient Engorgement: Gain a Pact every few seconds.

Removed Soul Tree Abilities:
* Insatiable Hunger
* Ravenous Strength: Effect is now on Accord of Power.
* Ravenous Defense: Effect is now on Accord of Resilience.
* Blood From a Stone
* Improved Rift Summon
* Replenish

WARLORD
The Warlord is a master of the Battlefield, he uses his awareness of it and his enemies to give him great advantage. He is balanced in his attacks and does not extend himself too far, or too often. Instead waiting for the right moment to deal effectively with his foes.

A hybrid that cares as much about self preservation as they do about defeating their foes, the Warlord balances defense and offense. They are not as strong at defense as a tank, nor as strong at offense as a purely attack focused Soul but they combine both to add utility to either, or allow someone who is focused in one discipline to enhance themselves in the other.

Gift of the Warlord: Increases Base Damage by 0.9% per point spent in the Warlord soul. Increases Maximum Health by 0.57% per point spent in the Warlord soul. Increases Armor by 0.75% per point spent in the Warlord soul. Increases Resistances by 1.5% per point spent in the Warlord soul.

Major Ability Changes:
* The Warlord’s role and ability set has changed significantly. It now acts as a Tanking Utility soul up to around 20 points, where it starts to shift into stronger DPS. A full Warlord build will have decent DPS and more survivability.

New Root Abilities:
* Breaking Blow: Deals Physical damage per Attack Point.
* Recovery Posture: Attack Point builders heal for part of the damage dealt. Does not stack with Way of the Sun or Blade of Elemental Affinity. Lasts 1 hour.
* Eye of the Storm: A single target is immune to all of the Warrior’s Taunt and threat generation abilities. Does not work against players.
* Defensive Posture: Reduces damage taken and increases Maximum Health. Lasts 1 hour.
* A Quick Death: Deals Physical damage to a target with under 30% health remaining.
* Brothers in Arms: 30% of the damage done to a single ally is redirected to the Warlord.
* Piercing Thrust: Deals Physical damage. Must be used within 6 seconds of a Charge, Teleport, Summon, or Pull. This ability is not affected by the global cooldown.
* Deadly Posture: Increases your Critical Hit chance. Lasts 1 hour.
* Battle Surge: Increases Attack Power and Weapon damage contribution.
* Wave of Steel: Deals Physical damage to several enemies. Must be used within 6 seconds of a Charge, Teleport, Summon, or Pull. This ability is not affected by the Global Cooldown.
* Tactical Surge: Increases damage dealt.
* Battlefield Experience: Increases Critical Hit Chance and Critical Hit Power.
* Clear the Breach: Charge the enemy and deal Physical damage to several surrounding targets. Grants 1 Attack Point.
* Decisive Strike: Deals Physical damage. Activates and refreshes Piercing Thrust and Wave of Steel. Awards 1 Attack Point.
* Ready Posture: All ability attacks that are on the Global Cooldown become 1 second global cooldown. Damage is reduced by 40%.
* Neck Punch: Interrupts casting of the target.
* Backhand: Deals Physical damage to an enemy. Must be used after the target or the Warlord Blocks, Dodges, or Parries an attack.
* Into the Breach: Charges an enemy, dealing Physical damage. This ability grants 1 Attack Point.
* Forced March: Increases your movement speed.
* Defensive Manuever: Leaps backwards.
* King of the Hill: Deals Physical damage, in addition to knocking the target back 15 meters.
* Battlefield Medic: heals the Warrior.
* Arterial Strike: Deals Physical damage plus additional Physical damage over time. Must be used after the target or the Warlord Block, Dodge, or Parry an attack.
* Everything is a Weapon: Adds 25% of your Armor to Attack Power.

Removed Root Abilities:
* Leader’s Mark
* Battlefield Distraction
* Battlefield Awareness
* Aspect of the Fallen Hero
* Pin Target
* Cracking Skulls
* Intercept
* Cutting Distraction
* Promise of Steel
* Aspect of the Elements
* Call to Regroup
* Weapon Blow

Abilities Moved to Beastmaster and Renamed:
* Locked Down
* Spotter’s Order
* Aid Command
* Rallying Command
* Assault Command
* Call to Battle
* Call to Entrench

New Soul Tree Abilities:
* Soldier’s Might: Increases your Strength.
* Trained Defenses: Increases your Armor and Resistances.
* Strength of Arms: Empowering Strike also increases Attack Power and weapon damage contribution for 6 seconds.
* Staying Power: Increases the duration of Surges.
* Shatter: Breaking Blow increases the damage that the enemy takes from you for 12 seconds.
* Down and Dirty: Attackers within 5 meters deal less damage to you.
* Disorient: Enemies affected by Into the Breach, Sergeant’s Order, and General’s Order deal less damage to you for 6 seconds.
* Thick of Battle: Reduces incoming Ranged damage for 6 seconds after a charge.
* Three Moves Ahead: Increases the damage on Piercing Thrust and Wave of Steel.
* Field Navigation: Increases the range on Into the Breach, Clear the Breach, Sergeant’s Order and General’s Order.
* Offensive Surge: Using a Surge deals Physical damage on up to 5 nearby enemies.
* Calculating: Increases the damage on attacks that must follow a Block.
* Seasoned: Increases damage for 10 seconds after Blocking, Dodging or Parrying or being Blocked, Dodged, or Parried.
* Combat Training: Increases Damage.
* Adaptability: You may have 2 active Postures.
* Advance Planning: King of the Hill refreshes the cooldown on Piercing Thrust and Wave of Steel, also increases the critical hit chance of the next Piercing Thrust or Wave of Steel.
* Combat Veteran: You can block without a shield.

Removed Soul Tree Abilities:
* Powerful Countenance
* Intimidating
* Enhanced Dodge
* Defensive Experience
* Improved Weapon Blow
* Dramatic Presence
* Battlefield Domination
* That Which Doesn’t Kill Me
* Imposing
* Figurehead
* Commanding Presence
* Untenable Position
* Rapid Recovery

ROGUE CHANGES
Several mechanical changes have been made to the Rogue and combat in general for Storm Legion. Because of these changes, multiple abilities have either been removed and replaced, or adjusted to appropriate values. For all of the souls, their primary functions remain the same. There are some changes to the combat rotations for a few of the Rogues as we attempt to reduce the reliance on macros and improve the overall gameplay experience for specific Souls
* Combo Points now persist on the Rogue and are no longer lost when the target dies.
* Energy regeneration and Energy costs of all abilities have been adjusted to increase the time it takes for the Rogue to be energy starved, and reduce the reliance of cost reduction buffs like Anthem of Fervor to do competitive DPS.
* Energy costs of Finishers are no longer reduced with more Combo Points. Instead, their damage increases exponentially with more Combo Points used.
* Self buffing Finishers like Scourge of Darkness or Meditative Trance no longer require an enemy target to be executed.

ASSASSIN
Assassins are masters of stealth and selectively take down weaker opponents by catching them off guard. They specializes in single combat and are vulnerable when dealing with multiple opponents.

Assassin Gift: Damage is increased by 1% for every point added into the Assassin soul.

Major Ability Changes:
* Assassin Poisons: These are now only triggered by ability attacks and are no longer triggered by autoattacks. The 1 second internal cooldown of these procs has been removed.
* Savage Strike: Now deals 5% more damage when used from behind the target.
* Final Blow: Now deals 5% more damage when used from behind the target.
* Puncture: Now grants 1 Combo Point.
* Serpent Strike: Cooldown increased to 20 seconds. If Serpent Strike is executed after a Critical Hit, the next cooldown is only 8 seconds.
* Magnify Pain: Now applies a debuff on the target on a critical hit, increasing their damage taken by 1-5%.
* Serrated Blades: Now scales with Attack Power.

New Root Abilities:
* Malicious Poison: Unlocked with 54 points in the soul. Weapon ability attacks have a 20% chance to deal Water damage and give the Rogue 2 Energy.
* Leaping Plunge: Unlocked with 58 points in the soul. You leap to the enemy, dealing Water damage on impact. Awards 1 Combo Point. 8 second cooldown.
* Master of Poisons: Unlocked with 61 points in the soul. The Rogue can now apply up to 3 different weapon enchantments.

Removed Root Abilities:
* Malicious Strike
* Cut and Run

New Soul Tree Abilities:
* Manslaughter: Unlocked at Tier 8. Assassin Finishers have a 20% chance per Combo Point to apply Expose Weakness to the enemy.
* Heartseeker: Unlocked at Tier 8. Increases the damage of Assassin attacks by 4-20%.
* Enfeebling Poison: Unlocked at Tier 8. Weapon ability attacks have a 20% chance to deal Water damage and cause the affected target to deal 10% less damage to the Rogue.
* Thread of Death: Unlocked at Tier 9. Allows one ability that requires Stealth to be used while out of Stealth during the next 5 seconds.

Removed Soul Tree Abilities:
* Double Cross
* Baneful Touch

BARD
These musicians are the true jack of all trades, masters of none. Their tunes motivate and heal allies, and weaken and hurt enemies.

Bard Gift: Increases damage by 0.75%, increases healing by 0.5% and increases Endurance by 0.5% for each point spent in the Bard soul.

Major Ability Changes:
* Bard attacks are now considered ranged weapon attacks and will benefit from any buffs to ranged weapon attacks.
* Motif of Bravery: Now also increases Critical Hit chance by 5%.
* Motif of Regeneration: Now also increases other healing done to people under Motif of Regeneration by 5%.
* Anthem of Glory: Also increases Resistances.
* Fanfare of Power: Increases Strength, Dexterity, Intelligence and Wisdom.
* Deafening Music: Increases the damage of non-physical attacks by 2-10%.
* Invigorated Soul: Your Cadence heals up to 5 party or raid members for 4-12% of your Attack Power each time it deals damage.
* Stage Presence: All healing effects on you are increased by 2-4%.
* Street Performer: Whenever your health goes below 30%, your movement speed is increased by 5-10% and all healing effects on you are increased by 5-10%.
* Street Smart: Now increases damage and healing done by 1-5%.
* Bardic Inspiration: Codas have a 20% chance per Combo Point to refresh existing Motifs.
* Cadence: Now allows you to move while channeling.
* Power Chord: Cooldown increased to 4 seconds from 3.

New Root Abilities:
* Cadenza: Unlocked with 16 points in the soul. Deals Life damage over 2 seconds. Grants 1 Combo Point each second. Can be channeled while moving.
* Multiple Oscillations: Unlocked with 54 points in the soul. Cadence and Cadenza deal damage to 3 targets, but deals 50% less damage overall.
* Verse of Occlusion: Unlocked with 58 points in the soul. Places a shield on all party or raid members, absorbing damage. Lasts 30 seconds.
* Orchestra of the Planes: Unlocked with 61 points in the soul. Places an aura at the Rogue’s feet, reducing the damage that group and raid members take by 5%, increasing the damage they deal by 10%, healing group members, and dealing Life damage to up to 10 surrounding enemies over 15 seconds.

Removed Root Abilities:
* Motif of Focus
* Motif of Grandeur
* Motif of Renewal
* Fanfare of Knowledge
* Verse of Rebirth

New Soul Tree Abilities:
* Verse of Agony: Unlocked at Tier 8. Deals Life damage.
* Harmonic Distortion: Unlocked at Tier 9. Each time a Coda is used, the Rogue has a 20% chance per Combo Point to gain Harmonic Energy, increasing damage by 5%. This buff stacks up to 5 times. Harmonic Distortion consumes 1 stack of Harmonic Energy and heals a single ally.
* Chord of Inspiration: Power Chord heals up to 5 party or raid members for 5-15% of your Attack Power. Increases the damage of your next Cadence or Cadenza by 5-15%.
* Improved Motif of Regeneration: Unlocked at Tier 6. Your Motif of Regeneration now affects party and raid members.
* Advanced Music Theory: Unlocked at Tier 7. Increases the damage of Bard attacks by 10-30%.
* Reverberation: Unlocked at Tier 8. Using a Coda has a 20% chance per Combo Point spent to apply a stacking buff to you, increasing your Attack Power by 8% per stack. Maximum 1-5 stacks.
* Modulation: Unlocked at Tier 8. Cadenza reduces the cooldown of Verse of Agony and Verse of Vitality by 1-3 seconds per second of channel.

BLADEDANCER
Bladedancer are duelists and are proficient in face to face melee combat. They execute a series of rhythmic actions to boost their combat prowess.

Bladedancer Gift: Damage is increased by 1% for every point added into the Bladedancer soul.

Major Ability Changes:
* Deadly Dance: All Bladedancer Finishers now trigger Deadly Dance, increasing the damage of the Rogue’s next Combo Point generating ability by 3% per Combo Point used. This bonus is applied only to attacks with melee weapons.
* Strike Back: Now scales with Attack Power.
* Blade Finesse: Increases the damage of Finishers by 2-10%.
* Combat Expertise: Increases the damage of Combo Point generating attacks by 2-10%.
* Contra Tempo: Increases the Attack Power and Weapon Damage contribution to your offhand attacks by 5-25%.
* Sprint: Reduced run speed bonus to 50%. Reduced cooldown to 60 seconds.
* Precision Strike: No longer has a cooldown, and its damage has been reduced.

New Root Abilities:
* Double Strike: Unlocked with 54 points in the soul. A Finisher that deals combined weapon damage plus additional damage per Combo Point.
* Binary Strike: Unlocked with 58 points in the soul. Deals combined weapon damage. Grants 1 Combo Point. Unlocks the use of Quick Strike and Precision Strike.
* Fated Blades: Unlocked with 61 points in the soul. A Rhythmic Action that increases Attack Power contribution to all Bladedancer attacks by 100% and causes them to ignore 100% of the enemy’s Armor. Lasts 15 seconds.

Removed Root Abilities:
* Maim
* Combat Pose
* Mass Subdue

New Soul Tree Abilities:
* Hack and Slash: Unlocked at Tier 4. Successful Critical Hits increase your Physical damage by 3-15% and reduce damage taken by 1-5%.
* Duelist Pose: Unlocked at Tier 8. Successful Critical Hits with Bladedancer abilities increase your Attack Power by 1-2% per stack. Maximum 5 stacks. Lasts 15 seconds.
* Defensive Posture: Unlocked at Tier 8. Toggled ability that reduces damage taken by 20%, but also reduces Energy regeneration rate by 10 per second. Lasts until canceled.
* Hundred Blades: Unlocked at Tier 9. Deals damage over 6 seconds on up to 5 enemies in a cone within 20 meters of the Rogue. Allows movement.

Removed Soul Tree Abilities:
* Unabating Steel
* Improved Meditative Trance
* Turn the Tide

MARKSMAN
These deadly ranged fighters are highly capable of overwhelming their opponents from afar. In addition, they are able to distance themselves away from danger.

Marksman’s Gift: Damage is increased by 1% for every point added into the Marksman soul.

Major Ability Changes:
* Swift Shot: The movement speed buff is no longer removed by any Finishers. No longer has to stack, and applies the full 15% run speed bonus on the first application.
* Eradicate: Now has a 5 second cooldown.
* Crossfire: Now deals Air damage over 4 seconds on up to 5 enemies in a frontal cone. Damaged enemies are additionally knocked back if close to the Rogue. No longer requires a targeted enemy to use this ability.
* Keen Eye: Also increases the Attack Power and Weapon Damage contribution to ranged weapon attacks by 1-5%.
* Single Minded Focus: Now increases the damage of all attacks by 1-5%.
* Killer Instinct: Increases the Critical Hit chance of cast time and channeled attacks by 5-10%.
* Master Archer: Marksman attacks deal 3-9% more damage.
* Collateral Damage: Now also increases the damage of single target ranged weapon attacks by 1-3%.
* Controlled Fire: No longer a root ability – now unlocked at Tier 7. Reduces Energy cost of ranged weapon attacks by 1-5%. Increases the damage of ranged weapon attacks by 4-20%.
* On the Double: Reduced run speed bonus to 50%.

New Root Abilities:
* Sentry Battery: Unlocked with 54 points in the soul. Channeled ability. Deals damage to all enemies between the Rogue and the enemy target over 5 seconds. Reduces Energy by 5 for every second channeled.
* Static Shock Munitions: Unlocked with 58 points in the soul. Causes ranged weapon attack abilities to deal additional Air damage to surrounding enemies. Lasts 1 hour.
* Free Recoil: Unlocked with 61 points in the soul. Causes the next Marksman Finishers to consume only 2 Combo Points.

New Soul Tree Abilities:
* Chain Destruction: Unlocked at Tier 8. 5 second channeled ability. Deals Air damage to 2 enemies. The number of targets affected increases while channeling.
* Decoy: Unlocked at Tier 9. Summons a Decoy that fights with the Rogue for 15 seconds.
* Full Metal Jacket: Unlocked at Tier 2. Increases your Critical Hit chance with Swift Shot and Hasted Shot by 5-10%.
* Improved Static Shot: Unlocked at Tier 6. Your Static Shot no longer breaks on damage.
* Lock N Load: Unlocked at Tier 7. Marksman Finishers have a 20% chance per Combo Point to reset the cooldown of Empowered Shot and cause the next Empowered Shot to become instant cast.
* Shoot to Kill: Unlocked at Tier 8. Your Marksman Finishers increases the damage of Marksman combo point generating attacks by 2-10% per Combo Point. Lasts 15 seconds.

Removed Soul Tree Abilities:
* Sharpshooter
* Improved Swift Shot

NIGHTBLADE
Nightblades are melee combatants who enchant their weapons with the planes of Fire and Death to destroy their opponents. They are also able to damage enemies from a short distance.

Nightblade Gift: Damage is increased by 1% for every point added into the Nightblade soul.

Major Ability Changes:
* Nightblade weapon enchantments: These are now only triggered by ability attacks and not by autoattacks. The 1 second internal cooldown of these procs has been removed.
* Ebon Fury: Now removes stacks of Emptiness, and causes your Dusk Strike to no longer trigger Emptiness for 15 seconds.
* Dusk Strike: No longer has a cooldown. Deals Death damage, grants 1 Combo Point. Each time Dusk Strike is used, you gain Emptiness, a stacking buff, which increases the damage of your Dusk Strike by 10% per stack, and increases its cost by 15% per stack.
* Enkindle: No longer increases the Attack Power bonus of Fire and Death based attacks. It now increases the maximum stack size of Fiery Spike by 1-2. Also increases the damage of Fiery Spike by 10-20%.
* Blackout: No longer a root ability – unlocked at Tier 8 in the soul tree. It now increases the number of Charges of Scourge of Darkness by 3-15.
* Lingering Flame: If your target is under the effects of Fiery Spike, your Blazing Strike and Flame Thrust have a 6.6/13.2/20% chance per Combo Point to cast Fiery Spike on the target and generate an additional Combo Point.
* Improved Twilight Force: Renamed to Advanced State of Sloth. Causes enemies affected by State of Sloth to take 10% more damage from the Rogue.
* Melted Skin: Hellfire Blades and Smoldering Blades buff you for 15 seconds when they proc, increasing your damage by 3-5%.
* Twilight Force: Now also applies State of Sloth on the target, reducing their movement speed by 30% for 6 seconds.
* Twilight Transcendence: Now heals you for 50% of your maximum hit points over 4 seconds.
* Eventide: Now only increases the damage of Twilight Force and Dusk Strike by 5-10%.
* Smoldering Blades: Increased proc chance to 30%.

New Root Abilities:
* Touch of Darkness: Unlocked with 44 points in the soul. Ebon Terror, Dark Malady, Smother and Death from the Shadows deal additional Death damage, but their range is reduced to 5 meters.
* Ebon Blades: Unlocked with 54 points in the soul. Weapon ability attacks have a 20% chance to deal Water damage and debuff the enemy, causing them to take 2% more damage from the Rogue. Stacks up to 5 times.
* Blazing Path: Unlocked with 58 points in the soul. Teleports 15 meters forward, leaving behind a trail of fire that deals Fire damage over 6 seconds.
* Dark Descent: Unlocked with 61 points in the soul. The Rogue’s next 2 Finishers do not consume Combo Points. Lasts 15 seconds.

Removed Root Abilities:
* Twilight Shelter

New Soul Tree Abilities:
* Burning Rage: Unlocked at Tier 1. Increases Attack Power and Weapon Damage by 2-10%.
* Scorch and Wither: Unlocked at Tier 7. Non-physical attacks ignore 4-12% to the enemy’s resistance.
* Ignited Weapons: Unlocked at Tier 8. Blazing Strike, Flame Thrust and Flame Blitz cause the enemy to burn for additional Fire damage equal to 50-100% of your weapon damage over 4 seconds.
* Death from the Shadows: A ‘From Stealth’ attack that deals Death damage and casts Fiery Spike on the target. Grants 3 Combo Points.
* Flame Blitz: Unlocked at Tier 9. A Finisher that deals Fire damage on up to 5 enemies. If the target is affected by Fiery Spike, applies Fiery Spike to all enemies hit.

RANGER
With a ranged weapon and a faithful companion, Rangers are highly competent in combat. Their affinity with their companion makes them a force to be reckoned with.

* Ranger Gift: Damage of the Rogue and the pet is increased by 1% for every point added into the Ranger soul.

Major Ability Changes:
* Head Shot: Now also increases the pet’s damage by 5%.
* Splinter Shot: Now grants 1 Combo Point. No longer has a cooldown.
* Predatory Instincts: Increases the Rogue and the pet’s Attack Power by 5%.
* Concussive Blast: Cooldown has been reduced to 10 seconds. Affected enemies who are interrupted while spellcasting are no longer silenced.
* Feral Instincts: Increases the Rogue and the pet’s damage by 5%.
* Bolster: Reduces the damage you and the pet take by 1-3%.
* Bestial Fury: Your Head Shot now also increases your damage by 5%.
* Double Shot: Now scales with Attack Power.
* Master Huntsman: No longer reduces the cooldown of the Razorbeast’s Razor Quills. Instead, it increases the Armor of your Razorbeast by 20-40%.
* King of the Jungle: Increases your pet’s damage by 5% and reduces the damage your pet takes from area of effect attacks by 65%. For every point spent in the Ranger Soul above 21, the damage taken from area of effects is reduced by 1%, up to a maximum of 95%.
* Steady Hand: Functionality changed. Now increases your and your pet’s Attack Power and Weapon Damage by 4-20%.
* Opportunity: Proc is now based on Combo Points. Your successful ranged weapon Finishers have a 6.6/13.2/20% chance per Combo Point to grant you 1 Combo Point.

New Root Abilities:
* Ravenous Instincts: Unlocked with 48 points in the soul. Increases the Rogue and their pet’s Critical Power by 100%.
* Multiple Instincts: Unlocked with 54 points in the soul. You can now activate 2 Instincts at a time.
* Twin Shot: Unlocked with 58 points in the soul. Fires 2 shots and deals additional damage per Combo Point with each shot.
* Animalism: Unlocked with 61 points in the soul. Increases damage of the Rogue and the pet by 30%. Lasts 15 seconds

Removed Root Abilities:
* Track Beasts
* Track Humanoids
* Crippling Shot

New Soul Tree Abilities:
* Thrill of the Kill: Unlocked at Tier 3. Increases the damage of Quick Shot and Splinter Shot by 5-10%.
* Wilderness Training: Unlocked at Tier 2. Increases Physical damage by 2-10%.
* Fast and Furious: Unlocked at Tier 7. Reduces the cast time of your Splinter Shot and Shadow Fire by 50-100%. Reduces their energy cost by 5-10.
* Survival of the Fittest: Unlocked at Tier 8. Reduces the global cooldown of your pet’s attacks by 0.1-0.5 seconds.
* Spirit of the Wilderness: Unlocked at Tier 8. 15% of the damage done by the pet heals the Rogue. Lasts 1 hour.
* Ace Shot: Unlocked at Tier 9. Deals damage and adds a debuff that causes the Rogue’s pet to deal 15% more damage to the enemy for 60 seconds. Grants 1 Combo Point.

Removed Soul Tree Abilities:
* Exposure
* Improved Quick Shot

RIFTSTALKER
Blessed by planar forces, these mobile teleporting beasts are made to bear the brunt of battle, capable of outlasting their enemies in prolonged combat.

Riftstalker Gift: Increases Armor by 2%, Resistances by 2.5%, Endurance by 1.5%, and 0.5% additional damage dealt for each point spent in the Riftstalker soul.

Major Ability Changes:
* Scatter the Shadows: No longer grants immunity. Now removes all Curses, Diseases, and Poisons, and reduces damage taken by 90% for 5 seconds.
* Exceptional Resilience: Reduces the damage you take from spells by 5-15%.
* Improved Guardian Phase: Increases the Endurance from Guardian Phase by 5-15%.
* Shadow Guard: Whenever you take damage while below 30% health, you gain an absorption shield for up to 20 seconds, absorbing 5-15% incoming damage up to a total amount equal to 5-15% of your Maximum Health. Can only occur once every 20 seconds.
* Planar Vortex: Now scales with Attack Power.
* Guardian Phase: Now persists through death.

New Root Abilities:
* Constant Deviation: Unlocked with 36 points in the soul. Causes the Rogue to deal 30% more damage but take 30% more damage while active. Toggled ability, lasts until canceled.
* Power of the Planes: Unlocked with 54 points in the soul. Finisher that buffs the Rogue for a duration based on Combo Points, causing them to gain a stacking buff. Each time they Dodge, Deflect or Parry an attack, their Weapon Damage and Attack Power is increased by 5% for 20 seconds. 10 stacks Maximum.
* Planebound Aegis: Unlocked with 58 points in the soul. Activates a buff absorbing up to 50% of the Rogue’s Maximum Health. Explodes upon expiration, dealing Physical damage based on the amount of the absorb shield remaining. Lasts 10 seconds.
* Soul Coalescence: Unlocked with 61 points in the soul. Each time Planar Strike or Phantom Blow is used, the Rogue gains Soul Synthesis, increasing their damage by 1%. This buff stacks up to 30 times. Soul Coalescence consumes Soul Synthesis, healing the Rogue for 0.5% of their max health per stack.

Removed Root Abilities:
* Track Air Creatures
* Shadow Warp
* Planar Switch

New Soul Tree Abilities:
* Strengthened Will: Unlocked at Tier 3. Increases your Resistances by 3-15%.
* Planar Boost: Unlocked at Tier 3. Using a Combo Point generating ability to gain a 5th Combo Point, or when you already have 5 Combo Points, will add a buff to you that increases your damage dealt by 2% per stack. Stacks up to 5 times.
* Planar Splash: Unlocked at Tier 7. Reduces the damage of Planar Strike and Phantom Blow by 20%. Causes Planar Strike and Phantom Blow to deal weapon damage to up to 10 enemies. Toggled ability.
* On Guard: Unlocked at Tier 8. Increases your Deflect chance by 1-5% and reduces the damage you take when deflecting by 1-5%.
* Wrath of the Planes: Unlocked at Tier 8. Deals additional damage per Combo Point on up to 10 enemies. Reduces the Hit chance 5% for 15 seconds on each enemy hit. Generates additional threat.
* Planar Rejuvenation: Unlocked at Tier 9. Heals you for 10% of your Maximum Health over 20 seconds after Plane Shifting.

Removed Soul Tree Abilities:
* Rift Scavenger
* Freedom of Movement
* Improved Guarded Steel

SABOTEUR
Armed with an arsenal of Charges, Bombs and Traps, Saboteurs are weapons of mass destruction. They devastate the battlefield, leaving behind death and destruction.

Saboteur Gift: Damage is increased by 1% for every point added into the Saboteur soul.

Major Ability Changes:
* All Bombs and Charges are now considered ranged weapon attacks and will benefit from any buffs to ranged weapon attacks.
* Annihilation Bomb: No longer stuns affected enemies.
* Combat Wounds: Increases the damage of all damage over time attacks by 3-15%.
* Charge Booster: Increases the damage contribution from your weapon and Attack Power to Shrapnel Charge and Caltrop Charge by 8-40%, to Blast Charge and Spike Charge by 2-10%.

New Root Abilities:
* Splinter Bomb: Unlocked with 24 points in the soul. Deals Earth damage on up to 8 enemies. Reduces the Armor of affected enemies.
* Embers Bomb: Unlocked with 32 points in the soul. Deals Earth damage on up to 8 enemies. Increases non-Physical damage taken by the Rogue by 5% for each enemy hit.
* Enfeebling Trap: Unlocked with 48 points in the soul. Places a trap at the Rogue’s location. When triggered, stuns the enemy for 4 seconds.
* Spike Bomb: Unlocked with 54 points in the soul. Deals damage to enemies moving in the target area. Lasts 10 seconds.
* Immolation Trap: Unlocked with 58 points in the soul. Places a trap at the Rogue’s location. When triggered, it ignites the ground, dealing Fire damage every second to up to 8 enemies in the area.
* Molotov Cocktail: Unlocked with 61 points in the soul. Throws a Molotov Cocktail towards the target, dealing Fire damage along the projectile’s trail and Fire damage over 10 seconds on up to 8 enemies in the target area.

Removed Root Abilities:
* Track Constructs
* Splinter Charge
* Embers Charge
* Concussive Charge
* Debilitating Trap

New Soul Tree Abilities:
* Advanced Combat Training: Unlocked at Tier 2. Increases all damage by 1-5%.
* Armor Fragmentation: Unlocked at Tier 2. Blast Charge and Shrapnel Charge ignore 25-50% of the target’s armor.
* Military Strategist: Unlocked at Tier 6. Increases your maximum Energy by 5-10. Increases the damage of all Saboteur area of effect abilities by 5-10%.
* Mass Destruction: Unlocked at Tier 8. Increases the damage of area of effect attacks by 4-20%.
* Trap Extension: Unlocked at Tier 8. Enables the Rogue to set Traps and Land Mines at a ground target location. Toggled ability.
* Cloud Maker: Unlocked at Tier 9. Applies a Time Bomb on the target, dealing damage to 5 enemies after 4 seconds. Affected enemies have an additional Time Bomb placed on them, dealing damage to another 5 enemies after 4 seconds.

Removed Soul Tree Abilities:
* Long Range Bombing
* Remote Clipping
* Improved Blast Charge
* Improved Detonate

CLERIC CHANGES
CABALIST
The Cabalist soul has seen some major changes to help make its use more understandable and to make it easier to combine with other souls. The most significant change is the removal of the Decay mechanic.

Cabalist Gift: Increases your damage by 1% per point spent in the Cabalist soul.

Major Ability Changes:
* Curses: These no longer trigger from the target’s ability usage and no longer have cooldowns.
* Shadow’s Touch: This is now exclusively single target. Bound Fate has been moved to 0 points and had its cooldown removed to compensate.
* Obliterate: Now a self buff that makes Tyranny of Death and Mass Disintegration only affect one target, but deal double damage.
* Dark Passage: This now works like Pyromancer’s ‘Flicker’ – removes control effects and teleports the caster – and is purchasable in the third tier of the Soul Tree.
* Sign of Asias: Now reduces the global cooldown triggered by AoEs to 1 second, and makes Bound Fate insta-cast.
* Maelstrom: Separated effects in PvP vs. PvE. In PvE it pulls in up to 5 mobs and snares them. In PvP it only pulls 3 players/pets with no snare. The radius in either situation is 30 meters.
* Sigil of Secrecy: Now also interrupts the targets hit.

New Root Abilities:
* Tyranny of Death: Instant cast. Deals AoE Death damage after 10s. Triggers early if damaged by your Tyranny of Death.
* Sigil of Spirits: Instant cast. AoE effect that increases non-Physical damage taken by the affected targets by 5%. [Basically, a castable AoE version of Inquisitor’s Clinging Spirit.]
* Disintegration: Instant cast. Deals AoE Death damage and triggers Tyranny of Death. 15 second cooldown.
* Mass Reversal: Raid-wide version of Cabalist’s Reversal of Fortune (spell reflect). 45 second cooldown.
* Esoteric Estimations: 10-second duration channeled ability. Restores 5% mana per second.
* Seeping Death: Damage shield that deals AoE Death damage when hit. Can only be maintained on 1 ally at a time.
* Wall of Souls: Instant cast. Ground targeted rectangular AoE that deals Death damage over time and applies Soul Decay. Soul Decay lasts for 5 seconds, stacks to 5, and increases damage taken from Wall of Souls by 10% per stack.
* Sigil of Catastrophe: Instant cast. AoE ability that applies all Sigils at once. 1 minute cooldown.
* Curse of Anarchy: Instant cast. AoE pulsing Death damage.
* Unleash Oblivion: 2.5-second duration channeled ability. Deals Death damage in an expanding ring that then contracts inwards at the end of the duration, dealing the damage again to targets within the ring. 1 minute cooldown.

Removed Root Abilities:
* Vile Power: Merged into Ravaging Darkness.
* Distorted Shadows
* Lurking Decay
* Tyranny
* Grasping Waters
* Mien of Aggression
* Nebulous Haze

New Soul Tree Abilities:
* Secrets of the Deep: Increases your damage dealt by 1/2/3/4/5%.
* Shackles of Fate: Your Bound Fate has a 50/100% chance to spread your Tyranny of Death from the target to each enemy it hits.
* Pain of the Chosen: Increases your Critical Hit chance with Curses by 5/10%.
* Dark Manifesto: Increases the effect of Spell Power on your Tyranny of Death by 3/6/9/12/15%.
* Swift Disintegration: Increases the effect of Spell Power on your Mass Disintegration by 15/30%.
* Eccentric: Increases your Critical hit chance with Tyranny of Death by 2/4/6/8/10%.

Removed Soul Tree Abilities:
* Dark Omen
* Surge
* Undertow
* Negation of Life

DRUID
The Druid now has a wider selection of pets as well as an increased emphasis on positioning. They not only now have tank pets and a ranged DPS pet, but Druids gain a number of benefits when attacking from behind.

Druid Gift: Increases damage done by 1% per point spent in the Druid soul. Increases damage done by the Cleric’s pet by 1%, and healing done by the Cleric’s pet by 2% per point spent in the Druid soul.

Major Ability Changes:
* Fervent Strike: Now deals additional damage when hitting the target from behind.
* Combined Effort: Damaging attack that also causes the target to take more damage from you and your pet.
* Spirits: These are now a line of pet buffs that cause the pet to proc various effects.
* Slumber: Now instant-cast.
* Fury of the Fae: Moved this from the Satyr pet to the Druid as a toggled ability.
* With the addition of new types of Satyr and Faerie pets, the existing pets now have more specific names (Faerie Healer, Greater Faerie Healer, and Greater Satyr Destroyer).
* Reduced aggro from all pet abilities other than those used by the Satyr Protector.
* The Greater Satyr Destroyer greatly benefits by striking from behind the enemy.
* Eruption of Life: Increased the base damage values.
* Grim Silence: Reduced cooldown to 30 seconds. Now also interrupts the target.

New Root Abilities:
* Summon Satyr Protector: Summons a tank-type Satyr pet, the Satyr Protector.
* Summon Greater Satyr Protector: Even better version of the Satyr Protector.
* Summon Greater Faerie Seer: Summons a pure DPS version of the Faerie pet.
* Spirit of the Trickster: Pet Buff. Causes the pet’s damaging abilities to proc an Attack Power/Spell Power debuff on the target.
* Spirit of Upheaval: Pet Buff. Causes the pet’s damaging abilities to proc AoE Earth damage.
* Spirit of Asphodel: Pet Buff. Causes the pet’s damaging abilities to proc additional Life damage.
* Thorns of Ire: Ranged debuff that causes the enemy to take additional Physical damage when hit. 3 second cooldown between increased damage hits.
* Peace of the Forest: 10 second duration, channeled ability. Restores 5% mana per second.
* Fae Extraction – Instant cast, not on global cooldown. Teleports the target to directly in front of you, facing away from the caster. 15 second cooldown.
* Subtlety: Instant cast, not on global cooldown. Allows the next 10 damaging abilities from you and your pet to ignore 50% of the target’s Armor and Resistance. 1 minute cooldown.
* Life Breach: Self Buff. Causes damaging abilities you use from behind a target to proc additional Life damage.
* Through Step: Causes Fae Step to teleport you behind the target.
* Strength of the Fae: Reduces the damage taken by the Druid and the Druid’s Pet by 50% for 10 seconds. 2 minute cooldown.

Removed Root Abilities:
* Bombard
* Fae Hammer
* Track Fae
* Crag Hammer
* Mien of Aggression
* Slothful Spirit
* Spiteful Spirit
* Strength of the Fae
* Rage of the Fae

New Soul Tree Abilities:
* Guiding Hand: Increases the damage done by you and your pet by 1/2/3/4/5%.
* Speak Softly: Increases your Wisdom by 2/4/6/8/10%. Also reduces damage taken by your pet by 1-5%.
* Carry a Big Stick: Increases your Fervent Strike’s positional damage bonus by 5/10/15%.
* Mercurial: Increases the damage done by your instant-cast abilities by 2/4/6/8/10%.
* Pierce the Veil: Fae Step increases your movement speed by 25/50% for 5 seconds.
* Life Touched: Increases your pet’s Spell Power by 3/6%.
* Curious Precision: Increases your chance to Critically Hit with Fervent Strike by 3/6/9%.
* Overproliferation: Increases your Spell Power’s effect on Eruption of Life by 15/30%.
* Intensity of Purpose: Increases your pet’s damage dealt by 5-15%, healing done by 10-30%, and reduces the damage your pet takes by 5-15%.
* Teamwork: Your Combined Effort increases damage dealt by the Cleric and the Cleric’s pet by an additional 5/10/15%.
* Celerity: Reduces your pet’s global cooldown and cast times by 0.25/0.5s.
* Cloak of Leaves: Causes your next Combined Effort to Stun the enemy for 2 seconds, and deals 50% more damage.

Removed Soul Tree Abilities:
* Touch of the Fae
* Strength of the Earth
* Spirit of the Hunter
* Forest Blessing – This is now built-in functionality for all greater pets.
* Weight of the World
* Hot-Blooded

INQUISITOR
The Inquisitor has seen the fewest changes of all of the Cleric souls. The most obvious change is that Life and Death Concord is no longer RNG-based. Instead, your Life spells build up stacks which reduce the casting time of Bolt of Depravity until it can be cast instantly, and reduces the mana cost of Bolt of Depravity by 10% per stack.

Inquisitor Gift: Increases your damage by 1% per point spent in the Inquisitor soul.

Major Ability Changes:
* Bewilder: Now instant-cast with a 30 second cooldown. Lasts for 3s seconds and doesn’t break on damage.
* Nysyr’s Rebuke: No longer stuns the target, but ignores 25% of the enemy’s Resistance and procs Life and Death Concord on each tick.
* Spiritual Protection: Now buffs all Resistances.
* Corporal Punishment: Changed to a permanent 5% damage buff.
* Castigation: Now reduces the cast time and mana costs of Bolt of Judgment and Bolt of Retribution by 5-25%.

New Root Abilities:
* Righteous Deliberation: 10 second duration channeled ability. Restores 5% mana per second.
* Bolt of Retribution: New version of Bolt of Judgment that ignores 10% of the target’s Resistance.
* Scourge: Higher damage version of Vex.
* Spiritual Scrutiny: Allows the next 10 damaging abilities to ignore 50% of the target’s Resistance. 2 minute cooldown.
* Radical Coalescence: Resets all Inquisitor cooldowns and grants Unified Theory.
* Confound: Interrupts the target. 10 second cooldown.

Removed Root Abilities:
* Faith in Action: No longer needed due to the change where everything is now Spell Power and Spell Crit based.
* Impede
* Mien of Aggression
* Divine Pardon

New Soul Tree Abilities:
* Pursuit of Truth: Reduces pushback on damaging spell casts by 50-100%. Increases the range of damaging spells by 2.5-5 meters.
* Planar Study: Increases your Spell Power by 2/4/6/8/10%.
* Concentration: Increases the effect of Spell Power on your Bolt of Judgment, Bolt of Retribution, and Nysyr’s Rebuke by 3-15%.
* Agent of Affliction: Increases your damage dealt with damage over time and delayed-damage abilities by 2/4/6/8/10%.
* Diligence: Increases your single target damage dealt by 4/8/12%.
* Approbation: Increases your chance to Critically Hit with damage over time abilities by 5/10%.
* Judicial Privilege: Adds 5 stacks of Judicial Privilege. Each stack gives 10% movement speed bonus. When hit, 1 stack is removed and 10% health is restored. 1 second internal cooldown, 20 second duration. 1 minute cooldown.
* Unified Theory: When Life and Death Concord reaches 5 stacks, your next Bolt of Depravity can be cast instantly.
* Righteous Indignation: Increases the effect of Spell Power on your Bolt of Depravity by 10/20/30%.
* Zealotry: Your Fanaticism adds 1/2/3 stacks of Fanatic’s Faith, increasing your Critical Hit chance with damaging Life or Death spells by 10% per stack. Each Critical Hit with a damaging spell reduces the stack by 1.
* Cunning Analysis: Your single target spells ignore 15/30% of the target’s Resistance.

Removed Soul Tree Abilities:
* Inner Focus
* Fanatic’s Faith
* Unholy Tutelage
* Determination
* Corporal Punishment

JUSTICAR
The Justicar remains a healing-themed tanking soul. While they still trigger all of the same heals through damaging abilities, the healing is no longer based on the damage done by the Justicar.

Justicar Gift: For each point in the Justicar soul: Increases Armor by 1%, Resistances by 2%, Endurance by 1.5%, and damage dealt by 0.5%.

Major Ability Changes:
* Salvation: Triggers for each target hit – heals for half of the normal amount when procced from a non-Justicar AoE.
* Mien of Honor: Now increases healing done by Justicar abilities by 10%.
* Mien of Leadership: Now increases your threat generation by 500%. Reduces absorption amount of non-Justicar absorbs by 40%. Persists through death.
* Interdict: Now a ranged interrupt.
* Rebuke: Now directly pulls the enemies to you.
* Just Defense: No longer on global cooldown.
* Censure: Deals Life damage on up to 10 nearby enemies. Reduces the hit chance of the targets affected by 5% for 15 seconds.
* Mien of Leadership: Now persists through death.
New Root Abilities:
* Hammer of Duty: Instant cast. Ranged attack that consumes all Convictions and deals Life damage based on the Convictions consumed.
* Strike of Retribution: Instant cast, not on global cooldown. Deals Life damage. Only usable after Blocking.
* Hammer of Faith: AoE version of Hammer of Duty.
* Reckoning: Instant cast. Ranged spell that deals Life damage.
* Doctrine of Glory: Instant cast. Consumes all Convictions, healing up to 10 party or raid members based on the Convictions consumed.
* Total Assurance: Instant cast, not on global cooldown. Grants 7 Convictions and increases damage and healing using Convictions by 50% until the granted Convictions are consumed.

Removed Root Abilities:
* Humility
* Doctrine of Righteousness

New Soul Tree Abilities:
* Stronghold: Increases your Endurance by 2/4/6/8/10%.
* Moment of Truth: Increases your damage and healing using Convictions by 5/10%.
* Confidence: Your Blocks have a 50/100% chance to grant a Conviction. Cannot happen more than once every 2 seconds.
* Dominance: Increases the effect of Spell Power on your Hammer of Duty and Hammer of Faith by 25-75%.
* Just Cause: Increases your maximum Convictions by 1/2/3.
* Light of Creation: Increases your damage done with Strike of Judgment, Reckoning, Bolt of Radiance, and Doctrine of Authority by 10/20/30%.
* Divine Right: When already at full health, your Doctrine of Bliss and Doctrine of Loyalty absorb damage equal to 33/66/100% of their normal healing value instead of healing you.
* Unshakable Faith: Increases your Block Absorption by 2/4%.

Removed Soul Tree Abilities:
* Hammer of Virtue
* Vengeful Justice
* Safe Haven
* Supremacy

PURIFIER
Still a primary tank healer, the Purifier is now better focused on damage reduction and prevention. They now have a wide variety of buffs and absorption spells that reward planning and preparation!

Purifier Gift: Increases your healing done and absorption granted by 1% per point spent in the Purifier soul.

Major Ability Changes:
* All Purifier ability damage is now Fire damage.
* Signs are a new line of self buffs that proc useful effects on their targets when they cast heals or absorbs.
* Symbols are a consolidation and improvement from existing instant absorb abilities. They all have no cooldown, but apply a debuff (Burnout) that block Symbols from being reapplied to the target for a short time.
* Restorative Flame has been removed in favor of a new line of spells called Wards. They have long cast times, but apply healing and absorption in equal, large amounts.
* Caregiver’s Blessing is no longer limited in the amount of heals it can trigger on. It lasts for a full hour.
* Surging Flames has been moved to the Warden (now known as Shared Excess).
* Sterilize: Reduced cooldown to 20 seconds.

New Root Abilities:
* Symbol of the Torch: Instant cast. 30 second absorb.
* Sign of Wrath: Self Buff. Causes heals and absorbs to apply a damage shield on the target that deals Fire damage.
* Ward of Flame: 3 second cast. Heals and applies a 10 second absorb.
* Char: 2 second cast. Deals Fire damage over 15 seconds.
* Sign of Daring: Self Buff. Causes heals and absorbs to increase Armor and Resists by 3%.
* Symbol of the Hearth: Instant cast. Applies a 30 second absorb on up to 5 party or raid members.
* Sign of Anticipation: Self Buff. Causes heals and absorbs to increase Dodge, Parry, Block, and Deflect by 3%.
* Symbol of the Sun: Higher-value version of Symbol of the Torch.
* Fire Wall: Instant cast. Ground targeted rectangular AoE that deals Fire damage for 10 seconds.
* Ward of Scorching: 2 second cast. Heals and applies a 10 second absorb. Heals/absorbs a lot, but very mana inefficient.
* Soul Brand: Instant cast. Restores 7% mana, but increases damage taken by 5% (max 5 stacks).
* Ward of Fire: Higher-value version of Ward of Flame.
* Gathering of Flames: Instant cast. Applies a 30 second absorb on up to 10 party or raid members. Heals if the absorb is destroyed by damage. 60 second cooldown.
* Sign of Faith: Self Buff. Causes heals and absorbs to reduce damage taken by 7%.
* Eruption: Buff. Deals Fire damage to the target’s target whenever you overwrite one of your own absorbs on them. The damage is capped based on the amount of absorption left when it was overwritten. Can only maintain on 1 ally at a time.
* Premonition: Reapplies your Ward and Symbol currently on the ally the next three times they are damaged.
* Fiery Will: Increases your Fire spells’ damage dealt, healing done, and absorption granted by 25% for 15 seconds. 60 second cooldown.

Removed Root Abilities:
* Shield of the Ancestors
* Spirit Rupture
* Healing Blessing
* Flames of the Phoenix
* Restorative Flame
* Ward of the Ancestors
* Wisdom of the Era
* Gathering of the Ancestors
* Fiery Blessing
* Surging Flames

New Soul Tree Abilities:
* Prudence: Increases your absorption granted to allies above 90% health by 5/10/15%, and increases your healing done.
* Intensity: Increases your healing done and absorption granted by 1/2/3/4/5%.
* Preservation: Increases your healing done, damage done, and absorption granted from Fire spells by 2/4/6/8/10%.
* Slow Burn: Increases your healing done and absorption granted with cast-time spells by 2/4/6%.
* Gesture of Goodwill: Reduces the duration of your Burnout by 5/10s.
* Searing Heat: Now increases your healing done and absorption granted with single target spells by 2-10%.
* Inflame: Your Flame Lance and Fire Wall cause an additional 10/20% of their damage over 3 seconds.
* Kindling: Increases your absorption granted with Wards and Symbols by 5/10/15%, and increases your healing done.
* Flare-up: Your Symbol of the Torch and Symbol of the Sun reapply if they are destroyed within 1/2/3 seconds of being applied.
* Clear the Coals: Your single target healing and absorption spells have a 5/10% chance to remove Burnout.
* Hot Streak: Your Wards reduce the current cooldown of Flashover by 1.5/3 seconds.
* Safe Haven: Increases the effect of Spell Power on your Wards and Symbols by 5/10/15%.
* Emblem of Ashes: Your Symbol of the Torch, Symbol of the Sun, and Symbol of the Hearth apply to 1/2 additional party or raid members.
* Reinforcement: Your Wards reduce damage taken on Blocks, Deflects, and Critical Hits by 2/4/6% for 5 seconds.

Removed Soul Tree Abilities:
* Protection of the Ancestors
* Flame Ward
* Enflamed Rejuvenation
* Healing Spirit
* Caregiver’s Grace
* Ancestral Flame
* Life’s Blessing
* Intense Flames
* Blessing of the Flame

SENTINEL
Still a primary tank healer, the Sentinel is now better focused on speed and responsiveness. No longer reliant on the RNG for Serendipity procs, they now have many tools at their disposal for reducing their cast times and putting out a lot of healing in a hurry. Of all the healers, they have by far the most cooldowns to respond to any situation.

Sentinel Gift: Increases your healing done and absorption granted by 1% per point spent in the Sentinel soul.

Major Ability Changes:
* Serendipity has been removed in favor of permanent reductions in cast times, cast time reductions when healing those low on health, and greater access to cooldowns when you need them.
* Touch the Light: Now also reduces the mana cost of the spell it makes Instant by 50%.

New Root Abilities:
* Urgency: Short-term buff. Increases movement speed by 50% for 10 seconds.
* Flash of Radiance: Instant cast. AoE Pacify that prevents all offensive actions from the affected targets.
* Liberty of Thought: Instant cast, not on global cooldown. Removes all control effects.
* Crucial Invocation: 2 second cast. Heals for a lot, but very mana inefficient.
* Reverent Supplication: 10 second channeled ability. Restores 5% mana per second.
* Fullness of Life: Instant cast. Restores health on the target equal to the Cleric’s Max Health.
* Nyol’s Hope: Increases healing done by 50% for the next 5 single target heals.
* Renewed Altruism: Instant cast, not on global cooldown. Resets the cooldown on all Sentinel abilities.
* Wrathful Exuberance: Buff. Deals Life damage to the target’s target whenever you overheal them. The damage is capped based on the overhealing. Can only maintain on 1 ally at a time.
* Light of Redemption: Instant cast, not on global cooldown. Allows the next Invocation to be cast instantly with no global cooldown triggered.
* Faith Rewarded: Causes heals to restore additional health if used on someone below 50% health.

Removed Root Abilities:
* Life’s Vengeance
* Healing Grace
* Shards of Light
* Breath of Life
* Luminous Gaze
* Quietus
* Noble Blessing
* Shared Recovery
* Healing Benediction

New Soul Tree Abilities:
* Benevolence: Reduces pushback when damaged while casting heals by 50/100%.
* Thoughtful: Increases your healing done and absorption granted with cast time spells by 2/4/6/8/10%.
* Expeditious: Increases your healing done and absorption granted with instant spells by 2/4/6%.
* Divine Understanding: Increases your healing done and absorption granted with single target spells by 2/4/6/8/10%.
* Call to Action: Casting a single target heal or absorb on another player under 50% health reduces the cast time of your next single target heal or absorb by 10/20%.
* Luminous Dawn: Increases your healing done with Life-based heals by 3/6/9%, and damage dealt by Life-based abilities by 3/6/9%.
* Merciful Appeal: Your Cleansing Prayer and Empowering Light restore 1/2/3% health.
* Attentive: Your Invocations increase healing done by you to the target by 3-6% for 10 seconds.
* Echoes of Altruism: Your Invocations restore additional health equal to 5/10/15% of the healing done after 1 second.
* Word of Life: Your single target heals have a 5/10% chance to reduce the mana cost and global cooldown of your next Healing Breath to 0.
* Gathering of Light: Your Invocations reduce the current cooldown of your Touch the Light by 1.5/3 seconds.
* Noble Supplications: Increases the effect of Spell Power on your Invocations by 5/10/15%.
* Swift Plea: Reduces the cast time of your Invocations by 0.1/0.2/0.3/0.4/0.5s. Reduces the cost of your Invocations by 4/8/12/16/20%.

Removed Soul Tree Abilities:
* Righteous Burden
* Walk in the Light
* Light Concentration
* Embolden – Moved to the Warden (now known as Distant Shores).
* Light Efficiency
* Protect the Flock – Moved to the Warden (now known as Reef Barrier).
* Lasting Invocation
* Vested Interest
* Serendipity

SHAMAN
While the Shaman should look very familiar, it’s seen a fair number of changes to give them a better flow and remove much of the RNG reliance. Long Memory is no more. In its place is Pattern of Violence which causes all weapon attacks to reduce the current cooldown of Massive Blow. Brutalize stacking is a non-factor, because it only lasts 4 seconds now, which is faster than you will be able to use Massive Blow again.

Shaman Gift: Increases damage done by 1% per point spent in the Shaman soul.

Major Ability Changes:
* Vengeances: Now trigger on weapon attacks, instead of melee abilities.
* Jolt: No longer off of global cooldown, and no longer requires a Critical Hit before it can be used. Rather, it can now be used at any time, but deals far more damage if used after a Critical Hit.
* Battle Charge: Renamed to Ride the Lightning, and lets you deal Air damage to everyone in range along the way as you charge toward your enemy. 3 meter minimum distance from the target required to use.
* Courage spells: Now take the form of Self Buffs which no longer affect your raid, but stack on top of normal raid buffs.
* Heart of the Frozen Sea: Now the only Heart buff and affects all Resistances.
* Strike of the Maelstrom: Eye of the Storm is gone, but this now spreads Frozen Wrath.
* Rage of the North: Applies 10 stacks which each increase Critical Hit chance by 10%. Each time you Critically Hit, a stack is removed.
* Ageless Ice: Now returns 7% mana instead of 10%.
* Brutalize: Reduced bleed damage to 15-45% of Massive Blow. Duration shortened to 3 seconds.
* Frozen Embrace: Now increases your chance to critically hit with Air and Water abilities by 5-10%.

New Root Abilities:
* Numbing Cold: Instant cast. A ranged debuff that reduces healing and absorption received by 10%.
* Glory of the Chosen: Self Buff. Causes weapon attacks to restore health to the Cleric. Stacks with Vengeances.
* Windwalk: Self Buff. Increases Dodge and Parry by 25% for 15 seconds, and movement speed by 50% for 15 seconds.
* Icy Blow: Weapon attack that deals Water damage.
* Deep Freeze: Freezes all nearby enemies, stunning them and increasing damage taken from you by 50% for 3 seconds. Debuff portion will function regardless of stun immunity. 1 minute cooldown.
* Snowbank: Instant. Ranged snare.
* Glacial Strike: Weapon attack that deals Water damage. Ignores 25% of the target’s Resistance. Only usable on targets under 30% health.
* Courage of the Panther: Self Buff. Causes abilities to ignore 20% of their target’s Armor & Resistance.
* Furious Assault: Self Buff, not on global cooldown. Reduces your global cooldown by 0.5 seconds for 10 seconds. 1 minute cooldown.
* Rush of Strength: Resets the cooldown on Massive Blow. 30 second cooldown.

Removed Root Abilities:
* Courage of the Jaguar
* Fated Blow
* Glory of the Chosen
* Mien of Aggression
* Heart of the Fire Mountain
* Vengeance of the Piercing Cold
* Heart of the Twilight Forest

New Soul Tree Abilities:
* Vicious Streak: Increases the Critical Hit chance of your damaging abilities by 1/2/3/4/5%.
* Singled Out: Increases your damage dealt with single target abilities by 2/4%.
* Powerful Grip: Increases your damage dealt with weapon attacks by 2/4/6/8/10%.
* Furious Blows: Increases the effect of Spell Power on your Crushing Blow, and Icy Blow by 5/10%.
* Pattern of Violence: Your weapon attacks reduce the current cooldown of Massive Blow by 0.5/1/1.5 seconds.
* Cold Blooded: Increases your damage dealt with Melee range abilities by 3/6%.
* Shocking Conclusion: Increases your damage dealt with Lightning by 10/20/30%. Increases your damage dealt with Jolt after a Critical Hit with a weapon attack by 30/60/90%.
* Frostbite: Your non-Physical weapon attacks increase the damage dealt by your next Physical weapon attack by 10/20/30%.
* Heavy Weight: Increases your damage dealt with Massive Blow by 10/20%.
* Wear and Tear: Your damaging abilities ignore 15/30% of the target’s Armor and Resistances.
* Heart of Ice: Increases your damage dealt using Vengeances by 20/40/60%.

Removed Soul Tree Abilities:
* Unyielding
* Overwhelming
* Long Memory
* Endless Winter
* Lust for Blood
* Eye of the Storm

WARDEN
The Warden has received a number of new spells and adjustments to fully flesh them out as the Cleric’s premier AoE healing soul. They now have the easiest access to quick-recast area of effect heals, all of which hit up to 10 party or raid members. They are now also built for greater damage potential to increase their utility between raid damage spikes.

Warden Gift: Increases your healing done and absorption granted by 1% per point, and damage done by 0.5% per point spent in the Warden soul.

Major Ability Changes:
* Single target healing has been reduced in relative effectiveness in favor of increasing DPS and AoE healing effectiveness.
* Healing Cataract is now fast re-use and accessible at 12 points in the root of the Soul Tree.
* A number of AoE healing tools have been moved to Warden (and subsequently renamed) from the Sentinel and Purifier, namely: Surging Flames (now Shared Excess), Protect the Flock (now Reef Barrier), and Embolden (now Distant Shores).
* Orbs of the Stream, Orbs of the Tide: These are now instant cast, last 30 seconds, and have 1 minute cooldowns.
* Fluidity: Now increases the damage of your damage over time abilities by 5-15%, and the healing done by your heal over time effects by 5-15%.
* All heal over time abilities can now be specced to not cause any aggro, allowing them to be precast before the tank pulls without having to worry about gaining aggro as a result.
* Ripple: Now spreads all stacks of Soothing Stream.

New Root Abilities:
* Overflowing Renewal: 2.5 second cast heal. Any overhealing is spread to up to 2 additional party or raid members.
* Geyser: Instant cast. Deals Water damage – less than Waterjet – and heals up to 10 party or raid members near the caster.
* Crushing Waves: Instant cast. PBAE knockback. 15 second cooldown.
* Call of the Depths: 2 second cast. Increases Water damage over time for 12 seconds.
* Shared Excess: Buff. Causes 50% of your overhealing on the target to spread to up to 5 party or raid members.
* Healing Effusion: Instant cast. Restores a lot of health on up to 10 party or raid members, but very mana inefficient.
* Open Water: 10 second channeled ability. Restores 5% mana per second.
* Pool of Restoration: Instant cast. PBAE (affecting up to 10 party or raid members) that triggers a second PBAE that heals up to 10 party or raid members. 15 second cooldown.
* Oversaturation: Instant cast. Deals Water damage to the target whenever a nearby party or raid member is healed (can only trigger once per second). Lasts 15 seconds.
* Wave of Renewal: 3 second channeled ability. Heals all party and raid members in an expanding ring that then contracts back inwards after the channel time is over, healing everyone inside the ring again. 1 minute cooldown.
* Flash Flood: Instant cast, not on global cooldown. Causes your next 5 Water-based HoTs or DoTs to function in half the time.
* Monsoon: Applies Healing Flood, Healing Spray, and 4 stacks of Soothing Stream on up to 10 party or raid members. 60 second cooldown.

Removed Root Abilities:
* Healing Current
* Crushing Wave
* Track Water Creatures
* Dissolution
* Deluge
* Drown
* Blessing of the Sea
* Well of Life
* Healing Showers

New Soul Tree Abilities:
* Strength of the Deep: Increases your healing done and absorption granted by 1/2/3/4/5%.
* Boundless: Increases your damage dealt by 1/2/3/4/5%.
* Gentle River: Reduces the threat generated by your heal over time spells by 50/100%.
* Riptide: Increases Spell Crit by 1/2/3/4/5%.
* Ocean’s Bounty: Increases your healing done and absorption granted with area effect spells by 2/4/6%.
* Harmony in Motion: Increases your damage dealt, healing done, and absorption granted by 1/2/3/4/5%.
* Distant Shores: Increases the radius of your area effect heals by 1/2/3 meters.
* Reef Barrier: Your area of effect healing and absorption spells reduce damage taken by 5% for 3/6 seconds.
* Hidden Reserves: Increases your damage dealt with damage over time spells and healing done with heal over time spells by 3/6/9%.
* Alluvion: Increases the Spell Power benefit to Soothing Stream by 5-10%.
* Strength of the Sea: Increases the effect of Spell Power on your Water abilities by 5/10/15%.
* Rising Tides: Your damaging spells reduce the current cooldown of Tidal Surge by 1/2 seconds.
* Under Pressure: Increases you damage done with Call of the Depths by 5/10/15%.
* Dangers of the Deep: Your damaging abilities increase your healing done by 1/2/3% for 10 seconds. Max 5 stacks.
* Invigoration: Your Healing Spray increases healing received from you by 5/10%.

Removed Soul Tree Abilities:
* Aquatic Affinity
* Destructive Tide
* Surging Rapids
* Ebb and Flow
* Restorative Tide
* Still Waters
* Tidal Resonance
* Rising Waters
* Overflow

MAGE CHANGES
ARCHON
The Archon is largely unchanged and should continue to play very similarly to how it has been. The main difference is the change to Pillaging Stone. Pillaging Stone no longer applies its buff by default – in order to gain the stat buff from Pillaging Stone you will need to spend points in Strength of Stone on Tier 2 of the Archon soul tree.

Archon Gift: Patron’s Blessing – Increases your damage by 1% for each point spent in the Archon soul.

Major Ability Changes:
* Lava Field: No longer increases healing to allies within the area of effect. Now increases the damage of allies in the area of effect.
* Flowing Sand: This now removes all movement impairing effects on cast. Increased the run speed bonus to 50%, increased cooldown to 60 seconds.

New Root Abilities:
* Spark Shower: Deals Fire damage. Increases the movement speed of all party or raid members by 15% for 15 seconds.
* Patron’s Rage: Deals Fire damage over 6 seconds. Refreshes all active Archon Auras on the Mage after 6 seconds.
* Steadfast Return: Channeled ability. Restores 5% mana per second.
* Granite Salvo: Deals Earth damage. Increases Attack Power and Spell Power for 15 seconds on all party and raid members.
* Archon’s Bulwark: Increases Mage’s Strength, Dexterity, Intelligence and Wisdom, all resists, and reduces the Mage’s cast time by 10%. Does not stack with other Archon self buffs. Counts as a Mage Armor. Lasts 1 hour.
* Point to Point: Places a totem at both the targeted ally’s location and the Mage’s location. Group and raid members near each totem gain a temporary ability allowing them to teleport to the opposing totem’s location. Totems last 5 minutes.

Removed Root Abilities:
* Consuming Flames
* Tempered Armor: This ability was combined into Shared Vigor.
* Rock Slide

New Soul Tree Abilities:
* Vital Assistance: Increases your critical strike chance by 1/2/3/4/5%.
* Spell Bore: Your non-Physical attacks ignore 3/6/9% of your target’s Resistances.
* Lava Spout: Increases the damage bonus allies gain from Lava Field.
* Swirling Sands: Reduces the cooldown of Flowing Sand by 5/10 seconds.
* Wellspring: Reduces the damage you take by 2/4% for each Archon aura you have active.
* Earthen Shards: Increases the critical strike bonus of Earthen Barrage by 1/2%.
* Inspiration: Increases your Spell Power by 2/4/6%.
* Aura Mastery: Reduces the global cooldown of your Archon Auras to 1 second.

Removed Soul Tree Abilities:
* Martyr’s Solace
* Efficiency
* Healing Flames
* Swift Thoughts

CHLOROMANCER
The Chloromancer is still a soul that heals through dealing damage. Previously this healing was done as a percentage of the damage dealt. With this update, the healing is done based on the base cast time of the spell dealing damage. If an effect reduces the cast time of an ability it will still trigger healing based on the original cast time of the ability and not the modified cast time. The Chloromancer will still need to deal damage in order to trigger the healing from their Veils, but that healing will not be based on the amount of damage done. Life damage will still heal for more damage and AoE spells continue to be less efficient in the healing they provide.

Chloromancer Gift: Living Infusion: Increases your healing by 1% for each point spent in the Chloromancer soul.

Major Ability Changes:
* Withering Vine: The healing from this now reaches a 15 meter area around the affected enemy.
* Entropic Veil: This now increases both damage and healing.
* Radiant Spores: Healing from Radiant Spores is now capped at 5% of the Mage’s maximum health per proc.
* Nature’s Swiftness: This now reduces the cast time of Nature’s Fury and Natural Healing.
* Living Shell: No longer removes mana when you are damaged while Living Shell is active.
* Lifegiving Veil: Now heals up to 10 allies.
* Lifegiving Veil and Lifebound Veil no longer have a cooldown, but will trigger a global cooldown when cast.

New Root Abilities:
* Cleansing Rush: Removes 1 Curse, Disease, or Poison from up to 10 group and raid members within 15 meters.
* Healing Torrent: Targeted heal that applies an additional heal over time effect.
* Essence Conversion: Restores 7% mana. Consumes 7% health.
* Restorative Shield: Restores health the next 10 times the ally is dealt damage. Lasts up to 5 minutes.
* Resurgence: Restores health over 6 seconds.
* Living Aegis: Increases the Mage’s Maximum Health by 10%, their Life damage by 15%, healing by 10% and heals the Mage when they are damaged.

Removed Root Abilities:
* Stream of Reclamation
* Track Life Creatures
* Wild Abandon
* Corrosion
* Empathic Bond
* Seed of Life

New Soul Tree Abilities:
* Natural Power: Lifegiving Veil and Lifebound Veil increase your Life damage by 3/6/10%.
* Lingering Spores: Increases the duration of your Radiant Spores by 5/10 seconds.
* Vengeful Healer: Casting a non-damaging healing spell places a stack of Vengeful Healer on you for 30 seconds. While affected by Vengeful Healer, the damage of your next Life based damaging ability is increased by 10/20%. Casting a Life based damaging ability removes 1 stack of Vengeful Healer. Max 5 stacks.
* Convalesce: Nature’s Cleansing and Cleansing Rush have a 33/66/100% chance to heal the cleansed ally for 3% of their maximum health.
* Boon of Life: Damage from Vile Spores, Ruin and Void Life place a stacking buff on you, reducing the cast time of your next Nature’s Touch cast within 10 seconds by 0.3/0.4/0.5 seconds. Does not include damage from Nature’s Corrosion.

Removed Soul Tree Abilities:
* Unleashed Abandon
* Enduring Tether

DOMINATOR
The Dominator soul continues to be control oriented. The popular abilities from the soul such as Transmogrify, Storm Shackle and Split Personality either remain unchanged or are improved. Adding to the collection of abilities are several new area of effect and area denial abilities. These allow the Dominator to contribute substantial area damage to a fight and help shape the battlefield to their allies’ advantage.

Dominator Gift: Insight – Increases the your damage by 0.5% and area effect damage by an additional 1% for each point spent in the Dominator soul.

Major Ability Changes:
* Degeneration: This is now an instant cast purge. No longer a channel, and no longer deals damage.
* Reflective Presence: Now effectively an area of effect Reflective Command with a flat Charge cost instead of draining Charge over time.
* Death’s Edict: No longer deals damage.
* Grasping Void: Now snares and deals damage over time to enemies within the area of effect.
* Mass Charged Shield: This can now be cast on a friendly target. The target and all members of their group or raid will receive the buff.
* Deny: Removes 3 Curses, Poisons or Diseases.

New Root Abilities:
* Mental Focus: Channeled ability, restores 5% of the Mage’s Maximum Mana per second.
* Gravity Void: Deals Death damage on up to 8 enemies in the target area. All enemies hit are thrown into the air.
* Void Wall: Surrounds the targeted area with a wall of deathly energy for 6 seconds. Enemies entering the perimeter take Death damage each second and additional Death damage over 8 seconds.
* Malevolent Shield: Absorbs 50% of healing done on the target.
* Malevolent Bolt: Deals Death damage. Debuffs the enemy for up to 3 seconds, causing them to take Death damage the next time they use an ability. Stacks up to 3 times.
* Nyx’s Orb: Fires a slow moving ball of lightning at the targeted location, dealing Air damage to enemies within 3 meters of it as it travels.
* Lightning Wall: Creates a 15 meter long wall in front of the Mage. Enemies in the wall take Air damage each second and additional damage from Air attacks over 3 seconds. Consumes Charge while active.
* Pain Armor: Increases the Mage’s damage by 15%. When the Mage is hit, deals Death damage equal to 20% of damage taken to all enemies affected by the Mage’s crowd control abilities. This damage does not break crowd control effects. Lasts 1 hour.

Removed Root Abilities:
* Charged Shield
* Memory Wipe
* Accelerated Decay
* Void Shroud
* Incompetence
* Mental Shock
* Disorient

New Soul Tree Abilities:
* Mental Fortitude: Increases your Maximum Mana by 2/4/6/8/10%.
* Hastened Reflection: Reduces the cooldown of Reflective Command by 2/4/6/8/10 seconds.
* Dominant Personality: After successfully controlling an enemy by using Transmogrify, Mass Exhaustion or Death’s Edict, your spell power is increased by 4/8/12/16/20% for 5 seconds.
* Essence of Control: Reduces the mana cost of non-damaging abilities by 16/33%.
* Prolonged Break: Increases the duration of your Split Personality by 5/10 seconds.
* Gathering Spirits: Increases the number of stacks applied by Haunting Pain by 1/2/3.
* Broken Spirits: Increases the damage of your Dominator abilities by 5/10%.
* Control Flash: Reduces the mana cost of your Storm Shackle and Mass Exhaustion by 12/25%.

Removed Soul Tree Abilities:
* Efficient Control
* Controlled Opportunity
* Ineptitude
* Empowered Presence

ELEMENTALIST
The Elementalist has seen some substantial updates. Pets have received an overhaul in order to help them scale better as you advance. Abilities that affect your pets now work on pets from both the Elementalist soul and the Necromancer soul. Likewise, abilities from the Necromancer will affect pets from either soul. Adjustments have also been made to the spell rotation for Elementalists to make it more interesting to play.

Elementalist Gift: Force of Nature – Increases your damage by 0.5%, and your pet’s damage by 4%, for each point spent in the Elementalist soul.

Major Ability Changes:
* Stone Armor: Now reduces the damage your pet takes by 5% in addition to increasing your Armor.
* Abrasion: causes your and your pet’s attacks to ignore 2/4% of the enemy’s Armor and Resistances.
* Tempest: This now increases your Critical Hit damage by 1/2/3/4/5%.
* The Fire Elemental’s Flame Splash damage has been increased.
* Channel Elements: Now returns 5% mana per second channeled.

New Root Abilities:
* Stormbolt: Deals Air and Water damage.
* Raging Elements: Increases the Mage’s pet’s damage by 30% for 30 seconds. Consumes 50 Charge on cast.
* Summon: Fire Elemental: Summons a melee Fire Elemental pet.
* Reclaim Elements: Sacrifices the Mage’s pet, restoring 50% of the Mage’s maximum health. Also buffs the Mage for 15 seconds, increasing their damage by 50% and causing their damaging attacks to deal additional Fire damage.
* Volcanic Eruption: Channels Fire and Earth damage over 3 seconds.
* Elemental Burst: Deals Air, Earth, Fire and Water damage.
* Prismatic Armor: Increases all of the Mage’s resists, increases their damage dealt by 15%, and gives damaging attacks a 20% chance to reduce the Mage’s global cooldown to 1 second for 10 seconds. Lasts 1 hour. Counts as a Mage Armor.
* Prismatic Volley: Channels Air, Earth, Fire and Water damage over 4 seconds.
* Rushing Elements: Reduces the Mage’s global cooldown to 1 second for 15 seconds. 1 minute cooldown.

Removed Root Abilities:
* Sacrifice
* Fiery Assault
* Revitalize
* Encase
* Track Elementals
* Swarming Flames
* Exposure

New Soul Tree Abilities:
* Elemental Surge: Increases your damage dealt by 2/4%.
* Sudden Storm: Reduces the cast time of Stormbolt by 50/100%.
* Rushing Wind: Reduces your pet’s global cooldown to 1.25/1 second.
* Cycle of Earth: Casting a damaging Earth spell increases the damage of your next Air spell, within 10 seconds, by 5/10%.
* Cycle of Air: Casting a damaging Air spell increases the damage of your next Water spell, within 10 seconds, by 5/10%.
* Cycle of Water: Casting a damaging Water spell increases the damage of your next Fire spell, within 10 seconds, by 5/10%.
* Cycle of Fire: Casting a damaging Fire spell increases the damage of your next Earth spell, within 10 seconds, by 5/10%.

Removed Soul Tree Abilities:
* Improved Quicken Elements
* Force of Nature

NECROMANCER
As with the Elementalist, the Necromancer has seen some substantial updates. Abilities that affect your pets now affect pets from both the Necromancer soul and the Elementalist soul, and vice versa. The other major change to the soul is that Deathly Calling is now applied by undead pets instead of the Mage. This allows the Mage to have a much more interesting set of abilities to take advantage of Deathly Calling stacks instead of just setting their pet up to hit a little harder.

Necromancer Gift: Life Bane – Increases your damage by 0.5%, and your pet’s damage by 4%, for each point spent in the Necromancer soul.

Major Ability Changes:
* Necrosis: This no longer increases damage from certain pet abilities.
* Lich Form: This is now a toggled Charge-consuming buff. The pet’s damage increase granted from Lich Form has been reduced to 10% from 20%.
* Empty the Crypts: No longer a toggled ability. It now has a flat Charge cost to summon 4 Shambling Corpses for 20 seconds. These pets will now attack whatever enemy the Mage had targeted when they were summoned instead of waiting for the Mage to attack.
* Mass Grave: These pets will now attack whatever enemy the Mage had targeted when they were summoned instead of waiting for the Mage to attack.
* Soul Purge: This is still a damaging channel, but is now primarily a pet heal and no longer heals the Mage as part of the base effect of the ability.
* The Skeletal Zealot’s Blood Spike now gains a 150% bonus from Spell Power, down from 200%. Cooldown increased to 10 seconds.
* The Skeletal Zealot’s Soul Rend DoT duration and cooldown have been increased to 8 seconds.
* Clattering Bones: Reduced the damage buff your Skeletal Zealot gains to 2-6%, down from 5-15%. No longer modifies the numer of Deathly Calling stacks applied by Crypt Rush or Dark Lunge.
* Fresh Graves: Now increases offensive pets’ Spell Power by 4-20%, down from 5-25%.
* Reclaim Power: Now deals 7% of the mage’s maximum health in damage to the pet, and returns 7% mana.
* Epidemic: Procs now reduce the mana cost of Plague Bolt and Crystalline Missiles by 33%.
* Deadly Plague: Now reduces the mana cost of Plague Bolt by 5-25%.
* Vengeful Spirit: Now increases the damage bonus from Aid the Master by 3-9% and increases the Shadow Revenant’s damage by 10-30%.

New Root Abilities:
* Desecrate: Consumes all of the pet’s stacks of Deathly Calling on the enemy, dealing Death damage per stack consumed.
* Bone Frenzy: Increases your pet’s damage by 30% for 15 seconds. Consumes 50 Charge on cast.
* Corpse Talon: Deals Death damage to the Mage and much greater Death damage to the target. Damage to the target is increased an additional 10% per stack of Deathly Calling on the enemy.
* Loyal Minion: Sacrifices 50% of the Mage’s pet’s Maximum Health. Grants the Mage a shield which absorbs damage and renders them immune to control effects for up to 10 seconds.
* Condemn: Converts all of the Mage’s stacks of Deathly Calling on the enemy into stacks of Condemn, dealing Death damage over 16 seconds per stack.
* Reaper’s Touch: Deals Death damage and snares the enemy over 8 seconds. Deals additional Death damage after 8 seconds has passed.
* Bone Armor: Transfers 20% of damage taken by the Mage to their pet. Increases damage dealt by 10%. Counts as a Mage Armor. Lasts 1 hour.
* Infection: Causes the pet’s ability attacks to deal additional Death damage. Lasts 1 hour.
* Parasite: Deals Death damage over 8 seconds. After 8 seconds, spawns an uncontrolled Parasitic Leech to attack the enemy for 15 seconds.
* Possession: The Mage possesses their undead pet, gaining power versions of their pet’s abilities. Lasts 30 seconds.
* Putrify: The Mage’s undead pet’s next attack applies 5 stacks of Deathly Calling. 30 second cooldown.

Removed Root Abilities:
* Revivify
* Track Undead
* Life Shift
* Blood Binding
* Looming Demise
* Death’s Grasp

New Soul Tree Abilities:
* Ghostly Power: Your and your pet’s attacks ignore 2/4% of the target’s Armor and Resistances.
* Death’s Influence: Increases your Death damage by 2/4/6/8/10%.
* Epidemic: Successful Critical Hits by your pet have a 33/66/100% chance to reduce the cast time to zero for your next Plague Bolt or Crystalline Missiles within 10 seconds, and to reduce its global cooldown to 1 second.
* Improved Soul Purge: Causes your Soul Purge to heal you for 10/20/30% of the damage dealt, in addition to the original effects.
* Deathly Collusion: Your pet’s Deathly Calling stacks increase your Death damage on the target by 1/2% per stack.
* Corpse Pile: Your Corpse Explosion has a 50/100% chance to apply Corpse Explosion to all enemies it damages.
* Reaper’s Swiftness: Reduces your pet’s global cooldown to 1.25/1 second.
* Dark Resonance: Your successful Critical Hits have a 50/100% chance to make your pet’s next damaging ability critically hit.

Removed Soul Tree Abilities:
* Greater Consumption
* Detonate Bones
* Life Bane [This became the soul’s Gift benefit]

PYROMANCER
The Pyromancer remains largely unchanged from its previous incarnation. There is a greater emphasis on applying and utilizing stacks of Combust on enemies, which helps add a strategic element to the soul that was missing previously in many instances.

Pyromancer Gift: Burning Bright – Increases the Mage’s damage by 1% for each point spent in the Pyromancer soul.

Major Ability Changes:
* Spark: Now reduces the mana cost of instant-cast Fire abilities by 6-33%.
* Flaring Intellect: Can now be cast on a friendly target. The target and all members of their group or raid will receive the buff.
* Flashfire: Now also interrupts the target’s casting, even if they are immune to the stun.
* Pyromancer’s Armor: Increased the chance to proc to 20%.
* Ignition: Now reduces the mana cost of non-instant Fire abilities by 4-20%.
* Improved Flame Bolt: The buff effect from this can now be clicked off or Purged.

New Root Abilities:
* Flame Sigil: Consumes all of the Mage’s Combust stacks from enemies within 30 meters. Places a buff on the Mage for each stack of Combust removed, increasing their Fire damage by 2% per stack to a maximum of 10. Lasts 20 seconds. Does not trigger global cooldown.
* Flame Volley: Deals Fire damage over 3 seconds, increasing each second. Deals additional Fire damage on expiration.
* Prime: Applies the Mage’s maximum count of Combust stacks to the target.
* Cerebral Flare: Channeled ability. Returns 5% of the Mage’s Maximum Mana for each second channeled.
* Fusillade: Consumes all stacks of the Mage’s Combust on the target, dealing Fire damage per stack consumed.
* Extinguish: Consumes all stacks of the Mage’s Combust from the target. The Mage’s next Fireball casts, equal to the number of Combust stacks consumed, are instant. These Fireball casts do not generate Charge or apply Combust. Lasts 15 seconds.
* Pyromancer’s Aegis: The Mage’s Fireball casts generate an additional Fireball on the enemy. Cannot occur more than once every 5 seconds. Damaging Fire spells have a 5% chance to reset the cooldown of Cinder Burst and allow it to be cast instantly. Cannot occur more than once every 10 seconds. Counts as a Mage Armor.
* Scorch: Interrupts target. 10 second cooldown.

Removed Root Abilities:
* Flame Jet
* Smoldering Power
* Track Fire Creatures
* Burning Intellect
* Lockdown
* Ground of Strength

New Soul Tree Abilities:
* Innate Fire: Increases the damage bonus from Internalize Charge by 3/6/9%.
* Ravenous Flames: Your non-Physical attacks ignore 3/6/10% of your target’s Resistances.
* Flame Spike: Increases the total damage of your Combust by 50/100% and the duration by 1/2 seconds.
* Conflagration: Increases the maximum stack size of your Combust by 1/2.
* Tinder: Increases the damage bonus that Countdown gains per stack of Combust on the enemy by 3/6/9%.

Removed Soul Tree Abilities:
* Improved Flame Jet
* Burning Bright: Became the Pyromancer’s Gift bonus.

STORMCALLER
The Stormcaller has a renewed emphasis on their ability to deal damage to multiple enemies at once. They retain their reliance on building stacks of Electrified and Hypothermia on enemies, but have received some new tools to help them do so.

Stormcaller Gift: Inspiration of the Storm – Increases the Mage’s damage by 0.5% and area of effect damage by an additional 1% for each point spent in the Stormcaller soul.

Major Ability Changes:
* Thunderbolt: This now applies 2 stacks of Electrified when it hits an enemy.
* Electrocute: Reduced cooldown, and this now deals increasing damage each second it is channeled on a target.
* Raging Storm: Now deals increasing damage each second it is channeled on a target.
* Icicle: This no longer applies a snare to enemies, but will still apply Hypothermia.
* Arctic Blast: Now an instant cast ability.
* Storm Shard: Procs now reduce the mana cost of Icicle by 40%.

New Root Abilities:
* Storm Armor: Increases all resistances. Causes Electrocute and Raging Storm to root the enemy for the duration of their channels. Lasts 1 hour.
* Pouring Rain: Reduces the Mage’s global cooldown to 1 second for 15 seconds. 1 minute cooldown.
* Storm Surge: Consumes all of the Mage’s Electrified effects on enemies within the targeted area, dealing Air damage per stack consumed. Damage is divided equally among up to 5 enemies within 7 meters of the Electrified enemy.
* Gathering Storm: Restores 5% mana per second channeled.
* Static Nova: Deals Air damage to up to 8 enemies. Applies the Mage’s maximum number of Electrified stacks to each enemy hit.
* Tempest Armor: Increases all resistances. Single-target damaging Air and Water abilities have a 40% chance to make the Mage’s next area effect spell, within 8 seconds, instant cast. Cannot occur more than once every 10 seconds. Counts as a Mage Armor. Lasts 1 hour.
* Lightning Arc: Chain lightning hits to up to 8 targets, dealing Air damage to up to 5 enemies near each target hit by the chain.
* Electric Charge: Applies the Mage’s maximum number of Electrify stacks to the target. 30 second cooldown.

Removed Root Abilities:
* Flash Freeze
* Absolute Zero
* Spark of Life

New Soul Tree Abilities:
* Scattered Bolts: Increases the maximum number of enemies Forked Lightning can hit by 2/4/6.
* Charged Atmosphere: Increases the damage of your area effect abilities by 3/6/10%.
* Storm Training: Increases the damage bonus of your Static Flux by 10%.
* Frozen Defenses: Enemies who are affected by your Hypothermia take an additional 5/10/15% damage from your area of effect abilities.
* Perfect Conditions: Reduces the mana cost of your area of effect abilities by 5/10/15%, and increases the damage of your area of effect abilities by 4/8/12%.
* Supercharge: Increases the maximum stack size of your Electrified effects by 1/2.

Removed Soul Tree Abilities:
* Improved Electrocute
* Shell Shock
* Severe Weather

WARLOCK
The Warlock continues its focus on utilizing damage over time abilities, and has been updated so a greater portion of their damage comes from those effects. They have gained several abilities that help them in maintaining their DoTs on enemies, transferring the DoTs between targets, and even causing their DoTs to explode to deal a large amount of damage in one shot.

Warlock Gift: Neddra’s Influence – Increases the Mage’s damage by 0.5% and their damage over time abilities by an additional 0.75% for each point spent in the Warlock soul.

Major Ability Changes:
* Neddra’s Torture: This now deals Death damage after 16 seconds. If a damage over time effect is cleansed from the target, Neddra’s Torture explodes, dealing increased Death damage to the cleanser and silencing them for 3 seconds.
* Neddra’s Might: This can now be cast on a friendly target. The target and all members of their group or raid will receive the buff.
* Neddra’s Grasp: Will now proc off of NPC auto attacks, but still does not proc off of player auto attacks.
* Dark Power: The damage increase from this now only affects damage over time effects.
* Choke: Now interrupts casting of the target, even if they are immune to the Silence effect.
* Sacrifice Life: Mana: Now consumed 7% health and returns 7% mana.
* Opportunity: Procs now reduce the mana cost of the triggering ability by 40%.

New Root Abilities:
* Contaminate: Increases the damage dealt by the Mage’s damage over time effects by 20%. Each damage over time ability cast consumes 10 Charge. These abilities cannot generate Charge while Contaminate is active. Does not trigger a global cooldown.
* Persist: Refreshes all of the Mage’s active Death-based damage over time effects on the target.
* Conflux: Consumes all of the Mage’s Death-based damage over time effects on the enemy, dealing Death damage for each effect consumed.
* Atrophy: Deals Death damage over 16 seconds. Damage increases each second.
* Salvage Corruption: Removes all of the Mage’s Death-based damage over time effects on the enemy, storing them on the Mage for up to 15 seconds. Stored effects can be reapplied to an enemy using the Deathly Pall ability.
* Deathly Pall: Applies all Death-based damage over time effects removed by the Mage’s Salvage Corruption ability to the target.
* Death’s Door: Deals Death damage over 8 seconds. Can only be used on enemies below 50% health.
* Void Barrage: Channels Death damage over 5 seconds. Refreshes all of the Mage’s active Death-based damage over time effects on the enemy after 5 seconds.

Removed Root Abilities:
* Reconstruct
* Neddra’s Strength
* Wither
* Shadow Life
* Dark Fury

New Soul Tree Abilities:
* Greater Contamination: Increases the damage bonus of Contaminate by 5/10%.
* Seeping Corruption: Your non-Physical attacks ignore 3/6/10% of your target’s Resistances.
* Improved Draining Bolt: Increases the damage of Draining Bolt by 5/10% for each of your Death-based damage over time effects on the enemy.
* Expanded Contagion: Gives your Radiate Death a 33/66/100% chance to spread Life Leech and Necrosis.
* Swift Corruption: Reduces the mana cost of Damage over Time abilities by 16/33%.
* Void Decimation: Increases your Void Bolt and Void Barrage damage by 3/6/9/12/15% for each of your Death-based damage over time effects on the enemy.

Removed Soul Tree Abilities:
* Improved Dark Fury
* Neddra’s Influence – This became the soul’s Gift effect.

SPEAK FRIEND AND DISQUS WITH US
  • http://www.facebook.com/apla.8eos George Lolas

    WOW! Just wow! The most badass patchnotes ever! I can’t wait to get my hands on SL!

  • Troy

    this patch is huge it will be a masive patch to dl

  • The Conniving Weazel

    Fully Sik!

  • http://twitter.com/frozensoftserve GJ

    Any ideas when it’s happening?

    • Michael Kant

      Some time over the next couple weeks is likely. It’s up on PTS now, and from previous official comments, 1.11 should be at least a couple of weeks before SL is released.

      • http://twitter.com/frozensoftserve GJ

        Thanks!

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