World of Warcraft The War Within: Everything We Know About Hero Talents!

The War Within - Hero Talents

Table of Contents


Hello, all World of Warcraft fans out there and welcome to another InstantCarry blog post. Ever since Blizzcon 2023, we’ve been given so much information about WoW’s 10th Expansion – The War Within. Even though the expansion itself has the potential and promises to bring back the ‘good days’ of WoW again as well as ‘revive’ the spark for Retail WoW, there’s one specific thing that caught our eye the most.

One of the most interesting features so far has definitely been the announcement of the Hero Talents and the Class-Fantasy aspect of the game which was long forgotten since the Vanilla days. Having the ability to actually become one of the Hero Classes that we dreamed about ever since Warcraft 3 and the introduction of various Heroes such as the Mountain King, Far Seer, and Dark Ranger has definitely been what many of us strived towards.

Whether it’s simply wanting to build our Character with Items, Transmog, or via Skills and Talents, and even Roleplaying into one of our favorite Heroes, until recently was thought only to be in our imagination – no more.

With the introduction of Hero Talents in The War Within expansion all of this becomes reality. If you wanted to be that Dark Ranger and experience the Sylvanas vibe, or if Muradin inspired you to make a Warrior, Thrall a Shaman – then this will become real.

Before we dive into things and cover each and every Class along with their Hero Talents, you can check out the WoW Retail Roadmap for 2024 if you’re interested in seeing when you can expect things to unfold, or check The War Within Announced, if you wish to know more about it, as well as the WoW Dragonflight Season 4 Release Date.

Without further ado, let’s see how The War Within starts off and head into the Hero Talents with a proper backstory!

The Defeat of Sargeras and the Silithus Sword (Video)

The War Within – Beginning

When it comes to The War Within expansion of World of Warcraft, we can’t avoid talking about Argus and the final Chapter of Battle for Azeroth expansion, defeating the Burning Legion and Sargeras. For now, we know that the Titans along with Illidan left Azeroth, and even though “The Last Titan” Expansion gave us a glimpse at the Titans’ return, for now, we don’t know anything about that.

However, what we do know and can realize from the Official Cinematic for The War Within, is that the Sword is still there that it was ‘aimed’ at something or someone, and that we will have to become actual Heroes to overcome the next challenges. This is where the Hero Talents come in!

All Classes and their Hero Talents in The War Within

Before we talk about anything specific about what the Talents can do, and how they will shape each Class we have to talk about what these talents are.

What are Hero Talents and what is the Goal of having them implemented?

Hero Talents serve as an extension of the Talent and Skill system, and they are made to help you delve deeper into class fantasy. Drawing inspiration from iconic characters and beloved fantasies within the Warcraft universe, these talents offer you a chance to become your favorite Hero and take up their roles. Unlike traditional talents, Hero Talents constitute a third talent tree independent of class and specialization. You will acquire all 10 Hero Talent points by the time you reach level 80, similar to the progression of Legion Artifact Weapons.

What can we expect from the Hero Talents?

Hero Talents, a new feature introduced in the game, unlock at level 71 and offer self-contained talent trees for players. These talents expand upon existing class abilities and talents. Players can activate a single Hero Talent tree per character, with the flexibility to switch between them like regular class talents. Each class (excluding druids with four and demon hunters with two) offers three Hero Talent trees. Specializations can choose between two Hero Talent trees, with each tree available to two specializations.

For instance, Warriors can select from three Hero Talent tree options: Slayer, Colossus, and Mountain Thane. Fury specialization can access Mountain Thane and Slayer trees, Protection can choose from Mountain Thane and Colossus, while Arms specialization has options between Colossus and Slayer trees.

How many Nodes are there in the Hero Talent Tree?

There are 11 nodes in a Hero Talent tree. The first of these unlocks with the system at level 71, and you earn 1 talent point per level from level 71 to 80, so you get every talent in the tree by level 80. Hero Talents will have starter builds available, and your saved builds will save your Hero Talent choices as well.

What is the “Idea” behind Hero Talents?

Blizzard wants players to be free to choose the Hero Talent tree that has the gameplay, visuals, or flavor that they prefer. Their goal is for both options to feel similarly effective in raid dungeons, Mythic+, and PvP. We’re working to avoid abilities or bonuses in Hero Talents that could make a certain tree feel “required” for activities where we can.

They are aware that for some players, prioritizing total throughput is the most important thing, even if the difference between choices seems small. That’s okay but keeping the Hero Talents balance close is one of our priorities so that players can play what they prefer and still be viable in any content.

How are the Concepts chosen for the Hero Talents?

Since the announcement of Hero Talents at BlizzCon, Blizzard waited to see the discussions and speculation around the 39 Hero Talents by the community. Here’s some insight into how they chose these concepts:

  1. Appropriate for Both Specs: Each Hero Talent concept must suit both of the specs that can be used. Some concepts build on overlaps in abilities or flavors between the two specs, while others create new themes suitable for both.
  2. Retain Combat Role and Gear: Hero Talents retain your combat role and the gear you use, avoiding competition for new gear types. For iconic Warcraft character archetypes, they aimed to deliver on their fantasy within the classes of World of Warcraft.
  3. Race and Faction Accessibility: Certain iconic character archetypes are tied to specific races and factions. They want characters of every race and faction to see themselves in these archetypes, ensuring inclusivity. Feedback on what feels good versus frustrating is welcomed.

Hero Talent Location in the Skill and Talent Tree

Hero Talents location in the Skill and Talent Tree

Hero Talents – Implementation and Goals

The goal with Hero Talents in World of Warcraft is to enhance your gameplay experience while maintaining the core identity of your class and specialization. Here are some principles guiding how Hero Talents affect your capabilities, rotation, combat focus, and user interface:

  1. “What You Are, but More”: Hero Talents aim to augment your class and spec without overshadowing their core gameplay. They should feel like a twist or boost to your existing abilities, rather than replacing what you enjoy about your class.
  2. Enhancements to Existing Abilities: Hero Talent trees may enhance or modify existing abilities, such as granting bonuses to specific spells or resetting cooldowns. They might also simplify maintaining buffs or provide resource boosts at strategic moments.
  3. Balancing Complexity: We’re mindful of not adding unnecessary complexity to gameplay. Most Hero Talents won’t introduce new buttons or require additional keybinds, aiming to keep the cognitive load manageable for players.
  4. Integration with Class and Spec Talents: Some Hero Talents may interact with specific talents from your class or spec tree to reinforce their thematic connection. For example, certain Hero Talent trees enhance abilities like Avatar for warriors or Wake of Ashes for paladins. However, these interactions will remain limited to ensure players have flexibility in customizing their builds.

Details about Hero Talents

Many things are going to be interesting regarding the Hero Talents and how they will be utilized. However, some things are worth noting, such as:

  • Hero Talents are designed to deeply explore class fantasy.
  • Hero Talents are completely flexible. They can be changed the same way as regular talents.
  • Hero Talents are spent with standard talent points, gained from leveling up.
  • Hero Talents will still offer choices in the form of choice nodes which appear in the standard talent trees.
  • Each specialization will have a choice between two hero talent trees, each being shared with one other spec.
  • There are 39 Hero Talent trees – the same number as there are specializations. Each spec has access to two Hero Talent trees, each shared with another spec in the class.
  • Hero Talent trees are designed around a certain few spells that fit a theme and empower them.

Hero Talents – Example

When Ion Hazzicostas revealed the Hero Talents on Blizzcon 2023, he focused on the Druid Class and mentioned that they always start with the Druid. Unlike any other Class, the Druid has 4 different roles, so it’s only logical to start with them and then move towards others. Let’s see an example of how a Druid can build into Hero Talents and class fantasy.

Two different aspects were showcased for the Druid, one was Keeper of the Grove, and another Elune’s Chosen. The latter focuses on the power of the Moon and empowers your Lunar abilities, while the other focuses more on the Cenarius theme and helps you work around and empower your Treants (the Force of Nature).

Important Note 

  • Some Hero Talent specs’ names have changed: The Ruby Adept to Flameshaper Evoker.
  • Blizzard showcased examples like the Balance Druid Hero Talent Trees: Keeper of the Grove and Elune’s Chosen.
  • The first point in a Hero Talent tree is free and emphasizes the tree’s main theme.
  • Each tree has 4 choice nodes, allowing players to double down on the theme or balance it out.
  • All Hero Talent trees culminate in a capstone talent similar to the first talent.

Balance Druid Hero Talent Showcase

All the Revealed Class Hero Talents So Far

There are a lot of Hero Talents that have been revealed since Blizzcon 2023. Here we will do our best to cover every one of them as well as inform you which Specializations can use which Hero Talents. For transparency, we will mention the Passives, Spells, and abilities that you can get in the Keystone(First Node), Row 1, Row 2, Row 3, and the Capstone(Final Node) of the Hero Talent tree.

What should we expect from the Hero Talents?

Each Hero Talent tree begins with a “keystone” talent, introducing the core concept or mechanic of the tree. This could be a new ability, an enhancement to an existing one, or a triggered buff. At the bottom of each tree lies a “capstone” talent, expanding on the core themes or enhancing the keystone ability.

Every tree provides or modifies class utility and includes defensive bonuses beneficial to all specializations. Our aim is for all trees to offer similar utility and defense. However, trees designed for tanking roles may include additional defensive bonuses less useful to healers or DPS, such as tank-specific talents or cooldowns.

Within each tree, there are three or four choice nodes where players can select between two options.

Hero Talents are intended to boost damage or healing throughput significantly without overshadowing existing class and specialization talents. Most Hero Talent trees also introduce new visual effects to classes, enhancing their class fantasies while maintaining their core identity. However, these changes do not constitute complete visual reworks, as the fundamental essence of each class and specialization remains intact.

Death Knight 

The Death Knight got all of its three Hero Talents Revealed. Let’s see what you can become and see how you can benefit from getting each point spent!

The Death Knight can be:

  • Deathbringer
  • Rider of the Apocalypse 
  • San’layn

Deathbringer Death Knight

The Deathbringer Hero Talents are designed for Blood and Frost Deathknights. They consist of:

  • Reaper’s Mark: Viciously slice into the soul of your enemy, dealing Shadowfrost damage and applying Reaper’s Mark. Each time you deal Shadow or Frost damage, add a stack of Reaper’s Mark. After 12 seconds or reaching 40 stacks, the mark explodes, dealing damage per stack.

Note: Reaper’s Mark travels to an unmarked enemy nearby if the target dies or explodes below 35% health when there are no enemies to travel to. This explosion cannot occur again on a target for 3 minutes.

  • Wave of Souls: Reaper’s Mark unleashes a dark wave towards your target and back, dealing Shadowfrost damage both ways to all enemies caught in its path. Wave of Souls critical strikes cause enemies to take 5% increased Shadowfrost damage for 15 seconds, stacking up to 2 times, and the wave back is always a critical strike.
  • Blood Fever: Your Blood Plague (Blood) or Frost Fever (Frost) has a chance to deal 30% increased damage as Shadowfrost.
  • Bind in Darkness: Shadowfrost damage applies double stacks to Reaper’s Mark and quadruple stacks when it is a critical strike. Additionally, Rime-empowered Howling Blast deals Shadowfrost damage (Frost) or Blood Boil deals Shadowfrost damage (Blood).
  • Shuddering Soul: Reaper’s Mark explosion causes a piece of the target’s soul to tear out and spiral outwards, dealing 10% of the explosion’s damage to enemies it passes through. Enemies hit by this effect deal 5% reduced physical damage to you for 10 seconds.
  • Grim Reaper: Reaper’s Mark explosion deals up to 30% increased damage based on your target’s missing health and applies Soul Reaper to targets below 35% health.
  • Choice Node: Death’s Bargain and Rune Carved Plates
  1. Death’s Bargain: When you suffer a damaging effect equal to 25% of your maximum health, you instantly cast Death Pact at 50% effectiveness. May only occur every 2 minutes. When a Reaper’s Mark explodes, the cooldowns of this effect and Death Pact are reduced by 5 seconds.
  2. Rune Carved Plates: Each Rune spent reduces the magic damage you take by 2% and each Rune generated reduces the physical damage you take by 2% for 5 seconds, up to 5 times.

Choice Node: Swift End and Painful Death

  1. Swift End: Reaper’s Mark’s cost is reduced by 1 Rune and its cooldown is reduced by 50%.
  2. Painful Death: Reaper’s Mark now explodes at 50 stacks and the first scythe of Exterminate has a 100% increased chance to apply Reaper’s Mark.

Choice Node: Dark Talons and Wither Away

  1. Dark Talons: Marrowrend and Heart Strike (Blood), Consuming Killing Machine or Rime (Frost) has a 20% chance to increase the maximum stacks of an active Icy Talons by 1, up to 2 times. While Icy Talons is active, your abilities that spend Runic Power deal Shadowfrost damage.
  2. Wither Away: Blood Plague (Blood) or Frost Fever (Frost) deals its damage in half the duration and the second scythe of Exterminate applies Blood Plague (Blood) or Frost Fever (Frost).
  • Choice Node: Death’s Messenger and Expelling Shield
  1. Death’s Messenger: Reduces the cooldowns of Lichborne and Raise Dead by 30 seconds.
  2. Expelling Shield: When an enemy deals direct damage to your Anti-Magic Shell, their cast speed is reduced by 10% for 6 seconds.
  • Exterminate: After Reaper’s Mark explodes, your next Marrowrend (Blood) or Obliterate (Frost) costs no Rune and summons 2 scythes to strike your enemies. The first scythe strikes your target for physical damage and has a 15% chance to apply Reaper’s Mark, the second scythe strikes all enemies around your target for Shadowfrost damage.

Rider of the Apocalypse Death Knight

The Deathbringer Hero Talents are designed for Unholy and Frost Deathknights. They consist of:

  • Rider’s Champion: Spending Runes has a chance to call forth the aid of a Horseman for 10 seconds.
  1. Mograine: Casts Death and Decay at his location that follows his position.
  2. Whitemane: Casts Undeath on your target dealing Shadowfrost damage per stack every 3 seconds for 24 seconds. Each time Undeath deals damage it gains a stack. Cannot be Refreshed.
  3. Trollbane: Casts Chains of Ice on your target slowing their movement speed by 70% and increasing the damage they take from you by 5% for 8 seconds.
  4. Nazgrim: While Nazgrim is active you gain Apocalyptic Conquest, increasing your Strength by 5%.
  • Choice Node: On a Paler Horse & Death Charge
  1. On a Paler Horse: While outdoors you are able to mount your Acherus Deathcharger in combat.
  2. Death Charge: Call upon your Death Charger to break free of movement impairment effects. For 10 seconds. While upon your Death Charger your movement speed is increased by 100%, you cannot be slowed, and you are immune to forced movement effects and knockbacks.
  • Mograine’s Might: Your damage is increased by 5% and you gain the benefits of your Death and Decay while inside Mograine’s Death and Decay.
  • Choice Node: Horsemen’s Aid & Pact of the Apocalypse
  1. Horsemen’s Aid: While at your aid, the Horsemen will occasionally cast Anti-Magic Shell on you and themselves at 80% effectiveness.
  2. Pact of the Apocalypse: When you take damage 5% of the damage is redirected to each active horseman.
  • Whitemane’s Famine: When your diseases deal damage to an enemy affected by Undeath it gains another stack. Additionally, when Undeath deals damage, it infects another nearby enemy.
  • Nazgrim’s Conquest: If an enemy dies while Nazgrim is active, the strength of Apocalyptic Conquest is increased by 3%. Additionally, each Rune you spend increases its value by 1%.
  • Trollbane’s Icy Fury: When you Obliterate or Scourge Strike a target affected by Trollbane’s Chains of Ice, it shatters dealing  Shadowfrost damage to nearby enemies and slows them by 40% for 4 seconds.
  • Hungering Thirst: The damage of your diseases, Frost Strike, and Death Coil are increased by 15%.
  • Choice Node: Fury of the Horsemen and A Feast of Souls
  1. Fury of the Horsemen: Every 50 Runic Power you spend extends the duration of the Horsemen’s aid in combat by 1 second, up to 5 seconds.
  2. A Feast of Souls: While you have 2 or more Horsemen aiding you, your Runic Power spending abilities deal 20% increased damage and have a 10% chance to refund a Rune.
  • Mawsworn Menace: The cooldown of your Horn of Winter and Unholy Blight is reduced by 15 seconds and Death and Decay is reduced by 10 seconds.
  • Apocalypse Now: Army of the Dead and Frostwyrm’s Fury call upon all 4 Horsemen to aid you for 20 seconds.

San’layn Death Knight

  • Vampiric Strike: Your Death Coil and Death Strike have a 10% chance to make your next Heart Strike or Scourge Strike become Vampiric StrikeVampiric Strike heals you for 3% of your maximum health and grants you the Essence of the Blood Queen, increasing your Haste by 1.5%, up to 7.5% for 20 seconds.
  • Choice Node: Newly Turned & Vampiric Speed
  1. Newly Turned: Raise Ally revives players at full health and grants you an absorption shield equal to 20% of your maximum health.
  2. Vampiric Speed: Death’s Advance and Wraith Walk movement speed bonuses are increased by 10%. Activating Death’s Advance or Wraith Walk increases 4 nearby allies’ movement speed by 20% for 5 sec.
  • Blood-Soaked Ground: While you are within your Death and Decay, your physical damage taken is reduced by 5% and your chance to gain Vampiric Strike is increased by 5%.
  • Choice Node: Vampiric Aura & Bloody Fortitude
  1. Vampiric Aura: Your Leech is increased by 3%. While Lichborne is active the Leech amount is increased by 100% and affects 4 nearby allies.
  2. Bloody Fortitude: Icebound Fortitude reduces all damage you take by up to an additional 30% based on your missing health. Killing enemies that grant honor or experience reduces the cooldown of Icebound Fortitude by 3 sec.
  • Infliction of Sorrow: When Vampiric Strike damages an enemy affected by Blood Plague or Virulent Plague it consumes the disease dealing 200% of the remaining damage. While Gift of the San’layn is active, Vampiric Strike no longer consumes your disease and instead extends the duration of your disease by 3 sec and deals 20% of the remaining damage to the enemy.
  • Frenzied Bloodthirst: Essence of the Blood Queen stacks 2 additional times and increases the damage of your Death Coil and Death Strike by 5% per stack.
  • The Blood is Life: Vampiric Strike has a chance to summon a Blood Beast to attack your enemy for 10 sec. Each time the Blood Beast attacks it stores a portion of the damage dealt and when the Blood Beast dies it explodes dealing 50% of the damage accumulated to nearby enemies and healing the death knight for the same amount.
  • Visceral Regeneration: Your Heart Strike and Scourge Strike have a 3% per stack of Essence of the Blood Queen to refund a Rune. Vampiric Strike doubles the chance to refund a Rune.
  • Incite Terror: Heart Strike and Scourge Strike extend the duration of Essence of the Blood Queen by 0.5 seconds. Vampiric Strike increases the extension by 100%.
  • Choice Node: Sanguine Scent & Pact of the San’layn
  1. Sanguine Scent: Your Death Coil and Death Strike have a 15% chance to trigger Vampiric Strike when damage enemies below 35% health and it is guaranteed to critically strike.
  2. Pact of the San’layn: You store 50% of all Shadow damage dealt into your Blood Beast to explode for additional damage when it expires.
  • Gift of the San’layn: While Vampiric Blood or Dark Transformation is active you gain Gift of the San’laynGift of the San’layn increases the effectiveness of your Essence of the Blood Queen by 100% and replaces your Heart Strike and Scourge Strike with Vampiric Strike for the duration.

All Deathknight Hero Talents (Images)

Demon Hunter

The Demon Hunter got one of its two Hero Talents Revealed. Considering the DH has only two different specs, both his Hero Talents will be usable by either spec. Let’s see what you can become and see how you can benefit from getting each point spent!

The Demon Hunter can be:

  • Aldrachi Reaver
  • X

Aldrachi Reaver Demon Hunter

The Aldrachi Reaver Demon Hunter talents can be used by either Havoc or Vengeance DH’s.

  • Art of the Glaive: Consuming 3 (Havoc) or 20 (Vengeance) Soul Fragments allows you to cast Reaver’s Glaive.

Reaver’s Glaive: Throw a glaive enhanced with the essence of consumed souls at your target, dealing physical damage and ricocheting to 2 additional targets for additional damage. Replaces Throw Glaive.

Begins a well-practiced pattern of glaivework, enhancing your next Chaos Strike and Blade Dance (Havoc), FractureShear, and Soul Cleave (Vengeance):

  • Chaos Strike (Havoc), Fracture, and Shear (Vengeance) apply Reaver’s Mark which causes the target to take 15% increased damage for 5 seconds.
  • Blade Dance (Havoc) and Soul Cleave (Vengeance) deal 3 additional glaive slashes to nearby targets for additional damage.
  • Choice Node: Keen Engagement and Preemptive Strike
  1. Keen Engagement: Reaver’s Glaive generates 20 Fury.
  2. Preemptive StrikeThrow Glaive deals damage to enemies near its initial target.
  • Choice Node: Evasive Action and Unhindered Assault
  1. Evasive Action: Vengeful Retreat can be cast a second time within 3 seconds.
  2. Unhindered Assault: Vengeful Retreat resets the cooldown of Felblade.
  • Incisive Blade: When enhanced, Chaos Strike and Soul Cleave deal 30% increased damage.
  • Aldrachi Tactics: The second enhanced ability in a pattern shatters an additional Soul Fragment.
  • Choice Node: Army Unto Oneself and Incorruptible Spirit
  1. Army Unto Oneself: Felblade surrounds you with a Blade Ward, reducing physical damage taken by 10% for 5 seconds.
  2. Incorruptible Spirit: Consuming a Soul Fragment also heals you for an additional 15% over time.
  • Wounded Quarry: While Reaver’s Mark is on your target, melee attacks have a chance to strike with an additional glaive slash for damage and shatter a soul.
  • Intent Pursuit: Casting an enhanced ability reduces the remaining cooldown of The Hunt by 2 seconds.
  • Escalation: Each successive enhanced ability deals 10% increased damage. The effect of the second enhancement is increased by 100%.
  • Warblade’s Hunger: Consuming a Soul Fragment causes your next Chaos StrikeFracture, or Shear to deal bonus damage.

Thrill of the Fight: After consuming both empowerments, gain Thrill of the Fight, increasing your attack speed by 15% for 5 seconds and causing your next ability to deal 30% increased damage and healing.

Fel-Scarred Demon Hunter Hero Talents (Currently Unknown)

As soon as we have more information we will update the post here.

All Demon Hunter Hero Talents (Images)


The Druid got all of its Hero Talents Revealed. Considering the Druids have FOUR different specs, this was the most difficult task when it came to its Hero Talents. Let’s see what you can become and see how you can benefit from getting each point spent!

The Druid can be:

  • Druid of the Claw
  • Keeper of the Grove
  • Elune’s Chosen
  • Wildstalker

Druid of the Claw Druid 

The Druid of the Claw Druid talents can be used by either Feral or Guardian Druids.

  • Massive Attack: Your auto-attacks have a chance to make your next Ferocious Bite (Feral) or Maul (Guardian) become a Massive Attack.
  1. Feral: Finishing move Dreadful Wound is not affected by Circle of Life and Death. (Feral) If a Dreadful Wound benefiting from Tiger’s Fury is re-applied, the new Dreadful Wound deals damage as if Tiger’s Fury was active.
  2. Guardian: Slash through your target in a wide arc, dealing physical damage to your target and additional damage to all other enemies in front of you.
  • Bestial Strength: Ferocious Bite damage increased by 5% and Primal Wrath’s (Feral)  direct damage increased by 100% Maul and Raze (Guardian) damage increased by 10%.
  • Wildshape MasteryIronfur and Frenzied Regeneration persist in Cat Form. When transforming from Bear to Cat Form, you retain 80% of your Bear Form armor and health for 6 seconds. For 6 seconds after entering Bear Form, you heal for 10% of damage taken over 8 seconds.
  • Choice Node: Ruthless Aggression and Killing Strikes
  1. Ruthless Aggression: Massive Attack increases your auto-attack speed by 20% for 6 seconds.
  2. Killing Strikes: Massive Attack increases your Agility by 5% and the armor granted by Ironfur by 20% for 6 seconds.
    • Feral:  Your first Tiger’s Fury after entering combat makes your next Ferocious Bite become a Massive Attack.
    • Guardian: Your first Mangle after entering combat makes your next Maul become a Massive Attack.
  • Pack’s Endurance: Stampeding Roar’s duration is increased by 25%.
  • Choice Node: Empowered Shapeshifting and Wildpower Surge
  1. Empowered Shapeshifting: Frenzied Regeneration can be cast in Cat Form for 40 Energy. Bear Form reduces magic damage you take by 4%. ShredSwipe, and Mangle damage increased by 5%.
  2. Wildpower SurgeShred and Swipe grant Ursine Potential (Feral) and Mangle grants Feline Potential (Guardian).
    • Ursine Potential: When you have 8 stacks, the next time you transform into Bear Form, your next Mangle or Swipe deals 100% increased damage and generates 15 extra Rage.
    • Feline Potential: When you have 6 stacks, the next time you transform into Cat form, gain 5 Combo Points and your next Ferocious Bite or Rip deals 50% increased damage for its full duration.
  • Aggravate Wounds: Every Finishing Move, Shred (Feral),  Maul, Raze, Mangle (Guardian), Thrash, or Swipe you cast extends the duration of your Dreadful Wounds by 0.4 seconds, up to 6 additional seconds.
  • Choice Node: Strike for the Heart and Tear Down the Mighty.
  1. Strike for the Heart: ShredSwipe, and Mangle’s critical strike chance and critical strike damage are increased by 8%.
  2. Tear Down the Mighty: The cooldown of Feral Frenzy (Feral)  and Pulverize (Guardian) is reduced by 5 seconds.
  • Claw Rampage: Berserk, ShredSwipe, and Thrash have a 25% chance to make your next Ferocious Bite become a Massive Attack (Feral). During Berserk, Mangle, Swipe, and Thrash have a 25% chance to make your next Maul become a Massive Attack (Guardian).

Keeper of the Grove Druid 

The Keeper of the Grove Druid talents can be used by either Balance or Restoration Druids.

  • Dream Surge: Force of Nature grants 3 charges of Dream Burst, causing your next Wrath or Starfire to explode on the target, dealing Nature damage to nearby enemies. Damage is reduced above 5 targets.

Grove Guardians causes your next targeted heal to create 2 Dream Petals near the target, healing up to 3 nearby allies. Stacks up to 3 charges.

  • Treants of the Moon: Your treants cast Moonfire on nearby targets about once every 6 seconds.
  • Expansiveness: Your maximum mana is increased by 5% and your maximum Astral Power is increased by 20.
  • Protective Growth: Your Regrowth protects you, reducing the damage you take by 8% while your Regrowth is on you.
  • Choice Node: Power of Nature & Durability of Nature
  1. Power of Nature: Your Force of Nature treants no longer taunt and deal 20% increased damage. Your Grove Guardians increase the healing of your RejuvenationEfflorescence, and Lifebloom by 5% while active.
  2. Durability of Nature: Your Force of Nature treants have 50% increased health. Your Grove Guardians Nourish and Swiftmend spells also apply a minor Cenarion Ward that heals the target over 8 seconds the next time they take damage.
  • Cenarius’ Might: Casting Starsurge or Starfall increases the damage of your next Starsurge or Starfall by 10%, stacking up to 2 times. Casting another spell cancels this effect.
  • Casting Regrowth, Wild Growth, or Swiftmend increases the healing of your next Regrowth, Wild Growth, or Swiftmend by 10%, stacking up to 2 times. Casting another spell cancels this effect.
  • Choice Node: Grove’s Inspiration & Persistent Enchantments
  1. Grove’s Inspiration: Wrath and Starfire damage increased by 12%. RegrowthWild Growth, and Swiftmend healing increased by 6%.
  2. Persistent Enchantments: Orbital Strike applies Stellar Flare for 20 seconds and Primordial Arcanic Pulsar grants Celestial Alignment for 2 additional seconds. Reforestation grants Tree of Life for 2 additional seconds.
  • Choice Node: Bounteous Bloom & Early Spring
  1. Bounteous Bloom: Your Force of Nature treants generate 3 Astral Power every 2 seconds. Your Grove Guardians’ healing is increased by 20%.
  2. Early Spring: Force of Nature cooldown reduced by 10 seconds. Grove Guardians cooldown reduced by 3 seconds.
  • Choice Node: Power of the Dream & Control of the Dream
  1. Power of the Dream: Force of Nature grants an additional stack of Dream Burst. Healing spells cast with Dream Surge generate an additional Dream Petal. Cenarius’ Might increases spell damage or healing by an additional 5%.
  2. Control of the Dream: Time elapsed while your major abilities are available to be used is subtracted from that ability’s cooldown after the next time you use it, up to 5 seconds. Affects Nature’s SwiftnessIncarnation: Tree of LifeForce of NatureCelestial Alignment, and Convoke the Spirits.
  • Blooming Infusion: Every 5 Regrowths you cast make your next WrathStarfire, or Entangling Roots instant and increases the damage it deals by 100%. Every 5 Starsurges or Starfalls you cast makes your next Regrowth or Entangling Roots instant.
  • Harmony of the Grove: Each of your Force of Nature treants increases the damage your spells deal by 3% while active. Each of your Grove Guardians increases your healing is done by 3% while active.

Elune’s Chosen Druid 

The Elune’s Chosen talents can be used by either Balance or Guardian Druids.

  • Boundless Moonlight:
  1. Fury of Elune (Balance and Guardian) now ends with a flash of energy, blasting nearby enemies for Astral damage.
  2. Full Moon (Balance) calls down 2 Minor Moons that deal Astral damage and generate 3 Astral Power.
  3. Lunar Beam (Guardian) now causes you to leech life equal to 10% of all damage dealt to enemies within the beam.
  • Moon Guardian: (Balance) Moonfire and Starfire generate 2 additional Astral Power. (Guardian) Free automatic Moonfires from Galactic Guardian generate 5 Rage.
  • Lunar Insight: Moonfire deals 10% additional damage.
  • Glistening Fur: Bear Form and Moonkin Form reduce Arcane damage taken by 6% and all other magic damage taken by 3%.
  • Lunar Amplification: Each non-Arcane damaging ability you use increases the damage of your next Arcane damaging ability by 3%, stacking up to 3 times.
  • Atmospheric Exposure: Enemies damaged by Full MoonFury of Elune, or Lunar Beam take 4% increased damage from you for 6 seconds.
  • Choice Node: Moondust and Elune’s Grace
  1. Moondust: Enemies affected by Moonfire are slowed by 30%.
  2. Elune’s Grace: Using Wild Charge in Bear Form or Moonkin Form incurs a 3-second shorter cooldown.
  • Choice Node: Stellar Command and Lunar Calling
  1. Stellar Command Increases the damage of Full Moon by 15% (Balance). Increases the damage of Lunar Beam by 30% (Guardian.) Increases the damage of Fury of Elune by 15% (Balance/Guardian.)
  2. Lunar Calling: Starfire deals 40% increased damage to its primary target, but no longer triggers Solar EclipseThrash now deals Arcane damage, and its damage is increased by 12%.
  • Choice Node: The Light of Elune and Astral Insight
  1. The Light of Elune: Moonfire damage has a chance to call down Fury of Elune to follow your target for 3 seconds and generate 18 Astral Power or Rage over its duration.
  2. Astral InsightIncarnation: Chosen of Elune and Incarnation: Guardian of Ursoc increase Arcane damage from spells and abilities by 10% while active. Convoke the Spirits duration and number of spells cast increased by 25%.
  • Choice Node: Arcane Affinity and Lunation
  1. Arcane Affinity: All Arcane damage from your spells and abilities is increased by 3%.
  2. Lunation: Your Arcane abilities reduce the cooldown of Fury of Elune by 2 seconds and the cooldown of New MoonHalf Moon, and Full Moon by 1 second. Your Arcane abilities reduce the cooldown of Lunar Beam by 3 seconds.
  • The Eternal Moon: Increases the power of Boundless Moonlight:
  1. Fury of Elune (Balance and Guardian): The flash of energy now generates 6 Astral Power or 6 Rage and its damage is increased by 50%.
  2. Full Moon (Balance): New Moon and Half Moon now also call down 1 Minor Moon.
  3. Lunar Beam (Guardian): Lunar Beam increases Mastery by an additional 8%, deals 30% increased damage, and lasts 3 seconds longer.

Wildstalker Druid 

The Wildstalker Druid talents can be used by either Feral or Resto Druids.

  • Thriving Growth: Rip and Rake damage has a chance to cause Bloodseeker Vines to grow on the victim, dealing bleed damage over 6 seconds & Wild GrowthRegrowth, and Efflorescence have a chance to cause Symbiotic Blooms to grow on the target, healing over 6 seconds. Multiple instances of these can overlap.
  • Hunt Beneath the Open Skies: Damage and healing while in Cat Form increased by 5%. Moonfire and Sunfire damage increased by 10%.
  • Strategic Infusion: Tiger’s Fury and attacking from Prowl increases the chance for Shred, Rake, and Brutal Slash to critically strike by 8% for 6 sec. Casting Regrowth increases the chance for your periodic heals to critically heal by 10% for 6 sec.
  • Wildstalker’s Power: Rip Damage increased by 6%. Ferocious Bite damage increased by 4%. Rejuvenation healing increased by 3%. Efflorescence and Lifebloom healing increased by 6%.
  • Wildstalker’s Prescence: Wild Growth and Rake last 20% longer.
  • Choice Node: Entangling Vortex and Flower Walk
  1. Entangling Vortex: Enemies pulled into Ursol’s Vortex are rooted in place for 6 seconds. Damage may cancel the effect.
  2. Flower Walk: During Barkskin your movement speed is increased by 10% and every second flowers grow beneath your feet that heal up to 3 nearby injured allies.
  • Choice Node: Bond with Nature & Harmonious Constitution
  1. Bond with Nature: Healing you receive is increased by 10%.
  2. Harmonious Constitution: Your Regrowth’s healing on yourself is increased by 50%.
  • Choice Node: Resilient Flourishing and Root Network
  1. Resilient FlourishingBloodseeker Vines and Symbiotic Blooms last 2 additional seconds. When a target afflicted by Bloodseeker Vines dies, the vines jump to a nearby unaffected target for their remaining duration.
  2. Root Network: Each active Bloodseeker Vine increases the damage your abilities deal by 2%. Each active Symbiotic Bloom increases the healing of your Lifebloom and Wild Growth by 2%.
  • Bursting Growth: When Bloodseeker Thorns expire they explode in thorns, dealing physical damage to nearby enemies. Damage reduced above 5 targets. When Symbiotic Blooms expire, flowers grow around their target, healing them and up to 3 nearby allies.
  • Choice Node: Twin Sprouts and Implant
  1. Twin Sprouts: When Bloodseeker Vines or Symbiotic Blooms grow, they have a 10% chance to cause another growth of the same type to immediately grow on a valid nearby target.
  2. Implant: Feral Frenzy immediately causes a Bloodseeker Vine to grow on the target. Casting Regrowth that is made instant via Nature’s Swiftness causes a Symbiotic Bloom to grow on the target.
  • Vigorous Creepers: Bloodseeker Vines increase the damage your abilities deal to affected enemies by 10%. Symbiotic Blooms increase the healing your spells do to affected targets by 8%.

All Druid Hero Talents (Images)


The Evoker got all of its three Hero Talents Revealed. Let’s see what you can become and see how you can benefit from getting each point spent!

The Evoker can be:

  • Chronowarden
  • Flameshaper
  • Scalecommander

Chronowarden Evoker

When it comes to which Specialization can be a Chronowarden, that would be the Augmentation and Preservation Evoker.

  • Chrono Flame: Living Flame is enhanced with Bronze magic, repeating 15% of the damage or healing you dealt to the target in the last 5 seconds as Arcane, up to a fixed amount.
  • Warp: Hover now warps you through time and space and its cooldown is reduced by 5 seconds. Hover continues to allow Evoker spells to be cast while moving.
  • Temporal Burst: Tip the Scales overloads you with temporal energy, increasing your Haste, movement speed, and cooldown recovery rate by 2%, ramping up to 40% over 20 seconds.
  • Reverberations: Spiritbloom heals for an additional 30% over 8 seconds. Upheaval deals 30% additional damage over 8 seconds.
  • Choice Node: Interdimensional Phase & Motes of Acceleration
  1. Interdimensional Phase: Warp reduces damage taken by 30%, starting high and reducing over 2 seconds.
  2. Motes of Acceleration: Warp leaves a trail of Motes of Acceleration. Allies who come in contact with a mote gain 20% increased movement speed for 30 seconds.
  • Threads of Fate: Casting an Essence ability during Temporal Burst causes a nearby ally to gain a Thread of Fate for 15 seconds, granting them a chance to echo their damage or healing spells, dealing 15% of the amount again.
  • Primacy: For each damage over time effect from Upheaveal or Spiritbloom, gain 3% Haste, up to 9%.
  • Choice Node: Careful Contemplation & Time Convergence
  1. Careful Contemplation: Your Intellect and Stamina are increased by 10%, but your cooldowns are increased by 10%.
  2. Time Convergence: Abilities with a 45-second or longer cooldown grant 10% Intellect for 15 seconds. Defensive abilities grant 10% Stamina for 15 seconds. Essence spells extend the duration by 1 second.
  • Choice Node: Master of Destiny & Golden Opportunity
  1. Mastery of Destiny: Empower spells amplify all your active Threads of Fate, increasing their power by 100% for 8 seconds, stacking up to 2 times.
  2. Golden Opportunity: Echo & Prescience have a 25% chance to not incur a cooldown. Echo has a 25% chance to not cost Essence.
  • Instability Matrix: Each time you cast an empower spell, unstable time magic reduces its cooldown by up to 15 seconds. Echo has a 25% chance to not cost Essence.
  • Afterimage: Empower spells to send up to 3 Chrono Flames to your targets. Chrono Flames have a small chance to grant you Essence Burst.

Flameshaper Evoker

When it comes to which Specialization can be a Flameshaper, that would be the Devastation and Preservation Evoker.

  • Engulf: Engulf your target in dragonflame, damaging or healing them. For each of your periodic effects on the target, effectiveness is increased by 50%. Active ability. 20 second cooldown.
  • Choice Node: Trailblazer and Shape of Flame
  1. Trailblazer: Hover and Deep Breath travel 50% faster, and Hover travels 50% further.
  2. Shape of Flame: Tail Swipe and Wing Buffetscorch enemies and blind them with ash, causing their next attack within 4 seconds to miss.
  • Traveling FlameEngulf causes Fire Breath or Dream Breath (Preservation) to spread to a nearby target. If no valid targets are present, its duration is refreshed.
  • Enkindle: Essence abilities are enhanced with Flame, dealing 20% of healing or damage done as Fire over 8 seconds.
  • Conduit of Flame: critical strike chance against targets above 50% health increased by 10%.
  • Burning AdrenalineEngulf quickens your pulse, reducing the cast time of your next spell by 30%. Stacks up to 2 charges.
  • Choice Node: Fan the Flames and Expanded Lungs
  1. Fan the Flames: Engulf reignites Enkindle, extending its duration and effectiveness by 25%.
  2. Expanded Lungs: Fire Breath’s damage over time is increased by 20%. Dream Breath’s healing over time is increased by 20% (Preservation).
  • Titanic Precision: Living Flame, Reversion, and Azure Strike critical strikes have a 100% increased chance to trigger Essence Burst.
  • Red Hot: Engulf gains 1 additional charge and deals 20% increased damage and healing.
  • Choice Node: Lifecinders and Draconic Instincts
  1. Lifecinders: Renewing Blaze also applies to 1 nearby injured ally when cast.
  2. Draconic Instincts: Your wounds have a small chance of cauterizing, healing you for 30% of the damage taken. Occurs more often from attacks that deal high damage.
  • Consume FlameEngulf consumes 8 seconds of Fire Breath (Devastation) or Dream Breath (Preservation) from the target, detonating it and damaging (Devastation) or healing (Preservation) all nearby targets equal to 300% of the amount consumed, reduced beyond 5 targets.

Scalecommander Evoker

When it comes to which Specialization can be a Scalecommander, that would be the Augmentation and Devastation Evoker.

  • Mass Eruptions / Mass Disintegrate: Empower spells cause your next Disintegrate (Devastation) and Eruption (Augmentation) to strike up to 3 targets. When striking less than 3 targets, Disintegrate or Eruption damage is increased by 25% for each missing target.
  • Might of the Black Dragonflight: Black spells deal 10% increased damage.
  • Bombardments: Mass Disintegrate marks your primary target for destruction for the next 10 seconds. You and your allies have a chance to trigger a Bombardment when attacking marked targets, dealing Volcanic damage split amongst all nearby enemies.
  • Onslaught: Entering combat grants a charge of Burnout, causing your next Living Flame to cast instantly.
  • Melt ArmorDeep Breath (Devastation) and Breath of Eons (Augmentation] cause enemies to take 20% increased damage from Bombardments and Essence abilities for 12 seconds.
  • Wingleader: Bombardments reduce the cooldown of Deep Breath (Devastation) and Breath of Eons (Augmentation) by 1 second for each target struck, up to 3 seconds.
  • Unrelenting Siege: For each second you are in combat, Azure Strike and Living Flame deal 1% increased damage, up to 50%.
  • Choice Node: Hardened Scales and Menacing Presence
  1. Hardened Scales: Obsidian Scales reduce damage taken by an additional 5%.
  2. Menacing Presence: Knocking an enemy up or backward reduces their damage done to you by 15% for 8 seconds.
  • Choice Node: Extended Battle and Diverted Power
  1. Extended Battle: Essence abilities extend Bombardments by 1 second.
  2. Diverted PowerBombardments have a chance to generate Essence Burst.
  • Choice Node: Nimble Flyer and Tailwinds
  1. Nimble Flyer: While Hovering, damage taken from area of effect attacks is reduced by 10%.
  2. Tailwinds: Deep Breath (Devastation) and Breath of Eons (Augmentation) reset the cooldown of Hover.
  • ManeuverabilityDeep Breath (Devastation) and Breath of Eons (Augmentation) can now be steered in your desired direction. In addition, Deep Breath (Devastation) and Breath of Eons (Augmentation) burn targets for Volcanic damage over 12 seconds.

All Evoker Hero Talents (Images)


The Hunter got two out of the three Hero Talents Revealed. Let’s see what you can become and see how you can benefit from getting each point spent!

The Hunter can be:

  • Pack Leader
  • Dark Ranger
  • Sentinel

Pack Leader Hunter

When it comes to which Specialization can be a Pack Leader, that would be the Beast Mastery and Survival Hunters.

  • Vicious Hunt: Kill Command prepares you to viciously attack in coordination with your pet, dealing additional physical damage with your next Kill Command.
  • Pack Coordination: Attacking with Vicious Hunt instructs your pet to strike with their basic attack alongside your next Barbed Shot (Beast Mastery), Raptor Strike, or Mongoose Bite (Survival).
  • Howl of the Pack: Your pet’s Basic Attack critical strikes increase your critical strike damage by 5% for 6 seconds, stacking up to 3 times.
  • Wild Attacks: Every third pet Basic Attack is a guaranteed critical strike, with damage further increased by critical strike chance.
  • Den Recovery: Aspect of the TurtleSurvival of the Fittest, and Mend Pet heal the target for 20% of maximum health over 4 seconds. Duration increased by 1 second when healing a target under 50% maximum health.
  • Choice Node: Tireless Hunt and Cornered Prey
  1. Tireless Hunt: Aspect of the Cheetah now increases movement speed by 15% for another 8 seconds.
  2. Cornered Prey: Disengage increases the range of all your attacks by 5 yards for 5 seconds.
  • Frenzied Tear: Your pet’s Basic Attack has a 20% chance to reset the cooldown of Kill Command and cause Kill Command to strike a second time for 30% of normal damage.
  • Choice Node: Covering Fire and Scattered Prey
  1. Covering Fire: Kill Command increases the duration of Beast Cleave by 1 second (Beast Mastery). Wildfire Bomb reduces the cooldown of Carve or Butchery by 2 seconds (Survival).
  2. Scattered Prey: Multi-Shot increases the damage of your next Multi-Shot by 25% (Beast Mastery). Carve or Butchery increases the damage of your next Carve or Butchery by 25% (Survival).
  • Cull the Herd: Kill Shot deals an additional 30% damage over 5 seconds and increases the bleed damage you and your pet deal to the target by 25%.
  • Choice Node: Furious Assault and Beast of Opportunity
  1. Furious Assault: Consuming Frenzied Tear has a 50% chance to reset the cooldown of Barbed Shot and deal 30% additional damage. (Beast Mastery)  Consuming Frenzied Tear has a 50% chance to make your next Raptor Strike or Mongoose Bite free and deal 30% additional damage. (Survival)
  2. Beast of OpportunityBestial Wrath (Beast Mastery) or Coordinated Assault (Survival) calls on the Pack, summon a pet from your stable for 6 seconds.
  • Pack AssaultVicious Hunt and Pack Coordination now stack and apply twice and are always active during Call of the Wild (Beast Mastery) or Coordinated Assaulted (Survival).

Dark Ranger Hunter

When it comes to which Specialization can be a Dark Ranger, that would be the Beast Mastery and Marksmanship Hunters.

  • Black Arrow: Fire a Black Arrow into your target, causing it to take Shadow damage every 2 seconds for 16 seconds. Each time Black Arrow deals damage, you have a chance to reset the cooldown of Aimed Shot or Barbed Shot. 30 second cooldown.
  • Ranger’s Finesse: Aimed Shot and Rapid Fire deal 15% increased damage. Barbed Shot and Kill Command deal 15% increased damage.
  • Dark Hounds: Each time Black Arrow deals damage, you have a chance to manifest an undead hound to charge your target and deal Shadow damage.
  • Death Shade: When you apply Black Arrow to a target, you gain the Deathblow or Hunter’s Prey effect.
  • Choice Node: Dark Empowerment & Grave Reaper
  1. Dark Empowerment: When Black Arrow resets the cooldown of an ability, gain 15 Focus.
  2. Grave Reaper: When a target affected by Black Arrow dies, the cooldown of Black Arrow is reduced by 12 seconds.
  • Choice Node: Embrace the Shadows & Smoke Screen
  1. Embrace the Shadows: You heal for 15% of all Shadow damage dealt by you or your pets.
  2. Smoke Screen: Exhilaration grants you 3 seconds of Survival of the Fittest. Survival of the Fittest activates Exhilaration at 50% effectiveness.
  • Dark Chains: Disengage will chain the closest target to the ground, causing them to move 40% slower until they move 8 yards away.
  • Intense Darkness: When Trueshot or Call of the Wild is active, Black Arrow deals damage 50% faster.
  • Shadow Surge: When Multi-Shot hits a target affected by Black Arrow, a burst of Shadow energy erupts dealing moderate Shadow damage to all enemies near the target. This can only occur once every 6 seconds.
  • Choice Node: Darkness Calls & Shadow Assassin
  1. Darkness Calls: All Shadow damage you and your pets deal is increased by 10%.
  2. Shadow Assassin: Kill Shot has a 15% chance to generate a charge of Aimed Shot or Barbed Shot when used on a target affected by Black Arrow.
  • Withering Fire: When Black Arrow resets the cooldown of Aimed Shot or Barbed Shot, a barrage of dark arrows strikes your target for Shadow damage and increases the damage you and your pets deal by 10% for 6 seconds.

Sentinel Hunter (Currently Unknown)

When it comes to which Specialization can be a Sentinel, that would be the Survival and Marksmanship Hunters.

As soon as we have more information we will update the post here.

All Hunter Hero Talents (Images)


The Mage got two out of the three Hero Talents Revealed. Let’s see what you can become and see how you can benefit from getting each point spent!

The Mage can be:

  • Frostfire
  • Spellslinger
  • Sunfury

Frostfire Mage

When it comes to which Specialization can be a Frostfire, that would be the Frost and Fire Mage.

  • Frostfire Mastery: Your damaging Fire spells generate 1 stack of Fire Mastery and Frost spells generate 1 stack of Frost Mastery. Fire Mastery increases your Haste by 1% and Frost Mastery increases your Mastery by 1% for 12 seconds, stacking up to 8 times each. Adding stacks does not refresh the duration.
  • Choice Node: Imbued Warding & Meltdown
  1. Imbued WardingBlazing Barrier also casts an Ice Barrier at 25% effectiveness for Fire. Ice Barrier also casts a Blazing Barrier at 25% effectiveness for Frost. This also affects your Mass Barrier.
  2. Meltdown: You melt slightly out of your Ice Block and Ice Cold, allowing you to move slowly during Ice Block and increasing your movement speed over time. Ice Block and Ice Cold trigger a Blast Wave when they end.
  • Frostfire Bolt: Launches a bolt of Frostfire at the enemy, dealing Frostfire damage, slowing movement speed by 50%, and causing additional Frostfire damage over 8 seconds. Frostfire Bolt generates a stack of both Fire Mastery and Frost Mastery. Replaces Frostbolt for Frost and Fireball for Fire. 2 second cast time.
  • Choice Node: Elemental Affinity & Flame & Frost
  1. Elemental Affinity: The cooldown of Frost spells is reduced by 10% for Fire. The cooldown of Fire spells is reduced by 30% for Frost.
  2. Flame and Frost: Cauterize resets the cooldown of your Frost spells with a base cooldown shorter than 4 minutes when it activates for Fire. Cold Snap additionally resets the cooldown of your Fire spells.
  • Isothermic Core: Comet Storm now also calls down a Meteor at 100% effectiveness onto your target’s location. Meteor now also calls down a Comet Storm at 150% effectiveness onto your target location.
  • Choice Node: Severe Temperatures & Thermal Conditioning
  1. Severe Temperatures: Casting Frost or Fire spells increases the damage of your next Frostfire Bolt by 6%, stacking up to 5 times.
  2. Thermal Conditioning: Frostfire Bolt’s cast time is reduced by 10%.
  • Frostfire Infusion: Your Frost and Fire spells have a chance to trigger an additional bolt of Frostfire, dealing Frostfire damage. This effect generates Frostfire Mastery when activated.
  • Excess Frost: Reaching maximum stacks of Frost Mastery causes your next Phoenix Flames (Fire) / Flurry (Frost) to also cast Ice Nova at 200% effectiveness. When you consume Excess Frost, the cooldown of Meteor (Fire) / Comet Storm (Frost) is reduced by 5 seconds.
  • Frostfire Empowerment: Your Frost and Fire spells have a chance to activate Frostfire Empowerment, causing your next Frostfire Bolt to always critically strike, explode for 80% of its damage to nearby enemies, and be instant cast.
  • Excess Fire: Reaching maximum stacks of Fire Mastery causes your next Fire Blast (Fire) / Ice Lance (Frost) to apply Living Bomb at 150% effectiveness. When this Living Bomb explodes, reduce the cooldown of Phoenix Flames by 10 seconds (Fire) / gain Brain Freeze (Frost).
  • Flash Freezeburn: Frostfire Empowerment grants you maximum benefit of Frostfire Mastery and refreshes its duration. Activating Combustion or IcyVeins grants you Frostfire Empowerment.

Spellslinger Mage

When it comes to which Specialization can be a Spellslinger, that would be the Frost and Arcane Mage.

  • Splintering Sorcery:When you consume Nether Precision (Arcane) or Winter’s Chill (Frost), conjure a Splinter that fires at your target.
    • Splinter Effect: Conjure raw magic into a sharp projectile that deals damage. Splinters embed themselves into their target, dealing additional damage over 16 seconds. This effect stacks.
  • Augury Abounds: Casting Arcane Surge (Arcane) or Icy Veins (Frost) conjures 8 Splinters. During Arcane Surge (Arcane) and Icy Veins (Frost), whenever you conjure a Splinter, you have a 100% chance to conjure an additional Splinter.
  • Controlled Instincts: While a target is under the effects of Nether Tempest (Arcane) or Winter’s Chill (Frost), 20% of the direct damage dealt by a Splinter is also dealt to nearby enemies. Damage reduced beyond 5 targets. (Arcane) Direct damage from Arcane Splinters resets the duration of Nether Tempest.
  • Splintering Orbs: The first 8 times an enemy is damaged by your Arcane Orb (Arcane) or Frozen Orb [Frost], conjure a Splinter that fires at the damaged target. Arcane Orb (Arcane) and Frozen Orb (Frost) damage is increased by 10%.
  • Choice Node: Slippery Slinging and Look Again
  1. Slippery Slinging: You have 40% increased movement speed during Alter Time.
  2. Look Again: Displacement has a 50% longer duration, 25% longer range, and leaves behind a Mirror Image.
  • Choice Node: Reactive Barrier and Phantasmal Image
  1. Reactive Barrier: Your Prismatic Barrier (Arcane) and Ice Barrier (Frost) can absorb up to 50% more damage based on your missing Health. Max effectiveness when under 50% health.
  2. Phantasmal Image: Your Mirror Image summons one extra clone. Mirror Image now reduces all damage taken by an additional 5%.
  • Choice Node: Volatile Magic and Unerring Proficiency
  1. Volatile Magic: Whenever a Splinter is removed or recalled, it explodes, dealing damage to nearby enemies. Deals reduced damage beyond 5 targets.
  2. Unerring Proficiency: Each time you conjure a Splinter, increase the damage of your next Supernova by 18% (Arcane) or Ice Nova by 6% (Frost). Stacks up to 30 times.
  • Shifting Shards: Shifting Power fires a barrage of 8 Splinters at random enemies within 40 yards over its duration.
  • Spellfrost Teachings: Direct damage from a Splinter has a 5% chance to summon an Arcane Echo (Arcane) or Icy Comet (Frost) that deals damage to all nearby enemies and increases the damage enemies take from you for by 6% for 6 seconds.
  • Force of Will: Gain 2% increased critical strike chance. Gain 5% increased critical strike damage.
  • Splinterstorm: Whenever you have 8 or more active Embedded Splinters, you automatically cast a Splinterstorm at your target.
    • Splinterstorm Effect: Recall all Embedded Splinters to you, dealing their remaining periodic damage instantly. After a brief delay, unleash a devastating barrage of Splinters, dealing damage to your target for each Splinter in the Splinterstorm. Splinterstorm grants you Clearcasting (Arcane) or applies Winter’s Chill to its target (Frost).

Sunfury Mage (Currently Unknown)

When it comes to which Specialization can be a Sunfury, that would be the Fire and Arcane Mage.

When we have more info we will update the post here.

All Mage Hero Talents (Images)


The Monk got two out of the three Hero Talents Revealed. Let’s see what you can become and see how you can benefit from getting each point spent!

The Monk can be:

  • Shado-Pan
  • Conduit of the Celestials
  • Master of Harmony

Shado-Pan Monk

When it comes to which Specialization can be a Shado-Pan, that would be the Brewmaster and Windwalker Monk.

  • Overwhelming Flurry: Dealing damage equal to your maximum health generates a Flurry Charge. For each 400 Energy you spend, unleash all Flurry Charges as Flurry Strikes, dealing physical damage per charge.
  • Choice Node: Pride of Pandaria and High Impact
  1. Pride of Pandaria: Flurry Strikes have 15% additional chance to Critically Strike.
  2. High Impact: Enemies who die within 5 seconds of being damaged by a Flurry Strike explode, dealing damage to uncontrolled enemies within 8 yards.
  • Veteran’s Eye: Striking the same target 5 times within 2 seconds grants 2% haste. Multiple instances of this effect may overlap, stacking up to 10 times.
  • Martial Precision: Attacks penetrate 10% of the target’s armor.
  • Choice Node: Protect and Serve and Lead from the Front
  1. Protect and Serve: Your Vivify always heals you for an additional 30% of its total value.
  2. Lead from the Front: Chi Burst, Chi Wave, and Expel Harm now leech 20% of damage dealt.
  • One versus Many: Damage dealt by Fists of Fury and Keg Smash counts as double towards Flurry Charge generation.Fists of Fury damage increased by 10%. Keg Smash damage increased by 30%.
  • Choice Node: Whirling Steel and Predictive Training
  1. Whirling Steel: When you become injured, summon Whirling Steel, increasing your Parry chance and Avoidance by 15% for 6 seconds.
  2. Predictive Training: When you dodge or parry an attack, reduce damage taken by 10% for the next 6 seconds.
  • Against All Odds: Flurry Strikes increase your Agility by 1% for 6 seconds, stacking up to 20 times.
  • Efficient Training: Abilities that spend Energy deal an additional 15% damage. Every 50 Energy spent reduces the cooldown of Storm, EarthFireSerenity, and Weapons of Order by 1 second.
  • Vigilant Watch: Blackout Kick deals an additional 20% critical damage and increases the damage of your next set of Flurry Strikes by 10%.
  • Wisdom of the Wall: Every 10 Flurry Strikes, become infused with a Wisdom of the Wall for 20 seconds. Wisdom of the Wall grants the following effects:
    1. Your critical strikes deal an additional 30% damage.
    2. Your Mastery’s effect is increased by 25%.
    3. Versatility now also increases your Dodge and critical strike chance by 25% of its effect.
    4. Flurry Strikes now deal additional Shadow damage to all uncontrolled enemies within 6 yards.

Conduit of the Celestials Monk

When it comes to which Specialization can be a Conduit of the Celestials, that would be the Mistweaver and Windwalker Monk.

  • Celestial Conduit: The August Celestials empower you, causing you to radiate Nature damage onto enemies and healing onto up to 5 injured allies within 20 yards over 4 seconds, split evenly among them. Healing and damage increased by 6% per enemy struck, up to 30%. You may move while channeling, but casting other healing or damaging spells cancels this effect. Active ability. 1.5-minute cooldown.

Developer’s Note: Celestial Conduit’s channel will not break when using defensive, utility, or movement spells.

  • Choice Node: Temple Training and Xuen’s Guidance
  1. Temple Training: The healing of Enveloping Mist and Vivify is increased by 10% (Mistweaver). Fists of Fury and Spinning Crane Kick deal 10% more damage (Windwalker).
  2. Xuen’s GuidanceTeachings of the Monastery has a 15% chance to refund a charge when consumed. The damage of Tiger Palm is increased by 30%.
  • Courage of the White Tiger: Tiger Palm and Vivify have a 15% chance to cause Xuen to claw a nearby enemy for physical damage, healing a nearby ally for 200% (Mistweaver) or 100% (Windwalker) of the damage done. This chance is increased while Invoke Yu’lon, the Jade Serpent, Invoke Chi-Ji, the Red Crane (Mistweaver), or Invoke Xuen, the White Tiger (Windwalker) is active.
  • Choice Node: Restore Balance & Yu’lon’s Knowledge
  1. Restore Balance: Gain Refreshing Jade Wind while Chi’Ji the Red Crane or Yu’lon the Jade Serpent is active (Mistweaver). Gain Rushing Jade Wind while Xuen, the White Tiger is active(Windwalker).
  2. Yu’lon’s KnowledgeRefreshing Jade Wind’s duration is increased by 10 seconds (Mistweaver). Rushing Jade Wind’s duration is increased by 4 seconds and multiple uses may overlap(Windwalker).
  • Heart of the Jade Serpent: Consuming 8 stacks of Sheilun’s Gift causes Yu’lon to decrease the cooldown time of Renewing Mist, Rising Sun KickLife Cocoon, and Thunder Focus Tea by 100% for 8 seconds [Mistweaver]. Consuming 30 Chi causes Yu’lon to decrease the cooldown time of Rising Sun Kick, Fists of Fury, Strike of the Windlord, and Whirling Dragon Punch by 100% for 8 seconds (Windwalker).

Developer’s Note: Heart of the Jade Serpent’s required stacks to activate for Mistweaver will change to 16 when talented into the Veil of Pride passive.

  • Strength of the Black Ox: After Xuen assists you, your next Enveloping Mist’s cast time is reduced by 50% and causes Niuzao to grant an absorb shield to 5 nearby allies for 5% of your maximum health (Mistweaver). After Xuen assists you, your next Blackout Kick causes Niuzao to stomp at your target’s location, dealing damage to nearby enemies, reduced beyond 5 targets (Windwalker).
  • Flight of the Red CraneRefreshing Jade Wind (Mistweaver), Rushing Jade Wind (Windwalker), and Spinning Crane Kick have a chance to cause Chi-Ji to quickly rush to 5 targets, healing each target (Mistweaver) or dealing physical damage to each target struck (Windwalker).
  • Choice Node: Niuzao’s Protection and Jade Sanctuary
  1. Niuzao’s Protection: Fortifying Brew grants you an absorb shield for 25% of your maximum health.
  2. Jade Sanctuary: You heal for 10% of your maximum health instantly when you activate Celestial Conduit and receive 15% less damage for its duration.
  • Chi-Ji’s Swiftness: Your movement speed is increased by 25% during Celestial Conduit and for 3 seconds after being assisted by any Celestial.
  • Choice Node: Inner Compass and August Dynasty
  1. Inner Compass: You switch between alignments after an August Celestial assists you, increasing a corresponding secondary stat by 3%.
    • Crane Stance: haste
    • Tiger Stance: critical strike
    • Ox Stance: Versatility
    • Serpent Stance: Mastery
  2. August Dynasty: Casting Jadefire Stomp increases the damage of your next Rising Sun Kick by 30% or healing of your next Vivify by 50% (Mistweaver only).
  • Unity Within: Celestial Conduit can be recast once during its duration to call upon all of the August Celestials to assist you at 200% effectiveness. Unity Within is automatically cast when Celestial Conduit ends if not used before its expiration.

Master of Harmony Monk (Currently Unknown)

When it comes to which Specialization can be a Master of Harmony, that would be the Mistweaver and Brewmaster Monk.

When we have more information we will update the post here.

All Monk Hero Talents (Images)


The Paladin got all three Hero Talents Revealed. Let’s see what you can become and see how you can benefit from getting each point spent!

The Paladin can be:

  • Templar
  • Lightsmith
  • Herald of the Sun

Templar Paladin

When it comes to which Specialization can be a Templar, that would be the Retribution and Protection Paladins.

  • Light’s Guidance: Wake of Ashes (Retribution) and Eye of Tyr (Protection) are replaced with Hammer of Light for 12 seconds after they are cast.
  • Hammer of Light Effect: Hammer down your enemy with the power of the Light, dealing Holy damage to the target and up to 4 nearby enemies. Additionally, calls down Empyrean Hammers from the sky to strike 3 nearby enemies for Holy damage. Costs 5 Holy Power.
  • Choice Node: Templar’s Watch and For Whom the Bell Tolls
  1. Templar’s Watch: Hammer of LightWake of Ashes (Retribution), and Eye of Tyr (Protection) deal 30% increased damage when striking only 1 enemy. This amount is reduced by 6% for each additional target struck.
  2. For Whom the Bell Tolls: Divine Toll grants up to 100% increased damage to your next 3 Judgments when striking only 1 enemy. This amount is reduced by 20% for each additional target struck.
  • Shake the Heavens: After casting Hammer of Light, you call down an Empyrean Hammer on a nearby target every 2 seconds for 8 seconds.
    • Empyrean Hammer Effect: When Empyrean Hammer critically strikes, 60% of its damage is dealt to nearby enemies. Enemies hit by this effect deal 5% reduced damage to you for 8 seconds.
  • Sacrosanct Crusade: When you cast Wake of Ashes (Retribution) or Eye of Tyr (Protection), gain Shield of Vengeance at 10% effectiveness.
  • Higher Calling: Crusader StrikeHammer of Wrath, Blade of Justice (Retribution), and Judgment (Protection) extend the duration of Shake the Heavens by 1 second.
  • Choice Node: Bonds of Fellowship and Unrelenting Charger
  1. Bonds of Fellowship: You receive 20% less damage from Blessing of Sacrifice and each time its target takes damage, you gain 4% movement speed up to a maximum of 40%.
  2. Unrelenting ChargerDivine Steed lasts 2 seconds longer and increases your movement speed by an additional 30% for the first 3 seconds.
  • Choice Node: Endless Wrath and Sanctification
  1. Endless Wrath: Calling down an Empyrean Hammer has a 10% chance to reset the cooldown of Hammer of Wrath and make it usable on any target, regardless of their health.
  2. Sanctification: Casting Judgment increases the damage of Empyrean Hammer by 10% for 10 seconds. Multiple applications may overlap.
  • Hammerfall: Templar’s Verdict and Divine Storm (Retribution) and Shield of the Righteous and Word of Glory (Protection) call down an Empyrean Hammer on a nearby enemy. While Shake the Heavens is active, this effect calls down an additional Empyrean Hammer.
  • Undisputed Ruling: Hammer of Light applies Judgment to its targets and increases your Haste by 15% for 6 seconds (Protection). Additionally, Eye of Tyr grants 3 Holy Power.
  • Light’s Deliverance: You gain a stack of Light’s Deliverance when you call down an Empyrean Hammer. At 50 stacks, casting Hammer of Light empowers you for 12 seconds to cast Hammer of Light an additional time for free.

Lightsmith Paladin

When it comes to which Specialization can be a Lightsmith, that would be the Holy and Protection Paladins.

  • Holy Armaments: Will the Light coalesce and become manifest at a target location as a Holy Armament, which may be wielded by you or your allies. Alternates between Holy Bulwark and Sacred Weapon. Lasts 20 sc after being cast. Max 2 charges.
  • Holy Bulwark: While wielding a Holy Bulwark, gain an absorption shield for 15% of your maximum health and an additional 5% every 2 seconds, stacking up to 30%.
  • Sacred Weapon: While wielding a Sacred Weapon, your spells and abilities have a chance to deal additional Holy damage or healing.
  • Choice Node: Rite of Sanctification & Rite of Adjuration
  1. Rite of Sanctification: Imbue your weapon with the power of the Light, increasing your armor by 5% and your primary stat by 1%. Lasts 1 hour. Weapon imbue.
  2. Rite of Adjuration: Imbue your weapon with the power of the Light, increasing your Stamina by 3% and causing your Holy Power spenders to sometimes unleash a burst of healing around a target. Weapon imbue.
  • Solidarity: If an ally picks up an Armament, you also gain its benefits. If you pick up an Armament, a nearby ally also gains its benefits.
  • Choice Node: Divine Guidance & Blessed Assurance
  1. Divine Guidance: For each Holy Power ability cast, your next Consecration does additional Holy damage or healing split across all enemies, up to a fixed total.
  2. Blessed Assurance: Casting a Holy Power spender increases the damage and healing of your next Crusader Strike by 100%.
  • Laying Down Arms: When an Armament fades from you, the cooldown of Lay on Hands is reduced by 15 seconds, and you gain Shining Light or Infusion of Light.
  • Choice Node: Divine Inspiration & Forewarning
  1. Divine Inspiration: Your spells and abilities have a chance to manifest a Holy Armament nearby.
  2. Forewarning: The cooldown of Holy Armaments is reduced by 20%.
  • Choice Node: Fear No Evil & Excoriation
  1. Fear No Evil: While wielding an Armament the duration of Fear effects is reduced by 50%.
  2. Excoriation: Enemies within 5 yards of Hammer of Justice’s target are slowed by 15%.
  • Shared Resolve: The effect of your active Aura is increased by 33% on targets with your Armaments.
  • Valiance: Consuming Shining Light or Infusion of Light extends the duration of any active Armaments by 3.0 seconds, or reduces the cooldown by 3 seconds if none exist.
  • Hammer and Anvil: Judgment critical strikes cause a shockwave around the target, dealing additional Holy damage or healing at the target’s location.
  • Blessing of the Forge: Avenging Wrath summons an additional Sacred Weapon, and during Avenging Wrath your Sacred Weapon casts spells on your target and echoes the effects of your Holy Power abilities.

Herald of the Sun Paladin

When it comes to which Specialization can be a Herald of the Sun, that would be the Holy and Retribution Paladins.

  • SunspotWake of Ashes (Retribution) and Holy Prism (Holy) cause your next 2 Holy Power spending abilities to create a Sunspot on your target, dealing Radiant damage or healing over 8 seconds. 10% of Sunspots damage and healing radiates to nearby allies or enemies, reduced beyond 5 targets.
  • Choice Node: Morning Star and Gleaming Rays
  1. Morning Star: Every 5 sec, your next Sunspot’s damage or healing is increased by 5%, stacking up to 10 times. Morning Star stacks twice as fast while out of combat.
  2. Gleaming Rays: While a Sunspot is active, your abilities that use Holy Power deal 10% increased additional damage or healing.
  • Eternal Flame: Heals an ally immediately and over an additional 20 seconds. Healing increased by 25% when cast on self. Replaces Word of Glory, costs 3 Holy Power.
  • Luminosity: The critical strike chance of Hammer of Wrath and Divine Storm (Retribution) and Holy Shock and Light of Dawn (Holy) increased by 10%.
  • Choice Node: Illumine and Will of the Dawn
  1. Illumine: Sunspots reduce the movement speed of enemies by 50% and increase the movement speed of allies by 20%.
  2. Will of the Dawn: Movement speed increased by 5% while above 80% health. When your health is brought below 35%, your movement speed is increased by 40% for 5 seconds. Cannot occur more than once every 60 seconds.
  • Choice Node: Eternal Sun and Lingering Radiance
  1. Eternal SunSunspot’s duration is increased by 2 seconds and Eternal Flame’s duration is increased by 3 seconds.
  2. Lingering RadianceSunspots leave an Eternal Flame for 12 seconds on allies or a Greater Judgment on enemies when they expire or are extended.
  • Sun Sear: Hammer of Wrath and Divine Storm (Retribution) and Holy Shock and Light of Dawn (Holy) critical strikes cause the target to burn for additional Radiant damage over 4 seconds or be healed for over 4 seconds.
  • Aurora: After you cast Wake of Ashes (Retribution) or Holy Prism(Holy) gain Divine Purpose.
  • Solar Grace: Your Haste is increased by 4% for 12 seconds each time you apply a Sunspot. Multiple stacks may overlap.
  • Second SunriseHammer of Wrath and Divine Storm (Retribution]) and Holy Shock and Light of Dawn (Holy) have a 15% chance to cast again at 30% effectiveness.
  • Sun’s Avatar: During Avenging Wrath, you become linked to your Sunspots, causing Radiant damage to enemies or healing to allies that pass through the beams, reduced beyond 5 targets.
  • Activating Avenging Wrath applies 4 Sunspots onto nearby allies or enemies and increases Sunspot’s damage and healing by 20%.

All Paladin Hero Talents (Images)


The Priest got one of its three Hero Talents Revealed. Let’s see what you can become and see how you can benefit from getting each point spent!

The Priest can be:

  • Oracle
  • Archon
  • Voidweaver

Oracle Priest

The Oracle Hero Talents are designed for Holy and Discipline Priests. They consist of:

  • Premonition: Divine the future, and gain access to a spell that gives you an advantage against your fate. Replaces Power Infusion. 1 minute cooldown. Instant Cast.
    • Solace: Increases your target’s healing received by 25% for 10 seconds.
    • Insight: Increases your targets magic damage dealt by 10% for 10 seconds.
    • Glory: Increases your target’s physical damage dealt by 10% for 10 seconds.
  • Preventative Measures: Increases the damage absorbed by Power Word: Shield by 10% and the healing done by Prayer of Mending by 10%.
  • Preemptive Care: Increases the duration of Atonement by 1 second and increases the duration of Renew by 3 seconds.
  • Choice Node: Waste No Time & Miraculous Recovery
  1. Waste No Time: Premonition causes your next Power Word: RadianceHeal, or Prayer of Healing to be instant cast and cost 15% less mana.
  2. Miraculous Recovery: Reduces the cooldown of Power Word: Life by 3 seconds and allows it to be usable on targets below 50% health.
  • Assured Safety: Power Word: Shield applies 1 stack of Prayer of Mending to your target. Prayer of Mending casts apply a Power Word: Shield to your target at 20% effectiveness.
  • Choice Node: Prompt Deliverance & Divine Feathers
  1. Prompt Deliverance: Reduces the cooldown of Purify by 2 seconds.
  2. Divine Feathers: When an ally walks through your Angelic Feather, you are also granted 100% of its effect.
  • Foreseen Circumstances: Pain Suppression reduces damage taken by an additional 10%. Guardian Spirit lasts an additional 2 seconds.
  • Grand Reveal: When your Power Word: Shield is fully absorbed or your Prayer of Mending heals, gain a stack of Grand Reveal. At 150 stacks, gain an additional charge of Premonition.
  • Choice Node: Perfect Vison & Versatile Divinations
  1. Perfect Vision: Reduces the cooldown of Premonition by 10 seconds.
  2. Versatile Divinations: Premonition can now trigger the Brilliance and Urgency effects.
    • Brilliance: Restores 5% of your target’s maximum mana.
    • Urgency: Increases your target’s Haste by 12% for 10 seconds.
  • Choice Node: Divine Providence & Fatebender
  1. Divine Providence: Increases the duration of your Premonition effects by 2 seconds.
  2. Fatebender: Premonition’s effect is increased by 30% if the divined spell is different than the previous Premonition.
  • ClairvoyancePremonition has a low chance to grant you Clairvoyance.
    • Clairvoyance Effect: Grants your target and two nearby allies all the effects of Premonition at 100% effectiveness.

Archon Priest (Currently Unknown)

When it comes to which Specialization can be an Archon, that would be the Holy and Shadow Priests.

When we have more information we will update the post here.

Voidweaver Priest (Currently Unknown)

When it comes to which Specialization can be a Voidweaver, that would be the Shadow and Discipline Priests.

When we have more information we will update the post here.

All Priest Hero Talents (Image)


The Rogue got one of its three Hero Talents Revealed. Let’s see what you can become and see how you can benefit from getting each point spent!

The Rogue can be:

  • Trickster
  • Death Stalker
  • Fatebound

Trickster Rogue

The Trickster Hero Talents are designed for Outlaw and Subtlety Rogues.

  • Unseen Blade: Feint now grants 2 Combo Points and quickly slashes with an Unseen Blade dealing damage to nearby enemies. Targets struck are Fazed for 5 seconds. Fazed enemies take 5% more damage from you and cannot parry your attacks.
  • Surprising Strikes: Attacks that generate Combo Points deal 25% increased critical strike damage to Fazed targets.
  • Choice Node: Smoke and Mirrors
  1. Smoke: You take 5% reduced damage from Fazed targets.
  2. MirrorsFeint reduces area damage taken by an additional 10%.
  • Flawless Form: Killing Spree (Outlaw) and Secret Technique (Subtlety) grant Mastery for 5 seconds. Multiple applications may overlap.

Choice Node: So Tricky and Don’t Be Suspicious

  1. So Tricky: Tricks of the Trade’s threat redirect duration is increased to 1 hour.
  2. Don’t Be Suspicious: Blind and Shroud of Concealment have 10% reduced cooldown. Pick Pocket and Sap range increased by 10 yards.
  • Devious Distractions: Distract and Killing Spree (Outlaw) and Secret Technique (Subtlety) cause targets to be Fazed for 10 seconds.
  • Choice Node: Thousand Cuts and Flickerstrike
  1. Thousand Cuts: Slice and Dice grants 10% additional attack speed and gives your auto attacks a chance to trigger Unseen Blade.
  2. Flickerstrike: Taking area damage while Feint is active or dodging while Evasion is active triggers Unseen Blade. This effect may only occur once every 5 seconds.
  • Nimble Flurry: Killing Spree (Outlaw) and Secret Technique (Subtlety) deal 10% more damage and have a 10% reduced cooldown.
  • Choice Node: Cloud Cover and No Scruples
  1. Cloud Cover: Distract now creates a cloud of smoke for 10 seconds and its cooldown is increased to 90 seconds. Attacks from within the cloud afflict targets with Fazed for 5 seconds.
  2. No Scruples: Finishing moves have a 10% increased chance to critically strike Fazed targets.
  • Elaborate Twirl: Increases the duration of Flawless Form by 2 seconds.
  • Coup de Grace: After 4 strikes with Unseen Blade, your next Dispatch (Outlaw), Eviscerate, or Black Powder (Subtlety)will be performed as a Coup de Grace, dealing 40% increased damage. If the primary target is Fazed, gain 5 stacks of Flawless Form.

Death Stalker Rogue (Currently Unknown)

When it comes to which Specialization can be a Death Stalker, that would be the Assassination and Subtlety Rogue.

When we have more information we will update the post here.

Fatebound Rogue (Currently Unknown)

When it comes to which Specialization can be a Fatebound, that would be the Assassination and Outlaw Rogue.

When we have more information we will update the post here.

All Rogue Hero Talents (Images)


The Shaman got one of its three Hero Talents Revealed. Let’s see what you can become and see how you can benefit from getting each point spent!

The Shaman can be:

  • Farseer
  • Stormbringer
  • Totemic

Farseer Shaman

The Farseer Hero Talents are designed for Elemental and Restoration Shamans.

  • Call of the Ancestors: Primordial Wave (Elemental) or Unleash Life (Restoration) calls an Ancestor to your side for 6 seconds. Whenever you cast a healing or damaging spell, the Ancestor will cast a similar spell.
  • Choice Node: Latent Wisdom and Ancient Fellowship
  1. Latent Wisdom: Your Ancestors’ spells are 20% more powerful.
  2. Ancient Fellowship: Ancestors have a 15% chance to call another Ancestor when they expire.
  • Choice Node: Heed My Call and Routine Communication
  1. Heed My Call: Ancestors last an additional 2 seconds.
  2. Routine Communication: Lava Burst casts have an 8% chance to call an Ancestor (Elemental). Riptide has a 15% chance to call an Ancestor (Restoration).
  • Elemental Reverb: Lava Burst gains an additional charge and deals 5% increased damage (Elemental). Riptide gains an additional charge and heals for 5% more (Restoration).
  • Offering from Beyond: When an Ancestor is called, they reduce the cooldown of Fire Elemental and Storm Elemental by 10 seconds (Elemental) or Riptide by 2 seconds (Restoration).
  • Primordial Capacity: Increases your maximum Maelstrom by 25 (Elemental). Increases your maximum mana by 5% (Restoration).
  • Spiritwalker’s Momentum: Using spells with a cast time increases the duration of Spiritwalker’s Grace and Spiritwalker’s Aegis by 1 second, up to a maximum of 4 seconds.
  • Choice Node: Nature Harmony and Earthen Communion
  1. Natural Harmony: Reduces the cooldown of Nature’s Guardian by 10 seconds and causes it to heal for an additional 5% of your maximum health.
  2. Earthen Communion: Earth Shield has an additional 3 charges and heals you for 25% more.
  • Maelstrom Supremacy: Increases the damage of Earth ShockElemental Blast, and Earthquake by 8% (Elemental). Increases the healing done by Healing WaveHealing SurgeWellspringDownpour, and Chain Heal by 8% (Restoration).
  • Final Calling: When an Ancestor expires, they cast Elemental Blast on a nearby enemy (Elemental). When an Ancestor expires, they cast Hydrobubble on a nearby injured ally (Restoration).
  • Hydrobubble: Surround your target in a protective water bubble for 10 seconds. The shield absorbs incoming damage, but the absorbed amount decays fully over its duration.
  • Ancestral Swiftness: Your next healing or damaging spell within 10 seconds is instant and deals 10% increased damage and healing. If you know Nature’s Swiftness, it is replaced by Ancestral Swiftness and causes Ancestral Swiftness to call an Ancestor to your side. Active ability. 45-second cooldown.

Stormbringer Shaman (Currently Unknown)

When it comes to which Specialization can be a Stormbringer that would be the Elemental and Enhancement Shamans.

When we have more information we will update the post here.

Totemic Shaman (Currently Unknown)

When it comes to which Specialization can be a Totemic that would be the Restoration and Enhancement Shamans.

When we have more information we will update the post here.

All Shaman Hero Talents (Images)


The Warlock got two of its three Hero Talents Revealed. Let’s see what you can become and see how you can benefit from getting each point spent!

The Warlock can be:

  • Hellcaller
  • Diabolist
  • Soul Harvester

Hellcaller Warlock

When it comes to which Specialization can be a Hellcaller, that would be the Affliction and Destruction Warlocks.

  • Wither: Bestows a vile malediction upon the target, burning the sinew and muscle of its host, dealing Shadowflame damage over 18 seconds. Replaces Corruption (Affliction) or Immolate (Destruction).
  • Xalan’s Ferocity: Shadow damage increased by 5%. Fire damage increased by 5%.
  • Blackened Soul: Your damaging abilities further corrupt enemies affected by your Wither, increasing its stack count by 1. Each time Wither increases it has a chance to become acute, dealing Shadowflame damage to its host every 1 second until 1 stack remains. Wither will always become acute after reaching 8 stacks or when its host reaches 20% health.
  • Xalan’s Cruelty: Fire critical strike chance increased 10%. Shadow critical strike chance increased 10%.
  • Choice Node: Mark of the Legashi and Aura of Enfeeblement
  1. Mark of the Legashi: Curse of Weakness also applies Curse of Tongues.
  2. Aura of Enfeeblement: Enemies within 10 yards are affected by your Curse of Weakness and Curse of Tongues at 75% effectiveness.
  • Choice Node: Hatefury Rituals and Bleakheart Tactics
  1. Hatefury Rituals: Wither deals 100% increased damage but its duration is 50% shorter.
  2. Bleakheart Tactics: Wither damage increased 15%. When Wither gains a stack from Blackened Soul, it has a chance to gain 1 additional stack.
  • Choice Node: Zevrim’s Resilience and Illhoof’s Design
  1. Zevrim’s Resilience: When you consume a Healthstone, you also restore 10% of your maximum health as Soul Leech.
  2. Illhoof’s Design: Sacrifice 10% of your maximum health. Soul Leech now absorbs an additional 15% of your maximum health.
  • Mark of Xavius: Agony damage increased 10%. Agony is now a combo skill (Affliction). Directly recasting Agony within 2 seconds applies Agony to 1 other nearby enemy. Wither damage increased 10%. Wither is now a combo skill. Directly recasting Wither within 2 seconds applies Wither to 1 other nearby enemy (Destruction).
  • Cull the Weak: Casting Wither directly or refreshing Wither with less than 4 seconds remaining causes Wither to gain 3 stacks.
  • Mark of Peroth’arn: Blackened Soul deals 5% increased damage per stack of Wither (Affliction). Agony deals damage 10% faster. Wither deals damage 10% faster (Destruction).
  • Malevolence: Dark magic erupts from you and corrupts your soul for 20 seconds, causing enemies suffering from your Wither to take Shadowflame damage and increase its stack count by 3 (Affliction). While corrupted, your active Withers are acute, your haste is increased by 10%, and Malefic Rapture grants 1 additional stack of Wither to targets affected by Unstable Affliction. While corrupted, your active Withers are acute, your haste is increased by 10%, and Chaos Bolt grants 1 additional stack of Wither (Destruction).

Diabolist Warlock

When it comes to which Specialization can be a Diabolist, that would be the Demonology and Destruction Warlocks.

  • Diabolic Ritual: Spending a Soul Shard grants Diabolic Ritual for 20 seconds. While Diabolic Ritual is active, each Soul Shard spent reduces its duration by 1 second. When Diabolic Ritual expires you gain Demonic Art, causing your next ability that costs Soul Shards to summon an Overlord, Mother of Chaos, or Pit Lord that unleashes a devastating attack against your enemies.
  • Cloven Souls: Enemies damaged by your Overlord have their souls cloven, increasing damage taken by you and your pets by 10% for 20 seconds.
  • Touch of RancoraDiabolic Ritual increases the damage of your next ability that costs Soul Shards by 30% and reduces its cast time by 50%.
  • Secrets of the Coven: Mother of Chaos empowers your next Shadow Bolt or Incinerate to become Demonfire Barrage.
    • Demonfire Barrage Effect: Channel a barrage of 4 Shadow Bolts or Incinerates toward the enemy target over 1.5 seconds.
  • Choice Node: Soul-Etched Circles and Annihilan’s Bellow
  1. Soul-Etched Circles: You always gain the benefit of Soulburn when casting Demonic Circle: Teleport, increasing your movement speed by 50% and making you immune to snares and roots for 6 seconds.
  2. Annihilan’s Bellow: Howl of Terror cooldown is reduced by 15 seconds and the range is increased by 5 yards.
  • Choice Node: Cruelty of Kerxan and Infernal Machine
  1. Cruelty of Kerxan: Nether PortalSummon Demonic Tyrant, and Summon Infernal grant Diabolic Ritual and reduce its duration by 3 seconds.
  2. Infernal Machine: Abilities that cost Soul Shards decrease the duration of Diabolic Ritual by 1 additional second while your Demonic Tyrant, Nether Portal, or Infernal is active.
  • Choice Node: Infernal Vitality and Infernal Bulwark
  1. Infernal Vitality: Unending Resolve heals you for 30% of your maximum health over 10 seconds.
  2. Infernal Bulwark: Unending Resolve grants Soul Leech equal to 10% of your maximum health and increases the maximum amount Soul Leech can absorb by 10% for 8 seconds.
  • Flames of Xoroth: Fire damage increased 2% and damage dealt by your demons is increased 2%.
  • Abyssal Dominion: Grimoire: Felguard and Cataclysm gain additional effects:
    • Grimoire: Felguard (Demonology) lasts 3 seconds longer and its cooldown is reduced by 30 seconds.
    • Casting Cataclysm (Destruction) summons an Overfiend that casts Chaos Bolt 2 times at 80% effectiveness before departing.
  • Gloom of Nathreza: Hand of Gul’dan deals 15% increased damage for each Soul Shard spent. Enemies marked by your Havoc take 5% increased damage from your single target spells.
  • Ruination: Summoning a Pit Lord causes your next Hand of Gul’dan or Chaos Bolt to become Ruination.
    • Ruination Effect: Call down a demon-infested meteor from the depths of the Twisting Nether, dealing Chaos damage on impact to all enemies within 8 yards of the target and summoning 3 Wild Imps.

Soul Harvester Warlock (Currently Unknown)

When it comes to which Specialization can be a Soul Harvester, that would be the Affliction and Demonology Warlocks.

When we have more information we will update the post here.

All Warlock Hero Talents (Images)


Last but certainly not least, the Warrior got all three of its Hero Talents Revealed. Let’s see what you can become and see how you can benefit from getting each point spent!

The Warrior can be:

  • Slayer
  • Colossus
  • Mountain Thane

Slayer Warrior

When it comes to which Specialization can be a Slayer, that would be the Fury and Arms Warriors.

  • Slayer’s Dominance: Your attacks have a high chance to overwhelm your target’s defenses and trigger a Slayer’s Strike, dealing low damage and applying Marked for Execution, increasing the damage they take from your next Execute by 10%. Stacks 3 times.
  • Imminent DemiseSudden Death’s chance to reset the cooldown of Execute and make it usable on any target, regardless of health is increased.
    • Using Sudden Death accelerates your next Bladestorm, striking 1 additional time (max 3). Bladestorm’s total duration is unchanged.
  • Overwhelming Blades: Each strike of Bladestorm applies Overwhelmed to all enemies affected, increasing damage taken by 1% for 10 seconds.

Developer’s Note: Fury will have access to Bladestorm via specialization talents in The War Within.

  • Choice Node: Relentless Pursuit and Vicious Agility
  1. Relentless Pursuit: Charge removes all movement-impairing effects and grants you 70% movement speed for 3 seconds.
  2. Vicious Agility: Heroic Leap reduces the cooldown of Charge by 5 seconds and Charge reduces the cooldown of Heroic Leap by 5 seconds.
  • Death Drive: You heal for 50% of damage dealt by Sudden Death.
  • Choice Node: Slayer Reflexes and Constant Pressure
  1. Slayer Reflexes: Slayer’s Strikes have a chance to reset the cooldown of Bloodthirst and Overpower.
  2. Constant Pressure: Cooldown of Overpower reduced by 10% (Arms). The Cooldown of Bloodthirst is reduced by 10% (Fury).
  • Choice Node: Tunnel Vision and Thrill of the Kill
  1. Tunnel Vision: Your auto-attack speed increases while you are in combat. Changing targets resets this effect.
  2. Thrill of the KillExecute increases your auto-attack speed for 10 seconds.
  • SlayMarked for Execution increases the critical strike chance and critical strike Damage of your next Execute on the target by 5%.
  • Frenetic FlurryOverpower (Arms) and Bloodthirst (Fury) have a chance to cause you to unleash a brief Bladestorm, striking all enemies around you once. You can now use Pummel and Storm Bolt while Bladestorming.
  • Slayer’s Focus: Overpower cooldown reduced by 10% (Arms). Bloodthirst cooldown reduced by 10% (Fury).
  • Unrelenting Onslaught: When you Execute a target that you’ve Marked for Execution, reduce the cooldown of Bladestorm by 5 seconds per stack of Marked for Execution and apply stacks of Overwhelmed equal to the number of stacks of Marked for Execution the target had.

Colossus Warrior

When it comes to which Specialization can be a Colossus, that would be the Protection and Arms Warriors.

  • Demolish: Unleash a series of precise and powerful strikes against your target and enemies within 8 yards of it. You can block, parry, and dodge while using this ability. 45 second cooldown.
  • Martial Expert: Your critical strike damage is increased by 10% and the amount blocked by your critical blocks is increased by 10%.
  • Colossal Might: Mortal Strike and Shield Slam grant a stack of Colossal Might. Colossal Might increases damage dealt by Demolish by 10% and stacks up to 5 times. Demolish consumes Colossal Might.
  • Choice Node: Boneshaker and Earthquaker
  1. Boneshaker: Shockwave’s stun duration is increased by 2 seconds.
  2. Earthquaker: Shockwave also knocks enemies into the air, and its cooldown is reduced by 5 seconds.
  • Choice Node: One Against Many and Arterial Bleed
  1. One Against ManyShockwaveCleaveWhirlwind, and Revenge deal 5% more damage per target affected up to 5.
  2. Arterial Bleed: Colossal Might increases the damage of Rend and Deep Wounds by 2% per stack.
  • Tide of BattleColossal Might increases the damage of Overpower and Revenge by 2%.
  • Choice Node: No Stranger to Pain and Rally
  1. No Stranger to Pain: Total damage prevented by Ignore Pain increased by 15%.
  2. Rally: Taking damage has a low chance to give you a Second Wind for 2 seconds.
  • Practiced Strikes: Mortal Strike and Shield Slam damage increased by 15%.
  • True Might: Mortal Strike and Shield Slam critical strikes grant an additional stack of Colossal Might.
  • Mountain of Muscle and Scars: You deal 5% more damage and take 2.5% less damage. Size increased by 5%.
  • Unstoppable Force: Colossal Might now stacks 10 times. If you were to gain an additional stack of Colossal Might but are already at max stacks, the cooldown of Demolish is reduced by 2 seconds. While channeling Demolish, you are grounded, making you immune to stuns and effects that move you.

Mountain Thane Warrior

When it comes to which Specialization can be a Mountain Thane, that would be the Protection and Fury Warriors.

  • Lightning Strikes: Damaging enemies with Thunder ClapRevengeRaging Blow, or Execute has a 10% chance to also strike one with a lightning bolt, dealing moderate Nature damage. Lightning Strikes occur 50% more often during Avatar.
  • Call of Thunder: The Stormstrike damage or Nature damage your abilities deal is increased by 5%. Stormstrike damage ignores Armor. Thunder Clap damage increased by 50%. For Fury only, Thunder Clap generates 5 Rage and Improved Whirlwind and Meat Cleaver now improves Thunder Clap as well as Whirlwind.
  • Ground Current: Lightning Strikes also deal low amounts of Nature damage to enemies near their target. Damage reduced beyond 5 targets.
  • Strength of the Mountain: Shield Slam damage increased by 20%. Bloodthirst and Rampage damage increased by 10%.
  • Thunder BlastShield Slam and Bloodthirst have a 20% chance to grant you Thunder Blast, stacking up to 2 charges. Thunder Blast causes your next Thunder Clap to become a Thunder Blast that deals Stormstrike damage.
  • Choice Node: Storm Bolts & Storm Shield
  1. Storm Bolts: Storm Bolt also hits 1 additional nearby target, stunning them for 2 seconds.
  2. Storm Shield: Intervening a target grants them a shield for 5 seconds that absorbs magic damage equal to 3 times your Armor.
  • Choice Node: Flashing Skies & Valarjar Training
  1. Flashing Skies: Chance for Lightning Strikes to critically strike is increased by 5% and their critical strike damage is increased by 10%.
  2. Valarjar TrainingLightning Strikes reduce the cooldown of Ravager by 0.5 second.
  • Choice Node: Steadfast as the Peaks & Keep Your Feet on the Ground
  1. Steadfast as the PeaksVictory Rush increases your maximum health by 10% for 5 seconds.
  2. Keep Your Feet on the GroundThunder Blast reduces the damage you take by 4% for 5 seconds.
  • Choice Node: Gathering Clouds & Thorim’s Might
  1. Gathering Clouds: Your attacks trigger Lightning Strikes 15% more often.
  2. Thorim’s MightLightning Strikes generate 3 Rage. RevengeRaging Blow, and Execute damage increased by 15%.
  • Burst of Power: Lightning Strikes have a 20% chance to make your next 2 Shield Slams or Bloodthirsts have no cooldown.
  • Avatar of the Storm: Casting Avatar grants you 2 charges of Thunder Blast and resets the cooldown of Thunder Clap. While Avatar is not active, Lightning Strikes have a 10% chance to grant you Avatar for 4 seconds.

All Warrior Hero Talents (Images)


That would conclude all that we know regarding Hero Talents for WoW The War Within Hero Talents. This is quite a bit of information to soak in and we hope that you enjoyed the read or at least found some part of the post that was helpful or informative. There’s still much to be added in the future for Hero Talents and we’ll do our best to keep updating and changing everything as we hear from Blizzard.

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The War Within Hero Talents Announced (Video)

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