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WoW ForeverClass Changes

WoW Forever Launch Tuning: Every Class Hits Harder, Creatures Get More Health

Blizzard has published the class changes made since the WoW Forever beta ended. Damage goes up for every class, higher-level creatures get more health to match, and tanks generate far more threat now that Salvation is gone. Rogues gain Shank and Death Mark, Hunters and Shamans get some of the largest raises, and class training from 1 to 60 now costs about 206 gold for everyone.

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A misty forest from the WoW Forever preview
World of Warcraft: Forever preview screenshot © Blizzard Entertainment.

More damage, and more health for creatures to match

Blizzard's November 2 development notes collect everything that changed in the two and a half weeks since the last beta build. The biggest change is one of approach. During the beta, the developers held each class to roughly its Classic power budget, so every new ability had to be paid for by weakening something else, and some iconic abilities ended up feeling flat. They have now raised damage for classes across the game and given higher-level creatures more health to compensate.

Blizzard says the goal isn't perfect numerical equality, but for every class to feel valuable to the groups it joins, by leaning into what makes each class different. Some changes also walk back solutions borrowed from The Burning Crusade and Wrath of the Lich King in favour of designs that suit Forever's own combat.

Apart from bug fixes and serious outliers, Blizzard doesn't plan big tuning changes before the raids open on December 9. A larger pass will follow once enough players have leveled past 30.

The biggest changes for each class

ClassBiggest changes
DruidFeral attacks hit much harder: Shred deals 200% weapon damage (was 155%), Claw 140% and Ravage 435%, and Rip, Rake, Ferocious Bite and Pounce gain about 25%. Starfire gains about 40% base damage. Both talent trees are rebuilt: see the Paladin and Druid article.
HunterAimed Shot deals about 110% more bonus damage and Sniper Shot 100% more. Arcane Shot and Serpent Sting hit harder and scale better with Attack Power, Aspect of the Hawk and Trueshot Aura give more Ranged Attack Power, and Barrage and Lightning Reflexes rise to 15%. All traps now share one 30-second cooldown.
MageArcane Blast gives less spell damage per stack but costs less and lasts 18 seconds, Ice Barrier now raises Frost damage, and Piercing Ice and Frost Blast are removed. More in our updated Mage article.
PaladinSalvation, Mass Salvation, Revoke and Blessing of Light are removed, and all three trees are rebuilt around talents such as Oath of Light, Shieldsworn and Unsealed Wrath. Details in the Paladin and Druid article.
PriestThe Holy talent Binding Heal gives way to Holy Binding: a Flash Heal on an ally also heals you for half as much. Shadow Word: Death now costs you 30% of your maximum Health when it fails to kill (was 10%), but nothing when it misses.
RogueThe largest rework in the notes: every Rogue learns Shank and Poised, poisons scale twice as well with Attack Power, and Subtlety's new 31-point talent is Death Mark. See the Rogue article.
ShamanLightning Bolt hits harder at every rank, up to 80% more at the highest, and Chain Lightning becomes a 2.5-second cast that hits its first target for about 145% of a Lightning Bolt. Shocks return to their Classic damage. Lava Burst is replaced by Call of Thunder, Lightning Overload triggers up to 30% of the time, Stormstrike deals 150% weapon damage on a 6-second cooldown, and Riptide becomes a cheaper heal over time with a 12-second cooldown.
WarlockWrack's spell damage coefficient doubles and its base damage per second at level 60 rises from 36 to 86. Shadow and Flame doubles to 20%. Demons now get 2 Health per point of your Stamina (was 7.5), and Drain Soul gives a Soul Shard for damage, rather than a kill, far less often.
WarriorFlurry becomes a 3-point talent worth 30% attack speed and no longer requires Death Wish, and Fury gains two talents, Reckless Swings and Improved Whirlwind. Arms' Two-Handed Weapon Specialization doubles to 6%, and Slam's cooldown drops to 15 seconds.

Tanks generate far more threat

With Salvation gone, Paladins can no longer lower the threat of a group's damage dealers, so Blizzard raised the threat of every tank instead:

Damage dealers lose their main threat safety net, so in dungeons and raids it pays to let the tank build threat first. Retribution Paladins can lower their own threat by 7/14/20% with Two-Handed Weapon Specialization while they wield a two-handed weapon.

Changes for every class

  • Low ranks trigger talents again. Many talents no longer have a lower chance to trigger from low ranks of a spell. Blizzard is the exception: a rank learned more than 12 levels below your level still has a reduced chance to trigger Arcane Concentration, Frostbite and Fingers of Frost.
  • Training costs are evened out. Most abilities learned at the same level cost the same, and training every class ability from 1 to 60 now costs between 206 and 207 gold for every class. Warlocks pay less to make up for the Grimoires their demons need, and Priest race abilities keep their own prices.
  • New spells no longer jump onto your action bars when you learn them, and new bags no longer equip themselves in empty bag slots.
  • Every race now has the right base stats. A Tauren Warrior, for example, starts with 5 more Strength than a Human Warrior instead of 2. Skyborne base stats are corrected too.
  • Roots from talents now have diminishing returns, including Frostbite, Entrapment, Improved Wing Clip, Counterattack and Improved Hamstring.

Faster respawns, quest fixes and full gamepad support

Respawn rates were adjusted across the world to cope with launch crowds. They are fastest in the starting zones and slow down gradually in higher-level zones, where players naturally spread out. Some competition for spawns is intended, and once the launch rush of low-level characters settles, Blizzard will bring the low-level zones back to normal rates.

Quests got another round of fixes: experience rewards, prerequisites and level requirements were adjusted, many objectives gained tooltips and map markers, and every Ruins of Lordaeron dungeon quest now starts at level 15. Gamepad support is complete as well: movement, combat, bags, menus and the rest of the interface can all be played with a controller, with its settings in Edit Mode and the Options menu.

What to do before launch

  • Re-plan Mage, Paladin, Druid and Priest builds in the talent calculator, which already uses their new trees.
  • Rogues, Hunters, Shamans, Warriors and Warlocks: read your class's changes above before you spend your first talent points. Rogues should start with the Rogue article.
  • Tanks can hold threat far more easily, but damage dealers should still give them a moment at the start of each pull.
  • Set aside about 206 gold for class training from level 1 to 60.
  • Compare races for your class with the final racial changes, which the same notes repeat.

On Wowcalc

Sources

Official announcements this article summarizes, in its own words.

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