World of Warcraft: Dragonflight Talent Preview (2024)

World of Warcraft

Blizzard Entertainment

World of Warcraft: Dragonflight Talent Preview (1)

Dragonflight contains major updates to World of Warcraft classes, centering on the re-introduction of talent trees. In this preview, we take a first look at the prototype trees for the Druid and Death Knight classes. These and all the other trees still have a lot of work to be done, but we want to share what we can to start collecting detailed feedback at this early stage.

Talent System Design Philosophy

Some of our biggest goals in a class and talent revamp are to increase player agency over your character’s progression and build, provide meaningful rewards while leveling, and reinforce your character’s connection to both their class and their spec. In addition, we felt we had to retain many features of modern World of Warcraft specializations. Specializations have many unique abilities, some of which might be central to the identity of the spec. They have a wide variety of optional bonuses that have been created at various times over the years. This all led us back to talent trees— a concept familiar to people who played WoW before the Mists of Pandaria expansion.

Visually, trees are still an intuitive way to represent the different paths one could follow while making many choices about a character. Trees also communicate dependencies and magnitude intuitively, without a lot of added rules. For example, talents higher in the tree are expected to be more commonly chosen, while talents lower in the tree are more optional and more geared towards shaping max-level builds.

Dragonflight talent trees have some significant differences from previous versions of talent trees in World of Warcraft. First, you have not one tree, but two. This is due to the combined importance of class wide and specialization-specific themes for current WoW characters. The class tree contains a core set of abilities available to all specs in a class and has a higher proportion of utility choices. It’s a place where you can, among other things, choose some abilities or passives that draw from the identity of other specializations to give your character some hybrid flavor, or simply to grab something particularly useful for certain content. The specialization tree is predominantly focused on bonuses that enhance your power in your main role. Keeping these separate is one way of ensuring that you have some choices in both areas without, for example, feeling compelled to give up all your utility or off-spec buttons in order to maximize main role performance.

Another fundamental change is that much more of your class is represented in the tree, instead of being awarded automatically while leveling up. Other than the starting abilities you obtain before you access the system at level 10, the vast majority of abilities are obtained via the tree. This gives rise to some of the most important questions and challenges of the new system. Exploring a world where many more things are optional has a lot of advantages but requires a lot of care.

Here are just some answers to questions and answers that we know you might be wondering about:

  • “Some abilities are critical to my rotation—will that mean I always have to build a certain way?”
    • No. The most basic building blocks of your rotation will tend to be either learned from levels 1-10, awarded automatically in the class tree, or placed at the top of your spec tree as a first point spent in that tree. In other cases, major abilities that we expect to be a part of most builds will be near the start of a tree, or on an easily accessible path so that they don’t constrain your other choices.
  • “A certain piece of utility is important in certain content (for example, interrupts in Mythic+), does this limit my choices?”
    • Similarly, the more likely something is to be all but required for some players, the more we must place it in the tree in an appropriate location— one that still leaves the rest of your build choices very open.
  • “Does this mean it’s possible to make very ‘bad’ builds?”
    • In short, yes. There are limits and guardrails here, such as those abilities that are automatically given. And furthermore, our goal in designing the trees is not to trap players in complicated choices in order to make a functional build; in fact, it’s the opposite—it's to set up the trees with intuitive paths that lead you to reasonable builds. But a key philosophy of this rework is to keep the player in the driver’s seat of their character’s growth within their class.
  • “Does this mean that some of my points are spent on somewhat ‘obvious’ choices, and aren’t likely to be moved?”
    • Often, yes. 61 points is drastically more than the 7 that players currently have in Shadowlands. And it would probably be a mistake if all 61 points were always heavily in play— this is part of how we maintain the balance alluded to above, where it’s not overwhelming to make and analyze builds. The tree contains a spectrum of more basic abilities all the way to comparatively advanced ones, and one of the advantages of this system is letting you draw that line.
  • “Doesn’t this all mean that I will use some of my points to re-buy some things that were baseline in Shadowlands?”
    • For all the reasons mentioned above, making a huge swath of abilities open to player decision-making requires this. We hear this feedback as primarily a concern about having much less “stuff” than you had in Shadowlands. After starting with your basic class and spending 61 points in a tree, will you feel “pruned”? Openly, our goal is that you don’t. We’ll be watching for feedback on this. Our goal is for a Dragonflight character to feel like it has a similar amount of power and complexity—which can be hard to quantify—as a Shadowlands character. The main difference is you getting to choose which active buttons and passive bonuses make up that toolset, and potentially having combinations that were previously impossible.

One other set of questions is around what abilities are still awarded automatically outside of the tree. There are few broad categories:

  • Abilities learned before 10, the most basic elements of what starts to make you into your class (Moonfire, Death Strike).
  • Buttons whose impact is primarily non-combat and non-power related (Teleport: Moonglade, Path of Frost, Revive).
  • Nonstacking group buffs or spells, where a group virtually always wants exactly one person with the ability (Raise Ally, Rebirth, Mark of the Wild).

There are a lot of case-by-case calls to be made around all of this, but by and large we are pushing ourselves to leave it to players to explore in the trees how to build out their class from levels 10 to 70.

A Few Nuts and Bolts

The experience of using the tree will be more intuitive when you play with the system in-game, but we want to provide some explanation here for those who want to analyze the current draft trees in detail. Please bear in mind, these are all subject to change as we continue development.

  • Your first class tree point is awarded at level 10, and your first specialization tree point at level 11, alternating between the two from there. At level 70, you will have 31 available class points and 30 specialization points.
  • Certain basic abilities in the class tree, are given automatically to people of particular specializations. These do not cost any points.
  • Most talents have prerequisites (these will be indicated by arrows in the final UI). If a talent has any arrows leading to it, you must have fully purchased at least one of those previous talents to access it. For clarity, arrows always point downwards or diagonally downwards in current drafts.
  • Every tree has certain rows that you can’t advance past until you’ve spent a certain number of talent points (unlike in pre-Mists of Pandaria trees, this is not the case for every row). In the prototype Druid and Death Knight trees, you cannot buy talents in the fifth row and beyond until you’ve spent eight points in the tree, and you cannot buy talents in the eighth row and beyond until you’ve spent twenty points in the tree.
  • In octagonal “choice” nodes, you may obtain one of the two choices at a time.

Druid Talents and Abilities

The Dragonflight talent update is a great opportunity to let the Druid explore the flexibility inherent to the class. In many ways, the Affinity concept from Legion through Shadowlands was anticipating something that we’re hoping to re-emphasize here: the ability to choose elements of various shapeshift forms and roles. That idea is now expanded into a class talent tree that has paths relating to every specialization, where deeper investment obtains more of that spec’s fundamental buttons. Various utility and crowd control are placed in optional locations off of every branch, as well as in a central area that is easy for every specialization to access. Our hope is that every spec can play in a somewhat traditional manner where it fills out the complete path laid out for it in the core tree and then picks up a choice of miscellaneous utility, or a more customized manner where it reaches deeper into the other specs’ paths.

Druid Talent Trees (click or tap to enlarge)

Druid Ability and Talent Tooltips

Below you'll find a list of all baseline abilities and talents available for Druids, including class-shared and specialization-specific talents.

  • Base Abilities
  • Class Talents
  • Balance Talents
  • Feral Talents
  • Guardian Talents
  • Restoration Talents

Baseline Druid Abilities

All maximum level Druids will have access to these abilities. They are earned through leveling and do not require you to spend talent points to have them.

Wrath: Hurl a ball of energy at the target, dealing Nature damage.

Moonfire: A quick beam of lunar light burns the enemy for a small amount of Arcane damage and then additional Arcane damage over 16 seconds.

Regrowth: Heals a friendly target and deals additional healing over 12 seconds.

Revive: Returns the spirit to the body, restoring a dead target to life with 35% of maximum health and mana. Not castable in combat.

Entangling Roots: Roots the target in place for 30 seconds. Damage may cancel the effect.

Bear Form (Shapeshift): Shapeshift into Bear Form, increasing armor by 220% and Stamina by 25%, granting protection from Polymorph effects, and increasing threat generation. The act of shapeshifting frees you from movement impairing effects.

Barkskin: Your skin becomes as tough as bark, reducing all damage you take by 20% and preventing damage from delaying your spellcasts. Lasts 8 seconds. Usable while stunned, frozen, incapacitated, feared, or asleep, and in all shapeshift forms.

Growl: Taunts the target to attack you.

Cat Form (Shapeshift): Shapeshift into Cat Form, increasing auto-attack damage by 40%, movement speed by 30%, granting protection from Polymorph effects, and reducing falling damage.

Prowl: Shift into Cat Form and enter stealth.

Dash: Shift into Cat Form and increase your movement speed by 60% while in Cat Form for 10 seconds.

Ferocious Bite: Finishing move that causes Physical damage per combo point and consumes up to 25 additional Energy to increase damage by up to 100%.

Aquatic Form: Your Travel Form increases your swimspeed by 100% and allows you to breathe underwater.

Travel Form (Shapeshift): Shapeshift into a travel form appropriate to your current location, increasing movement speed on land, in water, or in the air, and granting protection from Polymorph effects.

Flight Form: Your Travel Form allows you to fly and increases your movement speed by 150%.

Teleport: Moonglade: Teleport to the Moonglade. Casting Teleport: Moonglade while in Moonglade will return you back to near your departure point.

Mark of the Wild: Increases the target's Speed and critical strike chance by 3% and reduces their magic damage taken by 3% for 60 minutes. If the target is in your party or raid, all party and raid members will be affected.

Rebirth: Returns the spirit to the body, restoring a dead target to life with 100% health and at least 20% mana. Castable in combat.

Druid Class Talents. [NNF] denotes a talent that has a temporary, not yet final name.

Row 1

Rake: Rake the target for Bleed damage and additional Bleed damage over 15 seconds. Awards 1 combo point.

  • Granted by default when selecting Feral Specialization.

Frenzied Regeneration: Heals you for 20% health over 3 seconds.

  • Granted by default when selecting Guardian Specialization.

Rejuvenation: Heals the target over 12 seconds.

  • Granted by default when selecting Restoration Specialization.

Starfire: Call down a burst of energy, causing Arcane damage to the target, and a small amount of Arcane damage to all other enemies within 8 yards. Generates 8 Astral Power.

  • Granted by default when selecting Balance Specialization.

Row 2

Thrash: Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form.

  • Granted by default when selecting Feral or Guardian Specializations.

Improved Barkskin: Barkskin duration increased by [2/4] seconds. Two Rank Talent.

Swiftmend: Consumes a Regrowth, Wild Growth, or Rejuvenation effect to instantly heal an ally for a large amount.

  • Granted by default when selecting Restoration Specialization.

Starsurge: Launch a surge of stellar energies at the target, dealing Astral damage, and empowering the damage bonus of any active Eclipse for its duration.

  • Granted by default when selecting Balance Specialization.

Row 3

Rip: Finishing move that causes Bleed damage over time. Lasts longer per combo point.

Swipe: Swipe nearby enemies, inflicting Physical damage. Damage varies by shapeshift form.

Improved Frenzied Regeneration [NNF]: Frenzied Regeneration and Barkskin increase all healing received by 20%.

Remove Corruption: Nullifies corrupting effects on the friendly target, removing all Curse and Poison effects.

Moonkin Form: Shapeshift into Moonkin Form, increasing the damage of your spells by 10% and your armor by 125%, and granting protection from Polymorph effects. The act of shapeshifting frees you from movement impairing effects.

Row 4

Maim: Finishing move that causes Physical damage and stuns the target. Damage and duration increased per combo point:

Increased Armor and Physical Damage [NNF]: Armor and Physical damage dealt increased by [2]/[4]/[6]%. Three Rank Talent.

Ironfur: Increases armor for 7 seconds.

Increased Healing and Magic Damage [NNF]: Healing and Magic damage dealt increased by [2]/[4]/[6%]. Three Rank Talent.

Hibernate: Forces the enemy target to sleep for up to 40 seconds. Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin.

Row 5

Feline Swiftness: Movement speed by [8/15]%. Two Rank Talent.

Skull Bash: You charge and bash the target's skull, interrupting spellcasting and preventing any spell in that school from being cast for 4 seconds.

Thick Hide: Reduces all damage taken by [3/6%]. Two Rank Talent.

Choice Node:

  • Wild Charge: Fly to a nearby ally's position.
  • Tiger Dash: Shift into Cat Form and increase your movement speed by 200%, reducing gradually over 5 seconds.

Increased Healing & Healing Taken [NNF]: Healing done and healing taken increased by [3/6]%. Two Rank Talent.

Cyclone: Tosses the enemy target into the air, disorienting them but making them invulnerable for up to 6 seconds. Only one target can be affected by your Cyclone at a time.

Astral Influence:

  • Feral & Guardian: Increases the range of all your abilities by [1/3] yards. Two Rank talent.
  • Restoration & Balance: Increases the range of all your abilities by [3/5] yards. Two Rank Talent.

Row 6

Tireless Pursuit: For 2 sec after leaving Cat Form or Travel Form, you retain up to 40% movement speed.

Soothe: Soothes the target, dispelling all Enrage effects.

Sunfire: A quick beam of solar light burns the enemy for a small amount of Nature damage and then an additional Nature damage over 12 seconds.

Typhoon: Blasts targets within 15 yards in front of you with a violent Typhoon, knocking them back and dazing them for 6 seconds. Usable in all shapeshift forms.

Row 7

Primal Fury: When you critically strike with an attack that generates a combo point, you gain an additional combo point. Damage over time cannot trigger this effect.

Ursoc’s Endurance [NNF]: When you use Barkskin or Survival Instincts, absorb a small amount of damage over 8 seconds.

Stampeding Roar: Shift into Bear Form and let loose a wild roar, increasing the movement speed of all friendly players within 15 yards by 60% for 8 seconds.

Wild Growth: Heals up to 5 injured allies within 30 yards of the target over 7 seconds. Healing starts high and declines over the duration.

Improved Sunfire [NNF]: Sunfire now applies its damage over time effect to all enemies within 8 yards.

Row 8

Choice Node:

  • Incapacitating Roar: Shift into Bear Form and invoke the spirit of Ursol to let loose a deafening roar, incapacitating all enemies within 10 yards for 3 seconds. Damage will cancel the effect.
  • Mighty Bash: Invokes the spirit of Ursoc to stun the target for 4 seconds. Usable in all shapeshift forms.

Ursine Vigor: For 4 sec after shifting into Bear Form, your health and armor are increased by [15/30]%. Two Rank Talent.

Lycara’s Teachings [NNF]: You gain [1%/2%/3%] of a stat based on your current form.

  • No Form: Haste
  • Cat Form: Critical Strike
  • Bear Form: Versatility
  • Moonkin Form: Mastery

Improved Rejuvenation [NNF]: Rejuvenation's duration is increased by 3 seconds.

Choice Node:

  • Mass Entanglement: Roots the target and all enemies within 15 yards in place for 30 seconds. Damage may interrupt the effect. Usable in all shapeshift forms.
  • Ursol's Vortex: Conjures a vortex of wind for 10 sec at the destination, reducing the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Usable in all shapeshift forms.

Row 9

Well-Honed Instincts: When you fall below 40% health, you cast Frenzied Regeneration, up to once every [120/90] seconds. Two Rank Talent.

Improved Stampeding Roar [NNF]: Cooldown reduced by 60 seconds.

Renewal: Instantly heals you for 30% of maximum health. Usable in all shapeshift forms.

Innervate: Infuse a friendly healer with energy, allowing them to cast spells without spending mana for 10 seconds.

Row 10

Furor: When you shift into a form you haven't been in for 20 sec, abilities cost no Rage, Energy, Astral Power, or Mana for 4 seconds.

Heart of the Wild: Abilities not associated with your chosen specialization are substantially empowered for 45 seconds.

Nature's Vigil: For 20 sec, all single-target healing and damage spells and abilities also heal a nearby friendly target based on the amount done, 20% for heals, 40% for damage spells. 1.5 min cooldown.

Balance Druid Talents. [NNF] denotes a talent that has a temporary, not yet final name.

Balance Row 1

Eclipse: Casting 2 Starfires empowers Wrath for 15 seconds. Casting 2 Wraths empowers Starfire for 15 seconds. These Eclipses occur in alternation.
Eclipse (Solar): Wrath cast time reduced 8% and damage increased 20%.
Eclipse (Lunar): Starfire cast time reduced 8% and critical strike chance increased 20%.

Balance Row 2

Improved Eclipse [NNF]: Eclipse now reduces the cast time of affected spells by 15%.

Improved Moonfire and Sunfire [NNF]: Moonfire and Sunfire duration increased by [3/6] seconds. Two Rank Talent.

Balance Row 3

Force of Nature: Summons a stand of 3 Treants for 10 sec which immediately taunt and attack enemies in the targeted area. Generates 20 Astral Power.

Nature's Balance: While in combat you generate [1/2] Astral Power every 2 seconds. While out of combat your Astral Power rebalances to 50 instead of depleting to empty. Two Rank Talent.

Warrior of Elune: Your next 3 Starfires are instant cast and generate 40% increased Astral Power.

Balance Row 4

Starfall: Calls down waves of falling stars upon enemies within 40 yds, dealing Astral damage over 8 seconds.

Improved Moonkin Form [NNF]: While in Moonkin Form, single-target attacks against you have a 15% chance make your next Starfire instant.

Celestial Alignment: Bring the celestial bodies into alignment over the target area applying Moonfire and Sunfire to all enemies. For 20 sec, both Eclipses are maintained and you gain 10% haste.

Balance Row 5

Improved Starsurge: Starsurge further empowers the damage bonus of any active Eclipse.

Solar Beam: Summons a beam of solar light over an enemy target's location, interrupting the target and silencing all enemies within the beam. Lasts 8 seconds.

Shooting Stars: Moonfire and Sunfire damage over time has a chance to call down a falling star, dealing Astral damage and generating 2 Astral Power.

Balance Row 6

Improved Starfall: Casting Starfall extends the duration of active Moonfires and Sunfires by [2/4] seconds. Two Rank Talent.

Power of Goldrinn: Starsurge has a chance to summon the Spirit of Goldrinn, which immediately deals Arcane damage to the target. Two Rank Talent.

Starlord: Starsurge and Starfall grant you [2/4]% Haste for 15 seconds. Stacks up to 3 times. Gaining a stack does not refresh the duration. Two Rank Talent.

Balance Row 7

Stellar Drift: Starfall deals 50% additional damage and allows you to cast while moving while it is active, but now has a 12 sec cooldown.

Stellar Inspiration: Starsurge and Starfall have a [10/15/20]% chance to empower Eclipse or extend Moonfire and Sunfire by double the amount. Three Rank Talent.

Light of the Sun: Reduces the remaining cooldown on Solar Beam by 15 seconds when it interrupts the primary target.

Umbral Intensity: Eclipse's damage bonus to Wrath and Starfire starts [10/20/30] stronger. Three Rank Talent.

Precise Alignment: The duration of Celestial Alignment is increased by 5 seconds.

Balance Row 8

Choice Node:

  • Blessing of Elune: Lunar Eclipse is 3 seconds longer and Solar Eclipse is 3 seconds shorter.
  • Blessing of An’she: Solar Eclipse is 3 seconds longer and Lunar Eclipse is 3 seconds shorter.

Soul of the Forest: Eclipse increases Wrath's Astral power generation 50%, and increases Starfire's area effect damage by 150%.

Fury of the Skies: Moonfire increases your Arcane damage to the target, and Sunfire increases your Nature damage to the target, by [1/2]%. Two Rank Talent.

Choice Node:

  • Twin Moons: Moonfire deals 10% increased damage and also hits another nearby enemy within 15 yds of the target.
  • Stellar Flare: Burns the target for a small amount of Astral damage, and then additional Astral damage over 24 seconds. Generates 8 Astral Power.

Solstice: During the first 6 sec of every Eclipse, Shooting Stars fall 250% more often. Two Rank talent.

Balance Row 9

Choice Node:

  • Oneth's Clear Vision [NNF]: Starsurge has a 20% chance to make Starfall free. Starfall has a 40% chance to make Starsurge free.
  • Timeworn Dreambinder [NNF]: Starsurge and Starfall reduce the cost of Starsurge and Starfall by 10% and increase their damage by 10% for 5 sec, stacking up to 2 times.

Umbral Infusion [NNF]: While in an Eclipse, the cost of Starsurge and Starfall is reduced by [5/10]%. Two Rank Talent.

Choice Node:

  • Incarnation: Chosen of Elune: An improved Moonkin Form that grants the benefits of Celestial Alignment, and 10% critical strike chance. Lasts 30 seconds. You may shapeshift in and out of this improved Moonkin Form for its duration.
  • Convoke the Spirits: Call upon the Druidic ancestors for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Starsurge, Starfall, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.

Circle of Life and Death: Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time. Two Rank Talent.

Choice Node:

  • Syzygy: Celestial Alignment now blasts all targets between you and the selected area for Astral damage and applies Moonfire and Sunfire to them.
  • Primordial Arcanic Pulsar: Every 400 Astral Power spent grants Celestial Alignment for 12 seconds.

Balance Row 10

Choice Node:

  • New Moon: Deals Astral damage to the target and empowers New Moon to become Half Moon. Generates 10 Astral Power.
  • Fury of Elune: Calls down a beam of pure celestial energy that follows the enemy, dealing Astral damage over 8 sec within its area. Damage reduced on secondary targets. Generates 40 Astral Power over its duration.

Improved Incarnation/Convoke [NNF]: Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.

Choice Node:

  • Adaptive Swarm: Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.
  • Balance of All Things: Entering Eclipse increases your critical strike chance with Arcane or Nature spells by 24%, decreasing by 3% every 1 seconds.

Orbit Breaker: Every 30th Shooting Star calls down a Full Moon upon its target.

Feral Druid Talents. [NNF] denotes a talent that has a temporary, not yet final name.

Feral Druid Baseline Abilities

Feral Instinct: Reduces the chance enemies have to detect you while Prowl is active.

Feline Adept: Soothe and Remove Corruption are usable in Cat Form.

Feral Row 1

Tiger's Fury: Instantly restores 20 Energy, and increases the damage of all your attacks by 15% for their full duration. Lasts 10 seconds.

Feral Row 2

Increased Energy [NNF]: Energy increased by [10/20/30]. Three Rank Talent.

Omen of Clarity: Your auto attacks have a chance to cause a Clearcasting state, making your next Shred, Thrash, or Swipe cost no Energy.

Improved Tiger's Fury [NNF]: Tiger's Fury generates an additional [10/20/30] energy. Three Rank Talent.

Feral Row 3

Improved Shred [NNF]: While stealthed, Shred generates 1 additional combo point.

Scent of Blood: Each enemy hit by Thrash reduces the cost of Swipe by 3 Energy for the next 6 seconds.

Choice Node:

  • Predator: The cooldown on Tiger's Fury resets when a target dies with one of your Bleed effects active, and Tiger's Fury lasts 5 additional seconds.
  • Sabertooth: Ferocious Bite deals 20% increased damage and increases the duration of Rip on your target by 1 sec per combo point spent.

Feral Row 4

Improved Prowl [NNF]: While stealthed, Shred deals increased damage, and has double the chance to critically strike. While stealthed, Rake will stun the target for 4 sec, and deal increased damage.

Improved Shred and Swipe [NNF]: Shred & Swipe deal 20% increased damage against bleeding targets. Two Rank Talent. Swipe deals 20% increased damage against bleeding targets.

Feral Row 5

Sudden Ambush: Finishing moves have a [1/2/3] % chance per combo point spent to make your next Rake or Shred deal damage as though you were stealthed. Three Rank Talent.

Berserk: Relentlessness: Go berserk for 20 sec, giving finishing moves a 20% chance per combo point spent to refund 2 combo points. Combines with other Berserk abilities, granting all known Berserk effects while active.

Taste for Blood: Ferocious Bite deals [2/4/6]% increased damage for each of your Bleeds on the target. Three Rank Talent.

Feral Row 6

Lunar Inspiration: Moonfire is usable in Cat Form, costs 30 energy, and generates 1 combo point.

Primal Wrath: Finishing move that deals instant damage and applies Rip to all enemies within 8 yards. Lasts longer per combo point.

Moment of Clarity: Omen of Clarity now triggers 50% more often, can accumulate up to 2 charges, and increases the damage of your next Shred, Thrash, or Swipe by 15%.

Brutal Slash: Strikes all nearby enemies with a massive slash, inflicting Physical damage. Deals reduced damage beyond 5 targets. Awards 1 combo point.

Savage Roar: Finishing move that increases damage by 15% and energy regeneration rate by 10% while in Cat Form. Lasts longer per combo point.

Feral Row 7

Predatory Swiftness: Your finishing moves have a 20% chance per combo point to make your next Regrowth or Entangling Roots instant, free, and castable in all forms.

Infected Wounds: Rake causes an Infected Wound in the target, reducing the target's movement speed by 20% for 12 seconds.

*Survival Instincts: Reduces all damage you take by 50% for 6 seconds.

Feral Row 8

Berserk: Jungle Stalker: Go berserk for 20 sec, causing Rake and Shred to deal damage as though you were stealthed and allowing the use of Prowl once while in combat. Combines with other Berserk abilities, granting all known Berserk effects while active.

Carnivorous Instinct: Tiger's Fury's damage bonus is increased by [3/6]%. Two Rank Talent.

Eye of Fearful Symmetry: Tiger's Fury causes your next 2 finishing moves to restore [1/2] combo points. Two Rank Talent.

Cat-Eye Curio: Clearcast abilities generate [15/30]% of their Energy cost. Two Rank Talent.

Berserk: Frenzy: Go berserk for 20 sec, causing your combo point-generating abilities to bleed the target for an additional 150% of their damage over 8 seconds. Combines with other Berserk abilities, granting all known Berserk effects while active. Passive: Combo-point generating abilities reduce the cooldown of Berserk by 0.3 seconds.

Feral Row 9

Choice Node:

  • Feral Frenzy: Unleash a furious frenzy, clawing your target 5 times for Physical damage and additional Bleed damage over 6 seconds. Awards 5 combo points.
  • Bloodtalons: When you use 3 different combo point-generating abilities within 4 sec, the damage of your next 2 Rips or Ferocious Bites is increased by 30%.

Adaptive Swarm: Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.

Choice Node:

  • Incarnation: Avatar of Ashamane: An improved Cat Form that grants all of your known Berserk effects and reduces the Energy cost of all Cat Form abilities by 20%. Lasts 30 seconds. You may shapeshift in and out of this improved Cat Form for its duration.
  • Convoke the Spirits: Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Ferocious Bite, Shred, Tiger’s Fury, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.

Soul of the Forest: Your finishing moves grant 5 Energy per combo point spent and deal 5% increased damage.

Choice Node:

  • Draught of Deep Focus: When Moonfire, Rake, Rip, or Rejuvenation are active on a single target, their effects are increased 40%.
  • Apex Predator's Craving: Rip damage has a 4% chance to make your next Ferocious Bite free and deal the maximum damage.

Feral Row 10

Improved Incarnation and Convoke [NNF]: Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.

Circle of Life and Death: Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.

Guardian Druid Talents. [NNF] denotes a talent that has a temporary, not yet final name.

Guardian Row 1

Maul: Maul the target for Physical damage.

Guardian Row 2

Gore: Thrash, Swipe, Moonfire, and Maul have a 15% chance to reset the cooldown on Mangle, and to cause it to generate an additional 4 Rage.

Survival Instincts: Reduces all damage you take by 50% for 6 seconds.

Guardian Row 3

Choice Node:

  • Brambles: Sharp brambles protect you, absorbing and reflecting damage from each attack. While Barkskin is active, the brambles also deal Nature damage to all nearby enemies every 1 seconds.
  • Bristling Fur: Bristle your fur, causing you to generate Rage based on damage taken for 8 seconds.

Improved Bear Form (or Ursine Adept) [NNF]: Bear Form gives an additional 20% stamina. Moonfire, Soothe, Remove Corruption, and Rebirth are usable in Bear Form.

Improved Survival Instincts: Survival Instincts now has 2 charges.

Improved Mangle: Mangle deals 20% additional damage against bleeding targets.

Guardian Row 4

Innate Resolve: Regrowth and Frenzied Regeneration healing is increased by 12.0% on yourself.

Infected Wounds: Mangle and Maul cause an Infected Wound in the target, reducing their movement speed by 50% for 12 seconds.

Berserk: Ravage: Go berserk for 15 sec, reducing the cooldowns of Mangle, Thrash, and Growl by 100%. Combines with other Berserk abilities, granting all known Berserk effects while active.

Ursoc's Endurance: Increases the duration of Barkskin and Ironfur by 1 seconds.

Gory Fur: Mangle has a 15% chance to reduce the Rage cost of your next Ironfur by 25%.

Guardian Row 5

Pawsitive Outlook: Thrash has a [10/20]% chance to trigger an additional Thrash. Two Rank Talent.

Scintillating Moonlight: Moonfire reduces damage dealt to you by [2/4]%. Two Rank Talent.

Tooth and Claw: Autoattacks have a 20% chance to empower your next Maul, stacking up to 2 times. Empowered Maul deals 40% increased damage and reduces the target's damage to you by 15% for 6 seconds.

Layered Mane: Ironfur has a 5/10% chance to grant two applications. Two Rank Talent.

Guardian Row 6

Earthwarden: When you deal direct damage with Thrash, you gain a charge of Earthwarden, reducing the damage of the next auto attack you take by 30%. Earthwarden may have up to 3 charges.

Twin Moonfire: Moonfire deals 20% increased damage and also hits another nearby enemy within 15 yds of the target.

Galactic Guardian: Your damage has a 5% chance to trigger a free automatic Moonfire on that target. When this occurs, the next Moonfire you cast generates 8 Rage, and deals 300% increased direct damage.

Vulnerable Flesh: Maul has an additional [15/30]% chance to critically strike. Two Rank Talent.

Vicious Cycle: Mangle increases the damage of your next Maul, and Maul increases the damage of your next Mangle by [10/15]%. Stacks up to 3. Two Rank Talent.

Reinforced Fur: Ironfur increases armor by an additional 4% and Barkskin reduces damage by an additional 5%.

Guardian Row 7

Berserk: Persistence: Go berserk for 15 sec, reducing the cooldown of Frenzied Regeneration by 100% and the cost of Ironfur by 50%. . Combines with other Berserk abilities, granting all known Berserk effects while active.

Fury of Nature: While in Bear From, you deal [10/20]% increased Arcane damage. Two Rank Talent.

Front of the Pack: Increases your movement speed by [5/10]%. Stampeding Roar’s radius and duration are increased by [15/30]%. Two Rank Talent.

Berserk: Unchecked Aggression: Go berserk for 15 sec, increasing haste by 15%, and reducing the rage cost of Maul by 10. Combines with other Berserk abilities, granting all known Berserk effects while active.

Guardian Row 8

Choice Node:

  • Dream of Cenarius: When you take non-periodic damage, you have a chance equal to your critical strike to cause your next Regrowth to be instant, free, and castable in all forms. Cannot occur more than once every 20 seconds.
  • Ursoc's Fury: Maul & Thrash grants you an absorb shield for 75% of all damage they deal.

Elune's Favored: While in Bear From, you deal 30% increased Arcane damage, and are healed for 30% of all Arcane damage done.

Circle of Life and Death: Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.

Choice Node:

  • Guardian of Elune: Mangle increases the duration of your next Ironfur by 2 sec, or the healing of your next Frenzied Regeneration by 20%.
  • After the Wildfire: Each time you spend 200 Rage, you heal nearby allies for 3% of your maximum health.

Guardian Row 9

Reinvigoration: Frenzied Regeneration's cooldown is reduced by 10.0%.

Pulverize: A devastating blow that consumes 2 stacks of your Thrash on the target to deal Physical damage and reduce the damage they deal to you by 35% for 10 seconds.

Choice Node:

  • Convoke the Spirits: Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Mangle Ironfur, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.
  • Incarnation, Guardian of Ursoc: An improved Bear Form that grants all of your known Berserk effects, causes Mangle to hit up to 3 targets, and increases maximum health by 30%. Lasts 30 seconds. You may freely shapeshift in and out of this improved Bear Form for its duration.

Choice Node:

  • Blood Frenzy: Thrash also generates 2 Rage each time it deals damage.
  • Soul of the Forest: Mangle generates 5 more Rage and deals 25% more damage.

Survival of the Fittest: Reduces the cooldowns of Barkskin and Survival Instincts by 33%.

Guardian Row 10

Choice Node:

  • Untamed Savagery: Increases the damage and radius of Thrash by 25%.
  • Rend and Tear: Each stack of Thrash reduces the target's damage to you by 2% and increases your damage to them by 2%.

Improved Incarnation and Convoke [NNF]: Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.

Rage of the Sleeper: Unleashes the rage of Ursoc for 10 sec, preventing 25% of all damage you take and reflecting Nature damage back at your attackers. While active, you are immune to loss of control effects.

Restoration Druid Talents. [NNF] denotes a talent that has a temporary, not yet final name.

Restoration Druid Baseline Abilities

Nature’s Cure: Cures harmful effects on the friendly target, removing all Magic effects. Combines with Remove Corruption if known.

Restoration Row 1

Lifebloom: Heals the target over 15 seconds. When Lifebloom expires or is dispelled, the target is instantly healed. May be active on one target at a time.

Restoration Row 2

Efflorescence: Grows a healing blossom at the target location, restoring a small amount of health to three injured allies within 10 yards every 2 seconds for 30 seconds. Limit 1.

Nature's Swiftness: Your next Regrowth, Rebirth, or Entangling Roots is instant, free, castable in all forms, and heals for an additional 100%.

Omen of Clarity: Your healing over time from Lifebloom has a 4% chance to cause a Clearcasting state, making your next Regrowth cost no mana.

Restoration Row 3

Improved Lifebloom: Lifebloom is now treated as [1/2] additional Restoration heal over time effect(s) for Mastery: Harmony. Two Rank Talent.

Improved Nature’s Swiftness [NNF]: Nature’s Swiftness cooldown is reduced by [10/20] seconds. Two rank Talent.

Ironbark: The target's skin becomes as tough as Ironwood, reducing damage taken by 20% for 12 seconds.

Restoration Row 4

Improved Wild Growth [NNF]: Wild Growth heals 1 additional target.

Improved Regrowth [NNF]: Regrowth's initial heal has a [20%/40%] increased chance for a critical effect if the target is already affected by Regrowth. Two Rank Talent.

Improved Ironbark [NNF]: Ironbark cooldown is reduced by [10/20] seconds. Two Rank Talent.

Restoration Row 5

Unstoppable Growth: Wild Growth's healing falls off [15/30]% less over time. Two Rank Talent.

Tranquility: Heals all allies within 40 yards 8 seconds. Each heal heals the target for a small amount over 8 sec, stacking. Healing increased by 100% when not in a raid.

Ysera's Gift: Heals you for [2/4]% of your maximum health every 5 seconds. If you are at full health, an injured party or raid member will be healed instead. Two Rank Talent.

Restoration Row 6

Nourish: Heals a friendly target. Receives triple bonus from Mastery: Harmony.

Soul of the Forest: Swiftmend increases the healing of your next Regrowth or Rejuvenation by 200%, or your next Wild Growth by 75%.

Inner Peace: Reduces the cooldown of Tranquility by [30/60] seconds. While channeling Tranquility, you take 20% reduced damage and are immune to knockbacks. Two Rank Talent.

Cultivation: When Rejuvenation heals a target below 60% health, it applies Cultivation to the target, healing them for a small amount over 6 seconds.

Restoration Row 7

Improved Tranquility and Wild Growth[NNF]: Increases healing done by Tranquility and Wild Growth based on t: he current health of the target. Lower heal targets are healed for more.

Choice Node:

  • Cenarion Ward: Protects a friendly target for 30 seconds. Any damage taken will consume the ward and heal the target over 8 seconds.
  • Abundance: For each Rejuvenation you have active, Regrowth's cost is reduced by 6% and critical effect chance is increased by 6%.

Stonebark: Ironbark increases healing from your heal over time effects by [10/20%]. Two Rank Talent.

Restoration Row 8

Choice Node:

  • Spring Blossoms: Each target healed by Efflorescence is healed for a small amount of additional healing over 6 seconds.
  • Overgrowth: Apply Lifebloom, Rejuvenation, Wild Growth, and Regrowth's heal over time effect to an ally.

Rampant Growth: Regrowth heals for more over its duration, and its healing over time effect also applies to the target of your Lifebloom.

Autumn Leaves: Rejuvenation's duration is increased by 1 sec, and it heals for an additional amount when it is your only heal over time on the target.

Grove Tending: Swiftmend heals the target for over 9 seconds.

Choice Node:

  • Invigorate: Your heal over time effects on the target complete their healing 100% faster. 45 second cooldown.
  • Memory of the Mother Tree: Wild Growth has a 40% chance to cause your next Rejuvenation or Regrowth to apply to 3 additional allies within 20 yards of the target.

Restoration Row 9

Germination: You can apply Rejuvenation twice to the same target. Rejuvenation's duration is increased by 2 seconds.

Choice Node:

  • Incarnation: Tree of Life: Shapeshift into the Tree of Life, increasing healing done by 15%, increasing armor by 120%, and granting protection from Polymorph effects. Functionality of Rejuvenation, Wild Growth, Regrowth, and Entangling Roots is enhanced. Lasts 30 seconds. You may shapeshift in and out of this form for its duration.
  • Convoke the Spirits: Call upon the Druidic ancestors for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Wild Growth, Swiftmend, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.

Improved Innervate [NNF]: If you cast Innervate on somebody else, you gain its effect at 50% effectiveness. Passive: Mana regeneration increased 5%.

Restoration Row 10

Adaptive Swarm: Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.

Choice Node:

  • Photosynthesis: While your Lifebloom is on yourself, your periodic heals heal 20% faster. While your Lifebloom is on an ally, your periodic heals on them have a 4% chance to cause it to bloom.
  • The Dark Titan's Lesson: You may Lifebloom two targets at once.

Circle of Life and Death: Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.

Improved Incarnation and Convoke [NNF]: Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.

Ephemeral Incarnation: Every 3 casts of Swiftmend grants you Incarnation: Tree of Life for 9 seconds.

Choice Node:

  • Flourish: Extends the duration of all of your heal over time effects on friendly targets within 60 yards by 8 sec, and increases the rate of your heal over time effects by 100% for 8 seconds.
  • Verdant Infusion: Swiftmend no longer consumes a heal over time effect, and extends the duration of your heal over time effects on the target by 8 seconds.

Vision of Unending Growth: Rejuvenation healing has a 2% chance to create a new Rejuvenation on a nearby target.

Death Knight Talents and Abilities

As we move toward Dragonflight talents we are exploring ways for the Death Knight to express themselves based on their class talent choices. Each branch of the class tree is thematically tied to a specialization and the further you invest down a path the more you unlock talents that may have been previously unavailable to your spec such as Empower Rune Weapon, Will of the Necropolis, and Soul Reaper. Our goal is to create new and exciting options for you to explore and play around with allowing for a rich and engaging core tree that you can customize based on your own goals.

Death Knight Talent Trees (click or tap to enlarge)

Death Knight Ability and Talent Tooltips

Below you'll find a list of all baseline abilities and Talents available for Death Knights, including class-shared and specialization-specific Talents.

  • Base Abilities
  • Class Talents
  • Blood Talents
  • Frost Talents
  • Unholy Talents

Baseline Death Knight Abilities

All maximum level Death Knights will have access to these abilities. They are earned through leveling and do not require you to spend talent points to have them.

Death Coil: Fires a blast of unholy energy at the target, causing Shadow damage to an enemy or healing an Undead ally for health.

Death Grip: Harnesses the energy that surrounds and binds all matter, drawing the target toward you.

Runeforging: Allows the Death Knight to emblazon their weapon with runes.

Dark Command: Command the target to attack you.

Death Gate: Opens a gate which you can use to return to Ebon Hold. Using a Death Gate while in Ebon Hold will return you back to near your departure point.

On a Pale Horse: You are as hard to stop as death itself, increasing your mounted speed by 20%.

Path of Frost: Activates a freezing aura for 10 min that creates ice beneath your feet, allowing party or raid members within 50 yards to walk on water. Usable while mounted, but being attacked or damaged will cancel the effect.

Death and Decay: Corrupts the targeted ground, causing Shadow damage over 10 sec to targets within the area.

Rune Strike: Strike the target for Physical damage. This attack cannot be dodged, blocked, or parried.

Death Knight Class Talents. [NNF] denotes a talent that has a temporary, not yet final name.

Row 1

Chains of Ice: Shackles the target with frozen chains, reducing movement speed by 70% for 8 seconds.

  • Granted by default when selecting Frost Specialization.

Death Strike: Focuses dark power into a strike that deals Physical damage and heals you for a percentage of all damage taken in the last 5 seconds.

  • Granted by default when selecting Blood Specialization.

Raise Dead: Raises a ghoul to fight by your side. You can have a maximum of one ghoul at a time. Lasts 1 minute.

  • Granted by default when selecting Unholy Specialization.

Row 2

Mind Freeze: Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 3 seconds.

Anti-Magic Shell: Surrounds you in an Anti-Magic Shell for 5 sec, absorbing a large amount of magic damage and preventing application of harmful magical effects. Damage absorbed generates Runic Power.

Improved Death and Decay [NNF]:

  • Blood: Heart Strike hits 3 additional enemies while you remain in Death and Decay.
  • Frost: Obliterate hits 1 additional enemy while you remain in Death and Decay.
  • Unholy: Scourge Strike hits 5 additional enemies while you remain in Death and Decay.

Row 3

Icebound Fortitude: Your blood freezes, granting immunity to Stun effects and reducing all damage you take by 30% for 8 seconds.

Blood Scent: Increases Leech by 3%.

Veteran of the Third War:

  • Blood: Stamina increased by [10/20]%. Two Rank Talent
  • Frost & Unholy: Stamina increased by [5/10] % Rank Two Talent. Two Rank Talent

Suppression: Increases Avoidance by 3%.

Brittle: Your diseases have a chance to weaken your enemy causing your attacks against them to deal 6% increased damage for 5 seconds.

Row 4

Blinding Sleet: Targets in a cone in front of you are blinded, causing them to wander disoriented for 5 seconds. Damage may cancel the effect. When Blinding Sleet ends, enemies are slowed by 50% for 6 seconds.

Permafrost: Your auto attack damage grants you an absorb shield equal to 40% of the damage dealt.

Death Pact: Create a death pact that heals you for 50% of your maximum health, but absorbs incoming healing equal to 30% of your max health for 15 seconds.

Wraith Walk: Embrace the power of the Shadowlands, removing all root effects and increasing your movement speed by 70% for 4 seconds. Taking any action cancels the effect. While active, your movement speed cannot be reduced below 170%.

Sacrificial Pact: Sacrifice your ghoul to deal Shadow damage to all nearby enemies and heal for 25% of your maximum health. Deals reduced damage beyond 8 targets.

Unholy Ground: Gain 5% Haste while you remain within your Death and Decay.

Row 5

Merciless Strikes: Increases Critical Strike chance by [2/4]%. Two Rank Talent.

Anti-Magic Zone: Places an Anti-Magic Zone that reduces spell damage taken by party or raid members by 20%. The Anti-Magic Zone lasts for 8 sec or until it absorbs a large amount of damage.

Might of Thassarian: Increases Strength by [2/4]%. Two Rank Talent.

Row 6

Proliferating Chill: Chains of Ice affects 1 additional nearby enemy.

Choice Node:

  • Runic Empowerment: Each Runic Power you spend has a 2.0% chance to instantly grant you a Rune.
  • Runic Corruption: Each Runic Power you spend has a 1.6% chance to increase your Rune regeneration rate by 100% for 3 seconds.

Anticipation: Successfully interrupting an enemy with Mind Freeze grants 10 Runic Power and reduces its cooldown by 3 seconds.

Asphyxiate: Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 5 seconds.

Death's Advance:For 8 sec, your movement speed is increased by 30%, you cannot be slowed below 100% of normal speed, and you are immune to forced movement effects and knockbacks. Passive: You cannot be slowed below 70% of normal speed.

Anti-Magic Barrier: Reduces the cooldown of Anti-Magic Shell by 20 sec and increases its duration and amount absorbed by 40%.

Control Undead: Dominates the target undead creature up to level 61, forcing it to do your bidding for 5 minutes.

Choice Node:

  • Death's Reach: Increases the range of Death Grip by 10 yds. Killing an enemy that yields experience or honor resets the cooldown of Death Grip.
  • Grip of the Dead: Death and Decay reduces the movement speed of enemies within its area by 90%, decaying by 10% every seconds.

Enfeeble: Your ghoul’s attacks have a chance to apply Enfeeble, reducing the target’s movement speed by 30% and the damage they deal to you by 15% for 6 seconds.

Row 7

Acclimation: Icebound Fortitude's cooldown is reduced by 60 seconds.

Assimilation: The amount absorbed by Anti-Magic Zone is increased by 10% and grants up to 100 Runic Power based on the amount absorbed.

Lichborne: Draw upon unholy energy to become Undead for 10 sec, increasing Leech by 10%, and making you immune to Charm, Fear, and Sleep.

Row 8

Icy Talons: Your Runic Power spending abilities increase your melee attack speed by [2/4/6]% for 6 sec, stacking up to 3 times. Three Rank Talent.

Horn of Winter: Blow the Horn of Winter, gaining 2 Runes and generating 25 Runic Power.

Improved Death Strike [NNF]: Death Strike's cost is reduced by 10, and its healing is increased by [3/6/10]% for Blood specialization and [20/40/60]% for Frost and Unholy specialization. Three Rank Talent.

Will of the Necropolis: Damage taken below 30% Health is reduced by 30%.

Unholy Bond: Increases the effectiveness of your Runeforge effects by [10/20/30]%. Three Rank Talent.

Row 9

Runic Attenuation: Auto attacks have a chance to generate 5 Runic Power.

Rune Mastery: Consuming a Rune has a chance to increase your Strength by 6% for 6 seconds.

Blood Draw: When you fall below 30% health you drain health from nearby enemies. Can only occur every 3 minutes.

Death's Echo: Death's Advance, Death and Decay, and Death Grip have 1 additional charge.

Row 10

Empower Rune Weapon: Empower your rune weapon, gaining 15% Haste and generating 1 Rune and 5 Runic Power instantly and every 5 sec for 20 seconds. If Empower Rune Weapon is not talented elsewhere on the tree, this grants 1 charge of Empower Rune Weapon.

Abomination Limb: Sprout an additional limb, dealing Shadow damage over 12 sec to all nearby enemies. Deals reduced damage beyond 5 targets. Every 1 sec, an enemy is pulled to your location if they are further than 8 yds from you. The same enemy can only be pulled once every 4 seconds. Gain Runic Corruption instantly, and again every 6 seconds.

Soul Reaper: Strike an enemy for Shadowfrost damage and afflict the enemy with Soul Reaper. After 5 sec, if the target is below 35% health this effect will explode dealing additional Shadowfrost damage to the target. If the enemy that yields experience or honor dies while afflicted by Soul Reaper, gain Runic Corruption.

Blood Death Knight Talents. [NNF] denotes a talent that has a temporary, not yet final name.

Blood Row 1

Heart Strike: Instantly strike the target and 1 other nearby enemy, causing Physical damage, and reducing enemies' movement speed by 20% for 8 sec.

Blood Row 2

Marrowrend: Smash the target, dealing Physical damage and generating 3 charges of Bone Shield.

Blood Boil: Deals Shadow damage and infects all enemies within 10 yds with Blood Plague.

Blood Row 3

Foul Bulwark: Each charge of Bone Shield increases your maximum health by 1%.

Crimson Scourge: Your auto attacks on targets infected with your Blood Plague have a chance to make your next Death and Decay cost no runes and reset its cooldown.

Improved Blood Boil [NNF]: Increases the maximum number of Blood Boil charges by 1.

Blood Row 4

Improved Boneshield [NNF]: Bone Shield increases your Haste by [5/10]%. Two Rank Talent.

Improved Heart Strike: [NNF] Heart Strike damage increased by [10/20/30]%. Two Rank Talent.

Blood Fortification: Stamina increased by [10/20/30]%. Damage taken reduced by [3/6/10]%. Three Rank Talent.

Rune Tap: Reduces all damage taken by 20% for 4 sec.

Blood Row 5

Blood Tap: Consume the essence around you to generate 1 Rune. Recharge time reduced by 2 sec whenever a Bone Shield charge is consumed.

Reinforced Bones: Increases Armor gained from Bone Shield by 10%.

Leeching Strike: Heart Strike heals you for 0.5% health for each enemy hit while affected by Blood Plague.

Vampiric Blood: Embrace your undeath, increasing your maximum health by 30% and increasing all healing and absorbs received by 30% for 10 sec.

Hasty Bargain: When Crimson Scourge activates, you gain [3/6]% Haste for 6 sec. Two Rank Talent.

Death's Caress: Reach out with necrotic tendrils, dealing Shadow damage and applying Blood Plague to your target and generating 2 Bone Shield charges. 6 second cooldown.

Blood Row 6

Choice Node:

  • Blooddrinker: Drains health from the target over 3 sec. You can move, parry, dodge, and use defensive abilities while channeling this ability.
  • Consumption: Strikes all enemies in front of you with a hungering attack that deals Physical damage and heals you for 150% of that damage. Deals reduced damage beyond 8 targets.

Choice Node:

  • Mark of Blood: Places a Mark of Blood on an enemy for 15 sec. The enemy's damaging auto attacks will also heal their victim for 3% of the victim's maximum health.
  • Tombstone: Consume up to 5 Bone Shield charges. For each charge consumed, you gain 6 Runic Power and absorb damage equal to 6% of your maximum health for 8 sec.

Choice Node:

  • Voracious: Death Strike's healing is increased by 20% and grants you 15% Leech for 8 sec.
  • Bloodworms: Your auto attacks have a chance to summon a Bloodworm. Bloodworms deal minor damage to your target for 15 sec and then burst, healing you for 15% of your missing health. If you drop below 50% health, your Bloodworms will immediately burst and heal you.

Relish in Blood: While Crimson Scourge is active, your next Death and Decay heals you for a small amount of health per Bone Shield charge and you immediately gain 10 Runic Power.

Blood Row 7

Ossuary: While you have at least 5 Bone Shield charges, the cost of Death Strike is reduced by 5 Runic Power. Additionally, your maximum Runic Power is increased by 10.

Improved Vampiric Blood [NNF]: Increases all healing and absorbs by [5/10]% and duration by [2/4] sec. Two Rank Talent.

Hemostasis: Each enemy hit by Blood Boil increases the damage and healing done by your next Death Strike by [4/8]%, stacking up to 5 times. Two Rank Talent.

Heartbreaker: Heart Strike generates [1/2] additional Runic Power per target hit. Two Rank Talent.

Blood Row 8

Rapid Decomposition: Your Blood Plague and Death and Decay deal damage 15% more often. Additionally, your Blood Plague leeches 50% more Health.

Dancing Rune Weapon: Summons a rune weapon for 8 sec that mirrors your melee attacks and bolsters your defenses. While active, you gain 40% parry chance.

Gorefiend's Grasp: Shadowy tendrils coil around all enemies within 15 yards of a hostile or friendly target, pulling them to the target's location.

Blood Row 9

Shattering Bone: When Bone Shield is consumed it shatters dealing damage to nearby enemies. This damage is tripled to enemies affected by Death and Decay. Two Rank Talent.

Heartrend: Heart Strike has a chance to reduce the Runic Power cost of your next Death Strike by 10 and deal an additional [20/40]% damage based on your missing health. Two Rank Talent.

Crimson Rune Weapon: Dancing Rune Weapon generates 5 Bone Shield Charges and whenever a charge of Bone Shield is consumed, the cooldown Dancing Rune Weapon is reduced by 5 sec.

Tightening Grasp: Enemies hit by Gorefiend's Grasp take [5/10]% increased damage from you for 15 sec. Additionally, reduces the cooldown on Gorefiend's Grasp by 30 sec. Two Rank Talent.

Red Thirst: Reduces the cooldown on Vampiric Blood by [1/2] sec per 10 Runic Power spent. Two Rank Talent.

Blood Row 10

Bonestorm: A whirl of bone and gore batters all nearby enemies, dealing Shadow damage every 1 sec, and healing you for 3% of your maximum health every time it deals damage (up to 15%). Lasts 1 sec per 10 Runic Power spent. Deals reduced damage beyond 8 targets.

Everlasting Bond: Summons 1 additional copy of Dancing Rune Weapon. Additionally, each rune spent increases its duration by 0.5 sec.

Purgatory: An unholy pact that prevents fatal damage, instead absorbing incoming healing equal to the damage prevented, lasting 3 sec. If any healing absorption remains when this effect expires, you will die. This effect may only occur every 4 minutes.

Unquenchable Thirst: While Vampiric Blood is active store a portion of of your Death Strike healing. When Vampiric Blood expires splatter nearby enemies dealing 100% of the stored healing as Shadow damage.

Frost Death Knight Talents. [NNF] denotes a talent that has a temporary, not yet final name.

Frost Row 1

Frost Strike: Chill your weapons with icy power and quickly strike the enemy with both, dealing Frost damage.

Frost Row 2

Obliterate: A brutal attack with both weapons that deals Physical damage.

Howling Blast: Blast the target with a frigid wind, dealing Frost damage to that foe, and reduced damage to all other enemies within 10 yards, infecting all targets with Frost Fever.

Frost Row 3

Killing Machine: Your auto attack critical strikes have a chance to make your next Obliterate critically strike.

Rime: Obliterate has a 45% chance to cause your next Howling Blast to consume no runes and deal 150% additional damage.

Frost Row 4

Unleashed Frenzy: Frost Strike increases your strength by 1.0% for 6 seconds, stacks up to 3 times.

Runic Command: Increases your maximum Runic Power by [5/10]. Two Rank Talent.

Improved Frost Strike [NNF]: Increases Frost Strike damage by [10/20%]. Two Rank Talent.

Remorseless Winter: Drain the warmth of life from all nearby enemies within 8 yards, dealing Frost damage over 8 sec and reducing their movement speed by 20%.

Frost Row 5

Improved Obliterate [NNF]: Increases Obliterate damage by [10/20%]. Two Rank Talent.

Pillar of Frost: The power of frost increases your Strength by 20% for 12 seconds. Each Rune spent while active increases your Strength by an additional 1%.

Improved Rime [NNF]: Increases Howling Blast damage done by an additional [75/100]%. Two Rank Talent.

Frost Row 6

Choice Node:

  • Frigid Executioner: Obliterate has a 10% chance to refund 2 runes.
  • Rage of the Frozen Champion: Obliterate has a 15% increased chance to trigger Rime and Howling Blast generates 8 Runic Power while Rime is active.

Improved Killing Machine: Your next Obliterate also deals Frost damage.

Choice Node:

  • Inexorable Assault: Gain Inexorable Assault every 8 sec, stacking up to 5 times. Obliterate consumes a stack to deal additional Frost damage.
  • Cold Heart: Every 2 sec, gain a stack of Cold Heart, causing your next Chains of Ice to deal Frost damage. Stacks up to 20 times.

Choice Node:

  • Avalanche: Casting Howling Blast with Rime active causes jagged icicles to fall on enemies nearby your target, dealing Frost damage.
  • Frozen Pulse: While you have fewer than 3 full Runes, your auto attacks radiate intense cold, inflicting Frost damage on all nearby enemies.

Biting Cold: Remorseless Winter damage is increased by 30%. The first time Remorseless Winter deals damage to 3 different enemies, you gain Rime.

Chill Streak: Deals Frost damage to the target and reduces their movement speed by 70% for 4 seconds. Costs 40 Runic Power. Chill Streak bounces up to 9 times between closest targets within 6 yards.

Frost Row 7

Murderous Efficiency: Consuming the Killing Machine effect has a 50% chance to grant you 1 Rune.

Might of the Frozen Wastes: Wielding a two-handed weapon increases Obliterate damage by 30%, and causes your auto attack critical strikes to grant Killing Machine.

Enduring Strength: When Pillar of Frost expires, your Strength is increased by [5/10%] for 6 seconds. This effect lasts 2 sec longer for each Obliterate and Frostscythe critical strike during Pillar of Frost. Two Rank Talent.

Frostwhelp's Aid: Pillar of Frost summons a Frostwhelp who breathes on all enemies within 40 yards in front of you for Frost damage. Each unique enemy hit increases your Mastery by [2/4%], up to [10/20%]. Two Rank Talent.

Gathering Storm: Each Rune spent during Remorseless Winter increases its damage by 10%, and extends its duration by 0.5 seconds.

Empower Rune Weapon: Empower Rune Weapon gains an additional charge. If Empower Rune Weapon is not talented elsewhere on the tree, this grants 1 charge of Empower Rune Weapon.

Choice Node:

  • Piercing Chill: Enemies suffer 5% increased damage from Chill Streak each time they are struck by it.
  • Enduring Chill: Chill Streak's bounce range is increased by 2 yds and each time Chill Streak bounces it has a 20% chance to increase the maximum number of bounces by 1.

Frost Row 8

Glacial Advance: Summon glacial spikes from the ground that advance forward, each dealing Frost damage and applying Razorice to enemies near their eruption point.

Bonegrinder: Consuming Killing Machine grants 1% critical strike chance for 6 seconds, stacking up to 5 times. At 5 stacks, your next Killing Machine consumes the stacks granting you [5/10%] increased Frost damage for 10 seconds. Two Rank Talent.

Everfrost: Remorseless Winter deals [3/6]% increased damage to enemies it hits, stacking up to 10 tanks. Two Rank Talent.

Frostscythe: A sweeping attack that strikes all enemies in front of you for Frost damage. This attack benefits from Killing Machine. Critical strikes with Frostscythe deal 4 times normal damage. Deals reduced damage beyond 5 targets.

Frost Row 9

Cold-Blooded Rage: Frost Strike critical strikes have a [5/10%] chance to grant Killing Machine. Two Rank Talent.

Frostwyrm's Fury: Summons a frostwyrm who breathes on all enemies within 40 yd in front of you, dealing Frost damage and slowing movement speed by 50% for 10 seconds.

Invigorating Freeze: Frost Fever critical strikes increase the chance to grant Runic Power by an additional [5/10%]. Two Rank Talent.

Frost Row 10

Choice Node:

  • Obliteration: While Pillar of Frost is active, Frost Strike and Howling Blast always grant Killing Machine and have a 30% chance to generate a Rune.
  • Icecap: Your Frost Strike, Obliterate & Frostscythe critical strikes reduce the remaining cooldown of Pillar of Frost by 4 seconds.

Absolute Zero: Frostwyrm's Fury has 50% reduced cooldown and Freezes all enemies hit for 3 seconds.

Breath of Sindragosa: Continuously deal Frost damage every 1 sec to enemies in a cone in front of you, until your Runic Power is exhausted. Deals reduced damage to secondary targets. Generates 2 Runes at the start and end.

Unholy Death Knight Talents. [NNF] denotes a talent that has a temporary, not yet final name.

Unholy Row 1

Festering Strike: Strikes for Physical damage and infects the target with 2-3 Festering Wounds.

Unholy Row 2

Scourge Strike: An unholy strike that deals Physical damage and Shadow damage, and causes 1 Festering Wound to burst.

Improved Raise Dead [NNF]: Your Raise Dead ghoul becomes permanent.

Unholy Row 3

Sudden Doom: Your auto attacks have a chance to make your next Death Coil cost no Runic Power.

Outbreak: Deals Shadow damage to the target and infects all nearby enemies with Virulent Plague.

Unholy Row 4

Replenishing Wounds: When Festering Wound pops it generates an additional 3 Runic Power.

Improved Festering Strike [NNF]: Festering Strike damage increased by [10/20/30]%. Three Rank Talent.

Infectious Wound: Festering Strike has a 20% increased chance of applying [1/2/3] additional Festering Wounds. Three Rank Talent.

Epidemic: Causes each of your Virulent Plagues to flare up, dealing Shadow damage to the infected enemy, and an additional Shadow damage to all other enemies near them.

Unholy Row 5

Improved Scourge Strike [NNF]: Scourge Strike damage increased by [10/20]%. Two Rank Talent.

Harbinger of Doom: Sudden Doom triggers 15% more often and can accumulate up to 2 charges.

Dark Transformation: Your ghoul deals Shadow damage to 5 nearby enemies and transforms into a powerful undead monstrosity for 15 seconds. The ghoul's abilities are empowered and take on new functions while the transformation is active.

Deadly Coil: Reduces the Runic Power cost of Death Coil by [5/10]. Two Rank Talent.

Unholy Row 6

Clawing Shadows (Replaces Scourge Strike): Deals Shadow damage and causes 1 Festering Wound to burst.

Pestilence: Death and Decay damage has a 10% chance to apply a Festering Wound to the enemy.

Choice Node:

  • Unholy Pact: Dark Transformation creates an unholy pact between you and your pet, igniting flaming chains that deal Shadow damage over 15 sec to enemies between you and your pet. While active, your strength is increased by 3%.
  • Defile: Defile the targeted ground, dealing Shadow damage to all enemies over 10 seconds. While you remain within your Defile, your Scourge Strike will hit 4 enemies near the target. If any enemies are standing in the Defile, it grows in size and deals increasing damage every seconds.

Choice Node:

  • Bursting Sores: Bursting a Festering Wound deals 25% more damage, and deals Shadow damage to all nearby enemies. Deals reduced damage beyond 8 targets.
  • Ebon Fever: Virulent Plague deals 15% more damage over time in half the duration.

Infected Claws: Your ghoul's Claw attack has a 30% chance to cause a Festering Wound on the target.

All Will Serve: Your Raise Dead spell summons an additional skeletal minion.

Unholy Row 7

Pestilent Pustules: Bursting a Festering Wound has a 10% chance to grant you Runic Corruption.

Unholy Command: Damage Dealt by Death Coil reduces the cooldown of Dark Transformation by [0.5/1] seconds. Two Rank Talent.

Army of the Dead: Summons a legion of ghouls who swarms your enemies, fighting anything they can for 30 seconds.

Improved Death Coil: Death Coil deals [20/40]% additional damage and seeks out 1 additional nearby enemy.

Reaping: Your Soul Reaper, Scourge Strike, Festering Strike, and Death Coil deal 20% additional damage to enemies below 35% health.

Unholy Row 8

Death Rot: Sudden Doom causes your Death Coil to burst up to 2 additional Festering Wounds and increases the Shadow damage the target takes from you by 4% per wound popped for 6 seconds.

Apocalypse: Bring doom upon the enemy, dealing Shadow damage and bursting up to 4 Festering Wounds on the target. Summons an Army of the Dead ghoul for 15 sec for each burst Festering Wound.

Unholy Blight: Surrounds yourself with a vile swarm of insects for 6 sec, stinging all nearby enemies and infecting them with Virulent Plague and an unholy disease that deals damage over 14 sec, stacking up to 4 times.

Unholy Row 9

Festermight: Popping a Festering Wound increases your Strength by [1/2]% for 20 sec, stacking. Does not refresh duration. Two Rank Talent.

Frenzied Monstrosity: Dark Transformation also increases the attack speed and damage of you and your Monstrosity by [4/8]%. Two Rank Talent.

Morbidity: Diseased enemies take [3/6]% increased damage per disease they are affected by. Two Rank Talent.

Unholy Aura: All enemies within 8 yards take [10/20]% increased damage from your minions. Two Rank Talent.

Unholy Row 10

Unholy Assault: Strike your target dealing Shadow damage, infecting the target with 4 Festering Wounds and sending you into an Unholy Frenzy increasing haste by 20% for 12 seconds.

Army of the Damned: Death Coil reduces the cooldown of Apocalypse by 1 sec and Army of the Dead by 5 seconds. Apocalypse and Army of the Dead also summon a Magus of the Dead who hurls Frostbolts and Shadow Bolts at your foes.

Summon Gargoyle: Summon a Gargoyle into the area to bombard the target for 30 seconds. The Gargoyle gains 1% increased damage for every 2 Runic Power you spend.

Thank you for reading, and we look forward to hearing your impressions of what we have so far.

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