 Guys, there's some big, big changes that went out last night on the Season of Discovery build. So Season of Discovery is coming out November 30th. It's basically the classic plus beta. They're taking classic wow. They're going to be changing some stuff with it. They're going to be adding some new abilities. They have like a rune system now. Phase one of that is going to start November 30th. It's capped to level 25 and all that stuff. It's going to be great. But there were some changes that went out on the build that is currently available. I want to go over what is in this build and what was changed with some of the runes for Season of Discovery. So let's get started. So obviously we're going to go and we're going to take a look at the Paladin stuff, but they changed stuff for every class. It looks like for Druids. You have Glove runes. You have chest runes and you have leg runes. And that's what we've seen so far. So we've changed the Wild Growth runes right here on Wowhead. Wowhead actually shows and compares both of them, which is good. So it shows the old one. This is what the new one does. So it heals all target party members within 40 yards of the target player over seven seconds. So it looks like for 34 divided by 100 times 7. The amount healed is applied quickly at first and then slows down as Wild Growth reaches its full duration. So it's a big AoE heal and it just looks like they buffed the range and they buffed the amount. It's just like a straight up buff. They thought it wasn't healing for enough or healing enough people. Engraved Pants Skull Bash. Charged to a target within 13 yards and bashed the target Skull, interrupting spell casting and preventing any spell from being cast for two seconds. Shares a cooldown with Feral Charge. In the old build, Skull Bash and Feral Charge didn't actually share a cooldown. So they probably did that as, I mean this is a replacement to Feral Charge. Normally, Feral Charge does the interrupt but it doesn't have a stun. So I think it's good that they actually made this shared because then you have Feral Charge and Skull Bash and you just be like flying around the map. Feral Charge is already able to be used in combat as opposed to like a Warrior Charge. It's not. Oh they actually increased the Spell Power modifier on this too. So the amount of healing power that you have on Wild Growth actually goes up too. So it costs more mana and heals for more. That's basically all they did for Druid. For Hunter, Lone Wolf. Engrave your Chester Robe with the Lone Wolf rune. So Lone Wolf, what Lone Wolf is, they wanted to make a Hunter build for whenever you didn't have a pet. Let's say you wanted to not have a pet and you just wanted to be like a Ranger or something. No pet, whatever. You just got your bow, all that. And you just straight up do more damage. They dropped it from 25% to 15% increased damage with all attacks. My off-the-cuff opinion when I saw that you deal 25% increased damage with all your attacks if you don't use a pet was that damn that's kind of high. What they probably did is they probably went in their testing and they probably realized they're like yeah actually they're doing way too much damage. I don't actually know what percentage of your damage as a Hunter is your pet's damage. Probably roughly like that's probably where you start right? Like it's like if you're doing like your standard rotation whatever you have all your gear this and that. How big of an impact does your pet make? I think that's a pretty fair way of looking at it. Engrave Pants sniper training. Engrave your pants with sniper training. So this was changed. It got nerfed. Your shot abilities gained 10% increased crit chance when you have not moved for the last six seconds. So it was 30% increased crit chance if you haven't moved for six seconds. And then they dropped it to 10. They probably thought 30 was just way the heck too high. Yeah probably just way too high and they're just nerfed it. So this looks more like they just did some flat out damage nerfs to Hunters. For mages rewind time. So all they did was they changed the cooldown on rewind time which rewind time is part of like this healing mage build that people have been talking about. I personally am not a huge fan of healing mages. Giving mages the ability to heal or kind of having a healing mage build for me seems a little weird. And wow I mean some people are like well what about white mages right? The concept of like a white mage you see those in Final Fantasy and whatnot. But a white mage is essentially what a priest is. Personally I think it's a little weird. What I would have liked to see them do with Season of Discovery if they want to add like some some new type of gameplay option for mage I would have liked to see a battle mage. I think the idea of a battle mage and having a rune that took some percentage of your spell power as a coefficient and just hey every time you auto attack you're doing flat damage kind of like what Seal of Righteousness does for a paladin. I think the idea of a battle mage would have been sick. So this just looks like a buff to the healing mage. One minute cooldown to 30 second cooldown. Okay holy here's the juice. Okay here's the juice paladin. Look at all this stuff for paladin. Okay let's get into it. Let's see what they did for paladin. So beacon of light used to be 60 so they nerfed the range from 60 yards to 40 yards. So beacon of light is insane. When I saw that they added beacon of light in vanilla which is something that you see in in uh wrath. Any heal you cast on party arrayed members will also heal the beacon for 100 percent of the amount healed. Only one target can be the beacon of light at a time. Last for one minute. This is insane. I feel like if you give this to I don't even know if they should have given this to holy paladins. Like this is how strong this will be in vanilla without how powerful single target healing is for a paladin in vanilla. The fact that this even exists is insane. So I don't think this is too bad of a nerf at all going from 60 yards to 40 yard range. I think it's just 20 yard range decrease seems like a lot but 60 yards is just insanely long. I don't even know if it should have been that long in the first place. So the next is crusader strike. So crusader strike received a nerf and this is actually part of the feedback that I gave blizzard part of it not all of it. When I had a chance to talk to somebody blizzard I said I actually don't think that crusader strike should be on a four second cooldown. I think it should be six which is what it is in burning crusade. Now I also said I think that it should be six seconds and it should do more damage. Now unfortunately they didn't make it do any more damage either. So I'm like what the hell like like I damn it man. So the reason why I think the reason why I think that it shouldn't be it shouldn't be four seconds and six seconds is better. I look at what they should do is go with the general concept of what the original paladin design is. Paladins were not designed to be like a spammy class right open globals. We've talked to Kevin Jordan before he's the original class designer for vanilla wow for burning crusade for rathalich king and he actually mained a paladin in vanilla. He mained a paladin in vanilla and I do really believe that having it at six seconds instead of four seconds is better for what the paladin is and the design of the kit but my feedback was a little bit longer cooldown because four seconds is less than it even is in burning crusade right like you don't like a paladin being more spammy in vanilla than in burning crusade just seems weird naturally right but even from a design perspective paladins are designed around reactive gameplay and proactive gameplay and what that comes from is having your globals open you're not spamming everything constantly to where your globals are just always being used and that's a lot of vanilla in general but but specifically four paladins and that's that's exactly what Kevin Jordan said as well it's like that's how we design the class you're throwing your blessing you're blessing a freedoming this guy you have to step back you're throwing out flashlights you're throwing holy lights stun this guy repentance this guy there's a lot of proactive and reactive gameplay that paladins are about I do think six seconds is better but I don't think that it should have been nerfed and have the same damage now I will say this there is a chance just like with hunters hunters it seems like they just got a flat damage nerf in some categories I played season discovery I played the demo at blizzcon and paladin damage was so insanely high like I started like basically screwing around and trolling and just just trying to goof off halfway through it I like I try to wipe I started trying to wipe the group and just like this is we're doing so much damage can we even wipe like can we even wipe this is ridiculous I just started like pulling random stuff or whatever I think it was pretty clear that with that current tuning that I was doing way more damage than everyone else so maybe in their testing they felt like the paladin actually is doing way too much damage personally what I would like to see from crusader strike I would like to see crusader strike be a six second cooldown but I also wanted it to be moved to regenerate three percent of your maximum mana and I would like crusader strike to do holy damage I think if crusader strike did holy damage that'd be sick um it looks like it's a physical strike as of right now I would have liked for it to do holy damage and maybe a higher percentage either like 100% weapon damage or maybe 75% holy damage what I like about it doing holy damage is it cuts through your armor and also you get the benefit of sanctity aura as well I also want crusader strike to refresh judgments like a dozen burning crusade I think crusader strike refreshing judgments like a dozen burning burning crusade is a lot of value that you're missing out on for having a rat paladin because that way you can have light wisdom crusader everything up at the same time I think I think it not refreshing judgments is you're also kind of losing out on something the template should be burning crusade I think that's what a lot of like vanilla paladin players classic paladin players look at I know some people like more wrath wrath is more retail wrath is when it starts to shift more towards the retail paladin burning crusade is more classic is more vanilla divine sacrifice divine sacrifice cannot be used while you're under the effects of blessing of protection divine shield or divine protection and prevents you from being targeted by those abilities while it's active okay a couple things to take away from here that is a massive nerf to divine sacrifice because you get a lot of value out of divine sack bubble and then you're just absorbing 30% of all damage for the entire group it's very hard to say because we haven't played season of discovery yet and we haven't seen everything in action we haven't seen I mean outside of the demo we haven't seen everything being used and how all the abilities work and everything I think it's probably okay that they nerf this I'm just gonna keep it real to me it seems like divine sacrifice as it was in vanilla wow way too strong so this is the big one that people keep talking about the changes to martyrdom people talk about crusader strike too but I think I think martyrdom is probably a bigger one so with seal and martyrdom what you see here is it's a seal buff that goes and it causes each year melee attacks to deal 30% weapon damage it used to deal up to three nearby targets so it gets rid of your cleave it gets rid of your cleave and now it's single target so just to clarify in in burning crusade it does 35% damage 35% weapon damage but you lose health equal to 10% of the damage inflicted while the seal is active your party members within 30 yards gain mana equal to 10% of the damage you take from the seal how this works in burning crusade you don't have the mana regen in burning crusade you do 35% of weapon damage a lot of times again I say 50% because it's half the damage of seal command single target and you do lose health equal to 10% of the damage inflicted so this is this is more similar to the burning crusade version but I think it'd be nice if it did the same amount of damage at 35% and I also think it would be nice if they did something about this because I just I feel like this is so strong I feel like the amount of mana regen is insane like that to me that's so much mana regen that it that it might make judgment of wisdom completely worthless or you have judgment of wisdom and this running and then you just have so much mana while this deal is active your party members within 40 yards gain mana equal to 10% oh I misinterpreted this this is actually much less than what I thought yeah I gotta learn to read guys I gotta learn to read I actually misinterpreted this okay so maybe this isn't that much at all because what you're looking at it's damage you take I was thinking about it being the same as this damage of the damage inflicted so what that would mean 30% of weapon damage then you take 10% of that you take 10% of that 10% of 10% of 30% so it's actually incredibly low so my whole argument about this being too strong maybe and getting rid of judgment of wisdom is kind of a moot point I mean to be honest then I kind of don't really have that much of a problem with this it sucks that you lose your cleave but I would have liked to see a little bit of a damage increase to 35% after this nerf so okay hand of reckoning this is your taunt so there's a change to the taunt that's made for paladins oh this is just a this is just fixing a typo yeah they just they just fix a typo okay I'm like I'm like what the hell this nerf isn't nearly as bad as what I thought initially I would still like crusader strike to do either more damage or to do holy damage and I also would like for it to regenerate 3% of maximum mana as opposed to 2% because the cooldown change which I do agree with I do agree with six second cooldown versus four second I just think that these numbers should be tuned up to accommodate for that a little bit better and I think that seal of martyrdom should do just a little bit more damage to match the burning crusade number maybe what they're thinking for like the playoff of that is is the fact that you get a tiny bit of mana I also want seal of martyrdom I I want seal twisting I want it to be able to twist if you can two-way twist between martyrdom and command if you can two-way twist blood and command oh my gosh two-way twist blood and command crusader strike on a six second cooldown judgment on eight second cooldown you got your consecrated on eight second cooldown damn now now now we're talking now we're talking okay that's what I want to see that that's the dream scenario but they have to enable seal twisting for this which on the demo it didn't have so that's it for paladin it looks like paladin's had the most wordy changes next up we have priests circle of healing heals heals all of target's party members part so that heals all of the target players party members within 40 yards so they made the circle way bigger so they increase the mana cost very similar to red they increase the mana cost increase the range and it looks like they increase the amount of healing as well strength of soul engrave your chest or road with strengths of strength of soul where lesser heal heal greater heal and flash heal reduce the remaining duration of weakened soul on targets they heal by four seconds oh that's cool so what that that essentially does is every time you heal somebody let's say you shield them every time you heal them that debuff that you can't shield them again goes down by four seconds pretty cool in addition targets of your power word shield will gain a rage oh my gosh that's a huge buff yo that is a huge buff in addition targets of your power word shield will gain a rage from taking damage despite the damage being absorbed oh my gosh and righteous fury will trigger from damage absorbed by your power word shield as if it were a heal oh my gosh that is huge this is like one of the the like oldest like tail is oldest time things about vanilla wow is if a warrior has an absorbed shield up they don't generate rage in addition to fixing that with strength of soul if you're a paladin all the damage that you absorb will cast with righteous fury up as if it were a heal heal have a have a very reduced threat modifier i off the top of my head i think it's 25 percent but then you have that then i'm assuming it's gonna count as holy so then you'll get the righteous fury bonus uh so you'll get some kind of crazy number calculation there but that's gonna make paladin threat even better when they're getting hit than it already is when it's already huge paladin threat and vanilla is actually huge right now um even before sod i think paladin tanks are gonna be like just gods i think i think paladins in general are gonna be insane in season of discovery i can't wait i mean you guys know me i do everything paladin i do i do ret i do prod i i haven't done healing in a long time but i used to even do healing but i just haven't needed to as much i mean this is insane dude if you're a warrior tank if you're a prop paladin tank this is massive for your priests wow dude that's that is probably the biggest single change that came out of this i think as far as as far as the buff so far is this the biggest nerf is this divine sacrifice nerf which i think probably should work this way i mean it probably shouldn't even been in consideration rogue saber slash so saber slash is viciously slash an enemy for 130 weapon damage uh it's so it's an instant strike with a bleed uh that stacks up to three times and gives a combo point all they did was they made this cost 55 energy instead of four they nerf the cost so they buffed it it used to be 55 energy and they made it 45 energy so a little a little bit of a buff for rugs saber slash oh my holy okay here we go paladins and shamans dude classic classic of course the paladins and shamans have the most notes so for shaman oh this is just a typo shield mastery i think i did i did enhance shaman tanking so whenever i did enhance shaman tanking in the season of discovery beta the demo that we did at blizzcon uh i had really big mana problems and what they told me to do uh when whenever i when i talk to the devs they were like okay take these take take these runes and uh i believe what type of rune is water shield because i think i think it was a glove rune and they were telling me to take molten blast it is glove okay so they were telling me to take molten molten blast for tanking so i was i was trying to go through with what they're suggested ruins were for tanking and uh i was like dude my mana sucks so eventually like towards the end of the run what i do is i switch from molten blast to water shield and my mana was way better and my threat generation was already so high that i didn't even need molten blast i think they've probably recognized this and that wasn't intended they probably want you to use molten blast so shield mastery which are obviously going to take your chest they've increased the mana regeneration to each time you block you it used to be four percent now it's eight percent so they basically doubled the amount of mana you get from each block um this is a good change this is in my opinion having played it i think this is something they probably should do if the intended way of playing uh was using multi molten blast instead of water shield so yeah i think i think that's a solid change shamanistic rage okay what's the difference here so what they're what the difference is with shamanistic rage your party members within 40 yards will also receive 10 of the mana that you receive this way so how shamanistic rage works is it's a um it's a wall right so reduces all damage you take by 20 and it regenerates and you regenerate mana every second for 15 seconds mana regenerated per second is equal to 15 percent of your attack power 10 percent of your spell power or six percent of your healing power whichever value is greatest so this is like uh this is like a big mana regen cooldown and it's like a wall if you're tanking uh and dude this is actually nuts for pvp too so it looks like the added utility of shamanistic rage is that they're also going to make it to where 10 of the mana that you get back is also going to go back to everybody else and it's it's useful to any any spec of shaman yeah so so that's gonna be great grave your pants with way of earth so let's see rock bite okay so this way of earth is for rockbiter weapon let's see how they changed it while rockbiter weapon is active on your main hand weapon you deal 100% increase oh so they changed it from 100% increased threat to 50% increased threat 30% increased health and 10% reduced damage so so rockbiter weapon is going to be your tanking weapon like your tanking buff for a shaman for an enhanced shaman they probably saw that they were generating way too much threat and they just reduced the threat by 50 that doesn't surprise me based on from whenever i played an enhanced shaman tank i thought my threat gen was insane whenever i got rid of molten blast and i switched it with water shield to make up for not getting enough mana back from shield mastery i i didn't talk to anybody about this but this is what i those are the observations that i had while uh while playing the beta so they've probably just gotten those same sort of they probably had that same sort of opinion after after doing their own internal testing no that's cool it looks like they're basically just rebalancing how this works with the intent being that you generate a lot of threat with molten blast and that you use molten blast to generate threat what spec will tank warlock be i think it was demonology but speaking of warlock let's go into warlocks with warlocks what do they do so rain of fire also leaves a lake of fire on the ground you don't gain a lake of fire ability master channeler you don't gain a master channeler ability so this just looks like just a tooltip fix right it looks like they also reduced the amount of threat generated from metamorphosis from the warlock demon form they reduced your threat gen to 50 percent i didn't play this so i don't have any firsthand experience of how how good the threat generation was but again they probably in their own internal testing thought they were just gaining too too much threat too easily so they just reduced it no big changes for warlocks nerf nerf the threat gen a little bit okay warrior consumed by rage uh looks like this was nerfed it enrages you and grants you a 20 percent melee damage bonus for 12 seconds or up to a maximum of 12 swings did i say 20 seconds i meant 12 seconds or up to a maximum of 12 swings after you exceed 80 range so if you are getting to the point where you have over 80 rage you have like a big damage bonus which is kind of sick right consumed by rage and if you if you go over like the idea is is you want to constantly try and like you want to get back up over 80 rage every 12 seconds is there is there no cooldown on this that's like a cool way of playing if like the idea is that you keep trying to fill up uh and then you go and you pull your rage up to 80 and then you dump it and then you pull it back up to 80 and then you dump it that's kind of cool but they just nerf the amount of damage that you do on it 20 to 25 percent not the end of the world engrave your pants with furious thunder rune so furious thunder was changed oh thunder climb now increases the time between attacks by an additional six percent it now can be used in any stance which thunder climb was not able to be used in any stance before but now it also does 50 more threat so furious thunder it's being used as a aoe threat tool for warriors which are already considered pretty poor when it comes to aoe threat now at the high end there's a lot of different stuff you can do in vanilla wow with like engineering or different items and stuff to make warrior aoe threat as good as possible but they're considered to be like not very good aoe tanks the the idea behind furious thunder is that it makes thunder clap more powerful for more threat gen also the fact that they put furious thunder on the pants is kind of hilarious yeah so your pants now have furious thunder is uh yeah so yeah that looks like that looks like all the changes that were leaked on uh season discovery some buffs some nerfs looks like hunters got got hit pretty hard with some things but it's hard to have a real strong opinion on the numbers side of things with any of these changes because we haven't really played it in depth enough to know hey did they need this did they not need this so we kind of have to trust their internal testing now we can talk about things from a design perspective on like is it good design to do this generally is it bad design to do this generally um and i think that's really more so what we're looking at with this so uh if you guys are watching this on youtube do you guys think these are generally good changes generally bad changes do the buffs in the nerf seem right uh for me i think the palette of nerfs like the the divine sacrifice nerf is in my opinion just from a design perspective i think it's very justified um i would like to see crusader strike tweaked up a little bit to make up for that six second cooldown i think six second cooldown is fine again it makes sense but i think that it should do holy damage or it should do a little bit more damage physical uh either do holy damage or it should do a little bit more physical damage instead um and i think it should give you three percent mana instead of two percent mana but again we don't really know because we haven't played um i also this is this is the thing i'm just begging dude i'm begging i'm begging i'm begging please make seal of martyrdom able to be twisted with command it's just it's so that that gameplay that we had in burning crusade it's just it was incredible it's the most fun for me my personal account is that it was the most fun that i ever had playing paladin playing ret paladin in pde and i think there's a lot of classic paladins that feel the same way i know there's a lot of people like that like the the new wrath of lich king style retail style uh there's a lot of people that like that but for for me as a vanilla burning crusade paladin incredible gameplay so fun so i really really hope that if you're taking away that cleave you're giving us back uh that seal twisting in the same vein that we had with burning crusade judgment eight seconds consecrate eight seconds uh crusader strikes six seconds and then constantly like twisting like this dude the two-way twist oh it's gonna be amazing i can't wait so if you guys watch this on youtube again let me know what you guys think in the comments below make sure to like the video i hope you guys are excited for season of discovery as i am as excited as i am i'm gonna be streaming it on twitch november 30th i'm always streaming doing stuff i mean leading up to season of discovery i might be gone a few days with thanksgiving and i'm planning some some things right maybe a sub-a-thon is coming maybe maybe we're gonna do like some kind of week long stream or something i don't know it check out my stream on twitch s-fan tv subscribe turn on your notifications twitch twitter discord reddit everything is s-fan tv come join be a part of the community all that stuff i hope you guys enjoy and uh i'll see you guys later i hope you're as excited for season of discoveries i am cuz wow is back baby wow is back baby