r/classicwowplus

Classic+ Leveling

Splitting the leveling phase in upcoming classic+ will be amazing! Best thing Blizzard did with SoD in my opinion. We did experience areas, dungeons and our characters in general in a way we did never before! I loved that!

reddit.com
u/Abatti7 — 23 hours ago

thoughts on SoD?

The main sub is super obsessed with SoD so I wanted to catch the vibe here.

i thought SoD was fun and I liked it overall. Wish more people stuck with it. But I also wasn't huge into them bringing in spells from future xpacs, incursions, runes, pvp balance, etc. A lot of stuff I really wasn't that into and kinda hope C+ goes in a completely different direction of.

I liked having a more complex rotation in SoD tho. I'll kms if I have a 1 button rotation ever again

Edit: I might be in the minority here but I despise flex raiding. I'm a parse demon and when the group is overfilled not being able to parse properly is lame

reddit.com
u/Electrical_Past9649 — 1 day ago

Will this be over in a year?

To be honest, I'm becoming sceptical when I look at whatever we can see about Classic+ here, what people want or don't want, and that infamous Classic+ survey.

It's really starting to look like some people are looking for a seasonal server to hop on for a few weeks between the next Classic iteration and the next Retail raid tier. They want some seasonal content to fill the gaps in their gaming schedule, but after a few months it's just "one of those era servers" because something else has come out.

Am I the only one who gets this feeling? Are we doomed to witness another empty server by the time the next retail release comes around? Is this what people want for Classic+?

reddit.com
u/Ok-Brother-8295 — 2 days ago
▲ 0 r/classicwowplus+1 crossposts

Classic Plus has anyone ever talked about negative rested exp?

Maybe this Idea has been talked about, but I havent heard it. Its probably pretty controversial, but hear me out. Have a negative rested exp. That essentially punishes people who are on welfare or streamers who can play 10 hours every day. Because as someone who can maybe play 10 hours a week I feel like I cant really be involved with some of the end game content because the no life's do it in 1 month. I understand making the leveling faster like retail is a terrible idea. But for the dads who can play 1 hour a day they have the same experience. And the people who can play 10 hours a day are almost forced to log off or find another way to level. Just an Idea.

reddit.com
u/Anklebanger-ttv — 1 day ago

If Griefing is allowed in classic+ the game is dead before it starts.

Griefing is being allowed by blizzard, even though it is against ToS.

https://youtu.be/gFYzgFCEdzE?si=TEvu4qx-gOt-VwHM

How is there any hope for classic+ being good when this is the kind of publicity blizzard is getting right now?

The guild of griefers is literally planning to continue this garbage behavior into classic+

Is this who you want running the classic+ server discords????

Blizzard needs to do something about this, and the players should not be standing idly by.

u/scaredandmadaboutit — 2 days ago

Concept for Classic+

Hey everyone, with all the rumors about "Project Camelot" and a potential real Classic+, I wanted to share a concept that focuses on one of Vanilla's best core features: faction asymmetry.

Instead of adding the same classes to both sides, Blizzard should introduce two new faction-specific classes that are deeply rooted in Warcraft 3 lore and existing Vanilla assets:

1. Horde: Death Knight (Exclusive to Undead)

  • The Lore: This solves any lore issues immediately. Sylvanas raises powerful fallen heroes who break free from the Lich King’s control (just like the Forsaken). They belong to the Horde, not the Scourge.
  • The Look: Heavy, dark plate armor covered in skulls, with a cold, icy blue rune-glow emanating from the armor cracks and the runeblade.
  • The Gameplay: A slow-paced, heavy plate-wearer starting at Level 1. Focuses on unholy magic, diseases, and decay.

2. Alliance: Spellbreaker / Magic Warrior (Exclusive to High Elves)

  • The Lore: High Elves are already present in Stormwind and the Plaguelands. Making them playable brings their elite guards—the iconic Spellbreakers from WC3—into the Alliance.
  • The Look: The classic, elegant red-and-gold armor with the massive, elongated shields and twin-bladed glaives.
  • The Gameplay: A perfect counter to the DK. A plate or mail-wearing anti-magic tank/melee fighter that doesn't cast fireballs, but steals, purges, and reflects magic.

The Dynamic (The Ultimate Counterplay):
This creates an amazing rock-paper-scissors dynamic for open-world PvP.

  • The Undead DK pulls you in with Death Grip, trying to rot you down with diseases.
  • The High Elf Spellbreaker counters by raising anti-magic shields, draining the DK's energy, and reflecting the diseases right back at them.

It brings back the true Classic spirit—classes with massive strengths and clear weaknesses, encouraging faction pride and group synergy, without introducing anything that feels "too modern" or out of place.

What do you guys think? Would you roll the red-and-gold Spellbreaker or the icy-blue Death Knight first?

reddit.com
u/Street-Ninja-8844 — 3 days ago

Alt Priest tree for Classic+

Have messed some more with talent-builder:

https://www.talent-builder.dev/calculator?t0=XXjyIbfjSr&t1=uriT-gKkPv&t2=IxENv5P7SF&class=16

https://preview.redd.it/9orpjq4n0sjh1.png?width=1220&format=png&auto=webp&s=0526d96a06306617433d657edc316357023f507f

The idea was:

  • To keep current builds
  • To make every point feel important
  • To add support for niche builds, specifically "smite priest", "twilight priest that alternates between shadow and holy", and "wand-master"
  • Wand attacks from discipline tree can be used as a damage build-up phase before using smite and holy fire; and wand damage is useful for Mind Flay too via Shadow Conduit talent. Also Empowering Wand is useful when playing with a mage or destro party member.
  • Twilight priest archetype is mostly supported via "Light in Darkness" and "Darkness in the Light" talents that provide alternating damage buffs
  • Smite can be useful in raids due to debuffs that it applies
  • Holy Fire can now benefit from fire damage bonuses (if Holy Pyre talent is taken)

Question: would you like to see Shadow Word: Death as a talent in last row of Shadow tree?)

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u/MaxQuest — 4 days ago

Slower Vertical Progression and more horizontal relevance by Turning Each Raid Tier Into a “Resistance Tier” ?

I’ve been thinking about how Classic+ could prevent turning into a stat‑inflation treadmill.

So my idea is shift part of each raid’s item budget into elemental resistances instead of raw stats.

Not the old “craft a resist set for one boss” approach, i mean every raid tier drops gear themed around one elemental resistance, and bosses inside that raid deal increasingly more damage of that element the further you go into the raid.

This way you can put less raw stats on raid gear because the raid gets easier not because you dealing way more dmg but mainly because your raid takes way less dmg from encounters.

Another advantage of this system would be that the gear from each raid stays valuable, because it would still be the best choice for that particular raid and you cant just steamroll old raids if you allready have tier 3 gear.

With this approach of raids you maybe could do 6 to 7 tiers (frost, fire, shadow, holy, arcane, nature and maybe prismatic?) before gear gets too bloated with stats.

now its your turn to think about what flaws this system could have^^

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u/Wakkalakkamakka — 6 days ago

We need WoW 2, not Classic +

When they announce this project that the community is calling classic plus that game needs to be more of a wow 2 then a classic plus. You need to be more of a completely new game than being a version of season of discovery. This game has been around for 20+ years. The game is completely solved adding new runes or a couple new things of gear doesn’t change that everything is solved before the patch comes out all BIS lists, all rotations, all strategies for raids. Doing a season of discovery on steroids will not change that and you’ll have the same thing that happened in season of discovery happened in your class plus. People will play the new things and then they will stop. If it is seasonal content, the people will stop playing after a few raids of that season. If it’s not seasonal content, they’ll max their character and they’ll quit playing after a few months of endgame. You cannot do MMO’s where the entire game is solved it fundamentally ruins the mmo experience.

Furthermore, the game cannot continue to grow because the current player base chases away all the new players because they can’t understand why somebody who i just started play the game is not at the same talent level as them who has played the game for 20 years. The same can even be sad for someone who is an experience player who is trying a new class. The player base is extremely toxic and show no patience because they’ve been playing the same game for 20 years. And they almost attack new players for validation of their skills. You can’t invest tons of money into creating a new game that is not going to give you new players or a better way of looking at it is new money.

Whatever wow Camelot is it needs a dramatic change. It needs action combat or a complete rework of stats or how damage is calculated the game needs to be fundamentally different or it will have the same results as every seasonal server where over half the player base will be gone between that 6 to 8 month mark and they will not continue to invest resources into projects like this

reddit.com
u/Away_Woodpecker8813 — 7 days ago

Raids inbetween leveling phases

I'd really like to see a raid somewhere around level 35–45 in Classic+.

I think that level range would be perfect for it. The early leveling experience in Classic is paced pretty well, but somewhere around 35–45 it starts to drag and there's usually a lot more grinding involved. A new raid alone could make that part of the game much more interesting.

But more importantly, I'd like Classic+ to make the whole leveling journey feel more like an actual adventure and less like something you just have to get through to reach 60.

Right now there's often no real reason to chase a great item while leveling. Why spend an hour finding a group, another 1–2 hours running a dungeon and maybe not even get the drop, when you know there's a guaranteed quest reward five levels later that's better anyway?

I'd like Classic+ to give us more reasons to actually care about our characters while leveling.

A level 40 raid could be one of those reasons. And I'd want it to be genuinely difficult at the intended level. Something where you actually want good gear, enchants, consumables and have to know your class. Give people a reason to optimize their character at level 40 instead of only thinking about getting to 60 as quickly as possible.

The rewards could also tie into the later game. Maybe there's an exceptionally strong weapon, a class quest, a token you can use at 60, or even an item that's still good pre-BiS once you reach max level.

Basically, I'd like the transition into endgame to be more gradual. Level 60 shouldn't be this hard cut where almost everything you did and collected before suddenly becomes irrelevant. Some of the things you accomplish while leveling should already be part of building your eventual level 60 character.

Most importantly though: it should be optional.

I don't want every alt to be forced through a level 40 raid because you need some mandatory item or token to raid at 60. You should always be able to skip it and continue leveling normally.

It should simply be another difficult and rewarding adventure for people who want to do it — and another reason not to treat 1–59 as something you just rush through.

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u/Electrical_Novel5926 — 7 days ago

Death Knight concept outline for Classic+

Death Knight Twisted Mirror of a Paladins (Only Available to Undead)
They will have 3 specs and use mana and not runes or runic power like they do in retail. They will have access to all 1-handed and 2-handed weapons:

  • Frost will replace Holy as a Ranged DPS still focusing on hyper-mana efficiency themed around the Lich hero from Warcraft 3
  • Blood will replace Protection as a Tank and because they don’t have shields their tankiness will come from lifesteal mechanics instead of blocking
  • Unholy will replace Retribution as a Melee DPS focusing on damage over time

 

Presences replace of Auras debuffing enemies instead buffing allies:

  • Shadow Resistance Aura becomes Shadowy Presence giving the DK 30 Shadow Resistance and reducing enemies Shadow Resistance within 8 yards of you by 30
  • Frost Resistance Aura becomes Freezing Presence giving the DK 30 Frost Resistance and reducing enemies Frost Resistance within 8 yards of you by 30
  • Devolution Aura becomes Bloody Presence giving the DK 350 Armor and reducing enemies Armor within 8 yards by 350
  • Retribution Aura becomes Decaying Presence which deals 20 Shadow Damage every 2 seconds to all enemies within 8 yards of you
  • Concentration Aura becomes Mind Numbing Presence reducing casting speed by enemies within 8 yards of you by 10%
  • Fire Resistance Aura would be removed because I don’t think it fits in thematically to DK’s

Blessings are just replaced with Dark Gifts that do the same thing with a different names:

  • Blessing of Wisdom renamed Dark Gift of Knowledge
  • Blessing of Might renamed Dark Gift of Power
  • Blessing of Kings renamed Dark Gift of Tyranny
  • Blessing of Salvation renamed Dark Gift of Damnation
  • Blessing of Sanctuary is removed since DKs won’t use shields
  • Blessing of Light is removed since DK’s won’t have any healing spells

The Seal/Judgment System will stay mostly the same except holy damage will be replaced with Shadow Damage

  • Judgment renamed Condemnation
  • Seal of Wisdom renamed Rune of Madness
  • Seal of Justice renamed Rune of Cruelty
  • Seal of Righteousness renamed Rune of Depravity
  • Seal of Light renamed Rune of Darkness
  • *Seal of the Crusader becomes Rune of the Defiler with the same seal effect but the Condemnation only increases Shadow Damage taken by up to 60

*Seal of Crusader is nerfed from the paladin version because more classes in the game can benefit from the shadow damage in group content

Miscellaneous abilities:

  • Hammer of Justice renamed Asphyxiate
  • Consecration renamed Death and Decay and made a baseline spell gained at level 20
  • Righteous Fury renamed Vile Fury
  • Turned Undead renamed Command Undead
  • Divine Steed and Summon Charger renamed to Nightmare steed and Summon Deathcharger appearance would be changed and would have a whole new questline to unlock them
  • Redemption renamed Raise Ally

New Spells:

  • Icicle: (Mana:180,  Cast Time:2,  Cooldown:None,  Range:20 Yards,  Spell School:Frost,  Damage:400-410,  Effect:None)
  • Dark Command: (Mana:4% of base mana,  Cast Time:Instant,  Cooldown:15 Seconds,  Range:40 Yard,  Spell School:Unknown,  Damage:None,  Effect:Taunts Target)
  • Mind Freeze: (Mana:None,  Cast Time:Instant,  Cooldown:20 Seconds,  Range:20 Yards,  Spell School:Frost,  Damage:None,  Effect:Interrupt casting for 4 seconds)
  • Death Coil: (Mana:565,  Cast Time:2 Seconds,  Cooldown:None,  Range:30 Yards,  Spell School:Shadow,  Damage:476,  Effect:Heals Caster for 100% of damage dealt)

Frost Skill Tree:

  • Tier 1
  • Intellect increased by [2/4/6/8/10]%
  • Strength Increased by [2/4/6/8/10]%
  • Tier 2
  • Enemies inside your freezing Freezing Presence have their movement speed slowed by [2/4/6/8/10]%
  • [14/28/42/56/70]% chance to not lose casting time when taking damage
  • Tier 3
  • The range of your presences are increased by [4/8/12] yards
  • Increases the effect of Mind Numbing Presence and Freezing Presence by [6/12/18/24/30]%
  • Reduces the cooldown of Mind Freeze by [10/20]%
  • Increases your chance to resist fear effects by [5/10]%
  • Tier 4
  • Increase the effect of Dark Gift of Knowledge by [10/20/30]%
  • After getting a critical effect from your frost spells you get mana equal to [15/30/45/60/75]% of the base cost of the spell
  • Tier 5
  • Increase the duration of Condemnation of Madness and Condemnation of Darkness by [10/20/30] Seconds
  • Increase the damage of your Frost spells by [2/4]%
  • Frost Blast: (Mana:325,  Cast Time:Instant,  Cooldown:30 Seconds,  Range:20 Yards,  Spell School:Frost,  Damage:550-600,  Effect:Infects target with a Frost Plague)
  • Tier 6
  • Increase the critical effect chance of your Frost spells by 1/2/3/4/5%
  • Tier 7
  • Dreadful Favor: (Mana:4% of base mana,  Cast Time:Instant,  Cooldown: 2 Minutes,  Range:Self,  Spell School:Buff,  Damage:None,  Effect: When activated your next Frost Spell has a 100% critical effect chance)

*Frost Plague: does 720 (24/sec) Frost Damage and drains 3120 (104/sec) mana over 30 seconds

Blood Skill Tree:

  • Tier 1
  • Increases the effect of Bloody Presence by [5/10/15/20/25]%
  • Increases parry chance by [1/2/3/4/5]%
  • Tier2
  • Increases chance to hit with melee weapons by [1/2/3]%
  • Increases your armor value from items by [2/4/6/8/10]%
  • Reduce the duration of silence, interrupts and slow effects on you by [10/20/30]%
  • Tier 3
  • Increases the threat generated from Vile Fury by [33/66/100]%
  • Dark Gift of Tyranny: See above
  • Increases the melee attack power bonus from Dark Gift of Power by [4/8/12/16/20]%
  • Lifesteal for [4/8/12]% of damage you deal while within your Death and Decay
  • Tier 4
  • Decrease the cooldown of Asphyxiate by [5/10/15] Seconds
  • Enemies within your Presences have their healing reduced by [10/20]%
  • Tier 5
  • Blood Boil: (Mana:10% of base mana,  Cast Time:Instant,  Cooldown:10 Seconds,  Range:8 Yard AOE,  Spell School:Shadow,  Damage:89-107,  Effect:Infects all targets hit with a Blood Plague)
  • Gives you a 33/66/100% chance to gain 1% of your mana after being a victim of a critical strike
  • Tier 6
  • Increases Strength by [2/4/6/8/10]% and Stamina by [1/2/3/4/5]%
  • Tier 7
  • Death Strike: (Mana:280,  Cast Time: Instant,  Cooldown:16 Seconds,  Range:Melee,  Spell School:Physical,  Damage:110% Weapon Damage,  Effect:Heals for 7% of Maximum Health)

*Blood Plague: Steals 288 (12/sec) Health over 24 seconds. Scales with Attack Power 

Unholy Skill Tree:

  • Tier 1
  • Reduces Chance your Shadow and Frosts spells are resisted by [2/4/6/8/10]%
  • Reduced the mana cost of Condemnation and Death and Decay spells by [3/6/9/12/15]%
  • Tier 2
  • Decrease the cooldown of Condemnation by[1/2] seconds
  • Increase the Shadow Damage increase from Condemnation of the Defiler and the attack power increase from Rune of the Defiler by [5/10/15]%
  • Increases the effects of Decaying Presence and Shadowy Presence by [20/40/60/80/100]%
  • Tier 3
  • Enemies within your presence have their Strength and Agility reduced by 1% every 2 seconds stacking up to [5/10/15]%
  • Increase chance to get a critical strike with melee weapons by [1/2/3/4/5]%
  • Increase mounted movement speed by [5/10]%
  • Tier 4
  • Your Critical Strikes have a [50/100]% chance in inflict your target with an Unholy Plague
  • Every time your Plagues do damage it has a [2/4/6]% chance to reduce the cast of of your next Death Coil by 100% and its mana cost by 50%
  • Tier 5
  • Plague Strike: (Mana:280,  Cast Time:Instant,  Cooldown:15 Seconds,  Range:Melee,  Spell School:Shadow,  Damage:Unknown,  Effect:Inflits the Target with an Unholy Plague*)
  • Increases your damage with one-handed Swords, Axes, and Maces by 2/4/6%
  • Tier 6
  • Gives you a [2/4/6/8/10]% bonus to physical and shadow damage you deal for 8 seconds after dealing a critical strike
  • Tier 7
  • Herald of Plague: (Mana:20% of base mana,  Cast Time:Instant,  Cooldown:None,  Range:Self,  Spell School:Buff,  Damage:None,  Effect:While active gain Spell Power equal to a 20% of your Agility)

Unholy Plague will have a couple different variations and the one that that the target is afflicted with is based on the current seal you have apllied to your weapon

*Unholy Plague: Does Shadow Damage per stack over 18 seconds

  • 90 (5/sec per stack) and Reduces targets healing received by 2% stacking up to 10 times
  • 90 (5/sec per stack) per stack and Reduced targets armor by 150 stacking up to 10 times
  • 180 (10/sec per stack) per stack and Reduces targets chance to hit by 1% stacking up to 2 times
  • 90 (5/sec per stack) per stack and Reduces targets attack power by 30 stacking up to 10 times
  • 180 (10/sec per stack) per stack and Increase spell damage the target receives by 1% stacking up to 3 times
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u/Cool-Detail-214 — 7 days ago

If you were able to add talent points/abilities to C+, without being TOO busted, what would they look like?

Just an excuse to think about what abilities you would give your character, if you could. They will obviously never make it into the game, but it’d be awesome if they did.

Abilities listed would be for Resto Druid, Prot Pally, Resto Shaman, Balance Druid, and all DKs (assuming they’re in the game)

And nothing like ‘Increases damage by 500% for 20 minutes, 5 second cooldown.’ Use your imagination.

u/Phobia117 — 7 days ago

Destroy this Rogue Classic+ Talent Tree Revamp

Assassination: https://www.talent-builder.dev/trees/wSWb2JDEHA

Combat: https://www.talent-builder.dev/trees/Ib-nFlzFpg

Shadow: https://www.talent-builder.dev/trees/95cHjsOop0

Assassination (Melee Damage, DoTs and stealth openers):

  1. Bleeding Gouge - Increase duration of Gouge and allow it to persist through your bleed and poison effects.
  2. Remain Hidden - Reduces the cooldown of Stealth and makes it harder for others to detect you during Stealth.
  3. Retained Momentum - Retain combo points between switching targets.
  4. Crimson Tempest - Finishes spread Bleed and Poison effects, or increase duration per combo point spent when only one target is spent.
  5. Infected Wounds - Deal more damage for each bleed and poison effect on a target.
  6. Toxic Potency - Weapon poisons are more potent and have a chance to grant energy.
  7. Exposure - Abilities from stealth ignore armor.
  8. Relentless Strikes - Combo points restore energy when used.
  9. Stratagem - Increase maximum number of combo points.
  10. Vile Poisons - Increased poison application chance, reduced chance for poisons to be resisted, deal damage when dispelled.
  11. Sudden Demise - Bleed and poison effects last longer, instantly kill targets below 35% health when bleed and poison effects remaining damage exceeds 150% of their remaining health.
  12. Vanishing Presence - Vanish cools down faster and heals, excess healing as absorb shield.
  13. Faceless - Feint reduced cooldown on damage taken, more effective at removing threat.
  14. Strike from the Shadows - Ambush, Cheap Shot, and Garotte gain range when used from Stealth.
  15. Dragon-Tempered Blades - Can now apply two poisons per weapon.
  16. Seal Fate - Combo point generators add more points on crits, increased crit chance overall.
  17. Assassin's Dance - Finisher critical strikes make next Ambush, Cheap Shot, or Garotte usable outside stealth. Removes Stealth requirement on utility-oriented Stealth abilities.

Combat (Melee Damage, optional Melee Tank):

  1. Off Tempo - Dueling State increases armor contribution from items, abilities trigger a free attack with off-hand weapon.
  2. Flourish - Replaces Backstab. AoE attack that activates Dueling State. Dueling State increases threat and replaces Feint with Mock (Taunt). Dueling States lasts for remainder of combat, can be cleared via Vanish.
  3. Subtle Flourish - Dueling State increases Defense skill. Feint allows next Flourish to not trigger the Dueling State, plus bonuses.
  4. Combat Precision - Increase hit chance and weapon expertise.
  5. Disruption - Cause enemies to have their attacks parried more.
  6. Ambidextrous - Remove penalties associated with off-hand weapon.
  7. Foot in Mouth - Kick silences.
  8. Riposte - When target's attack get's parried, next Sinister Strike is free and hits twice.
  9. Burst of Speed - Sprint removes snare/immobilize, cooldown reduced by spending combo points.
  10. Combat Vigor - Off-hand attacks generate energy, Slice and Dice always active.
  11. Disarming Riposte - Riposte disarms target.
  12. Weapon Specialization - Maces gain chance to stun, swords gain chance to hit twice, all other weapons gain crit chance.
  13. Reflexes - Reduces cooldown and duration of Evasion, small diminishing damage reduction added.
  14. Fatal Flourish - Cost and cooldown of next Flourish reduced when enemy dies, stacking.
  15. Spare No Advantage - Bonus auto attacks added to Kidney shot based on combo points spent.
  16. Blade Flurry - Attacks and abilities cleave, diminishing with many targets.
  17. Killing Spree - Generate portion of missing combo points and energy when a nearby enemy dies, further bonuses when you strike the killing blow.

Shadow (Mid-Ranged Damage, Throwing):

  1. Throwing Shadows - Gain auto throw, and increased auto-throw speed.
  2. Flying Death - Abilities usable at range with throwing knife.
  3. Shadow Feint - Feint includes a short directional dash.
  4. Ghost Touch - Converts some damage to Shadow damage.
  5. Comfort in Shade - Stealth restores health and energy, faster when standing still.
  6. Darksight - Stealth detection increased, hit and crit chance bonus vs. stealth.
  7. Trickster - Melee utilities gain range, no longer break stealth.
  8. Twilight's Reach - Increase range of throwing weapons, greater at night.
  9. Empty Vessel - Increase max energy, bonus energy regen based on missing energy.
  10. Shadow Clones - Feint creates a clone, transfers threat to clone, more charges on Feint.
  11. Cloak of Shade - Gain passive resistances, more for shadow resistance.
  12. Hidden Knives - Chance to attack again during auto-throw.
  13. Ricochet - Thrown attacks and abilities bounce.
  14. Shadow Mimic - Feint's shadow clones mimic your abilities for a time based on damage dealt.
  15. Rain of Shadow and Blood - Additional projectiles at reduce damage toward DoT targets.
  16. Shadow's Betrayal - Ricochet can now hit same target multiple times.
u/rmfrost — 6 days ago

Day 11 of the Classic+ Button Poll: Protection Paladin

previous day: https://www.reddit.com/r/classicwowplus/s/IFHit3ORNv won by Art of War, and Crusader Strike is a necessity.

Same sorta thing today, because I think/hope we can all agree that tanks need a taunt, so I've added Hand of Reckoning as a given. Please suggest a second ability that you think would help prot palas, and some description of it for those who may not know all the spells by name.

Upvote the ones you like, and we'll see what wins on Wednesday before we get to holy paladins...oh God, that's just going to be beacon, isn't it?

EDIT: With about 24 hours left to vote, we have:

Ardent Defender (Wrath)

Avenger's Shield

Hammer of the Righteous (Wrath)

Hammer of the Righteous (Midnight)

Blessed Hammer

u/Upstairs_Blueberry87 — 9 days ago

Druid talent tree fan fiction

Just messing around with some fun ideas. A few goals:

  1. Some protection against fear and burst magic damage to at least give you a chance against some unfavorable pvp matchups
  2. Some pushback resistance for balance spells, stronger thorns, stronger hurricane, making moonkin at least situationally very good
  3. Giving the balance tree more dps and dpm, but only when cooldowns are ready. You still can't beat warriors in sustained dps and that's fine. Your job is to keep your group alive, and sometimes good burst damage on the right mob is what will save the group
  4. Crow Form, taken from wc3. Balance feeling more like druid of the talon. Moonkin moved to feral because let's be real that thing is feral
  5. Slightly modified Leader of the pack so you're not discouraged from shifting into caster form
  6. Stronger bleeds for feral, accessible at the top of the tree for hybrid specs
  7. Most of the talent tree unchanged, preserving some of the original look and feel
  8. Prioritizing class fantasy over complexity of rotations

Try it here: https://www.talent-builder.dev/calculator?t0=PvS5d5JmV2&t1=1u5gGdE5mm&t2=7cG7PnxNaj&class=1024

I was a bit lazy and didn't add descriptions on talents that would work just like they do now.

u/samaris_33 — 8 days ago

Shields

Shields just feel uninteresting to me. 99% of the time the choice to wear a shield is just "I give up some dps for better protection". The talents are all lame too, mostly just increasing the chance to block and the block amount, or doing damage while blocking.

Does anyone have any creative ideas for mechanics that involve a shield? Preferably something active, where the player needs to make a decision, or deal with a tradeoff or something.

reddit.com
u/Verilazic — 7 days ago

Alt Warlock tree for Classic+

Been inspired by others posting their variants made using talent-builder, and made my own version: https://www.talent-builder.dev/calculator?t0=3uk-VyYwmm&t1=KLMr7iiOAA&t2=Ew8ThqFjFw&class=256

I've tried to:

  • make every point feel important
  • consolidate some talents that can't affect the player at the same time, like imp/succy, void/felguard
  • make spellstone and firestone worthy of equiping in offhand and switching between them
  • make pyroclasm great again :)
  • keep a large variaty of builds for PvP: SL-SL, Affli-with-weaker-SL, Affli-with-Shadowburn, SM-Ruin, Demo-with-felguard, SL-Backlash hedgehog, Destro-with-weaker-SL, pure Destro.
  • keep a large variaty of build directions for PvE: pure affli, SM-Ruin, DemoPact, petless fire, petless shadow, shadow with succy, destro with imp, and two gimmick offtank builds

https://preview.redd.it/c3dkbc5b8rih1.png?width=1221&format=png&auto=webp&s=7a0dbd5f9b253b1ecae6c57124844bdbf2f5ae92

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u/MaxQuest — 9 days ago