Class deep dive: Priest and Warrior in WoW: Forever
The second class deep dive is about Priests and Warriors: one draws on Light and Shadow, healing and protection, the other on weapons, Rage, stances and momentum on the battlefield.
How talents work in Forever
- Talents start at level 10, with one-point milestone talents at 11, 21 and 31 points, plus a new milestone at 16 points.
- Change talents (Legacy talents too) at a class trainer in a major city. Dual Specialization at level 40.
- Everything can still change during the beta.
Priest
Fear Ward and Devouring Plague are now for every Priest, Divine Spirit and Shadow Word: Death become baseline, and every race gets reworked racial spells.

Baseline abilities
- Fear Ward and Devouring Plague are available to every Priest at level 20, no matter the race.
- Racial spells: every race has two of its own, all re-evaluated, and Gnome Priests get theirs:
- Gnome: Confounding Flash (level 10, confuses up to 5 nearby enemies for 3 seconds, broken by damage, 0.5 second cast, 2 minute cooldown) and Contingency Plan (level 20, a 30 second ward on an ally; if they drop below 35% health they instantly get an absorb shield and a heal over time, stacks with Renew and Power Word: Shield, 5 minute cooldown).
- Dwarf: Desperate Prayer (unchanged) and Chastise (level 20, damages and roots a Humanoid for 2 seconds, instant, 2 minute cooldown).
- Human: Divine Grace (level 10, an instant heal on an ally below 50% health that also removes Weakened Soul, not on yourself, 5 minute cooldown) and Feedback (unchanged).
- Night Elf: Starshards (level 10, much more damage but a 30 second cooldown) and Elune's Grace (level 20, melee and ranged attacks are 50% less likely to hit you for 15 seconds or until 3 attacks miss, 5 minute cooldown).
- Troll: Hex of Weakness and Shadowguard (both unchanged).
- Undead: Touch of Weakness (unchanged) and Dark Sacrifice (level 20, trade your own health for mana over time, more with Spirit).
- Fade: twice the threat reduction.
- Prayer of Healing: now heals the party of your target and their pets, instead of your own party.
- Shadow Word: Death (baseline at level 32): instant Shadow damage, but if the target survives you take 10% of your max health. 15 second cooldown.
- Divine Spirit: baseline at level 30.
- Renew: Renews from several Priests can now be on the same target.
Discipline talents
- Power in Light (new, row 1): Smite and Penance hit harder on targets with your Holy Fire.
- Wand Specialization: full effect with 2 points.
- Twin Disciplines (new, row 1): more damage and healing from instant spells.
- Silent Resolve: also shortens stuns, fears and silences on you.
- Holy Precision: up to 18% more hit chance with Holy spells, so healers don't need hit gear.
- Improved Power Word: Shield: a bit more per point.
- Mental Agility: moved up to row 3, 3 points for the same effect, and also works for Smite and Holy Fire.
- Meditation: a lot more mana from Spirit while casting.
- Improved Inner Fire: more armor and more charges.
- Mental Strength: a bigger Intellect percentage instead of a mana percentage.
- Soul Warding (new 16-point gold medal talent): lower cooldown and mana cost for Power Word: Shield. Requires Improved Power Word: Shield.
- Improved Mana Burn: a shorter cast.
- Penance (new 21-point gold medal talent): a 2 second channel with a 12 second cooldown that damages an enemy or heals an ally every second.
- Renewed Hope (new, requires Soul Warding): Flash Heal, Binding Heal, Lesser Heal, Heal, Greater Heal and Penance crit more often on targets with Weakened Soul, and every heal shortens Weakened Soul.
- Divine Aegis: critical heals leave an absorb shield for 12 seconds based on the heal. Doesn't stack.
- Removed: Unbreakable Will (merged into Silent Resolve), Improved Power Word: Fortitude and Divine Spirit (baseline), Force of Will.
Holy talents
- Twilight Focus (was Healing Focus): pushback protection on all casts, 3 points instead of 2.
- Blessed Recovery: also triggers on any hit for more than 30% of your max health.
- Inspiration: triggers on all direct critical heals.
- Improved Healing: also cheaper Penance and Prayer of Mending.
- Searing Light (redesigned): a smaller boost to all Holy damage, and Holy Fire damage can make your next Holy Nova free.
- Binding Heal (new 16-point gold medal talent): heals you and your target at the same time. 1.5 second cast, no cooldown, as good as Flash Heal even if you need no healing yourself.
- Litany of Light (new): refunds part of the mana of a heal if it is a different spell than your previous heal.
- Spiritual Guidance: the spell damage bonus is now about one third of the healing bonus.
- Spiritual Healing: full effect with 3 points.
- Prayer of Mending (new 31-point gold medal talent, requires Spirit of Redemption): 10 second cooldown. Heals the target the next time they take damage or get a direct heal, then jumps to another party or raid member within 20 yards, up to 5 heals in total. One per target.
- Removed: Improved Prayer of Healing and Lightwell.
Shadow talents
- Shadow Focus: moved up to row 1, more hit chance with Shadow spells.
- Shadow Affinity: a bit more threat reduction.
- Shadow Reach: moved up to row 2, 2 points for the same effect.
- Improved Psychic Scream: now requires Blackout.
- Improved Mind Flay (new, row 3): more damage and range for Mind Flay, but a weaker slow.
- Vampiric Embrace: moved to row 3 as the 16-point gold medal talent, lasts 30 seconds with a 1 minute cooldown.
- Shadow Weaving: only helps the Priest who applied it, with a somewhat smaller bonus.
- Silence: no longer requires Improved Psychic Scream.
- Devouring Contagion (new, row 5): cheaper Devouring Plague, and when a target dies with it, it jumps to an enemy within 5 yards with the time it had left.
- Early Demise (new, row 6): more crit chance for Shadow Word: Death on targets below 20% health.
- Shadowform: you can cast every non-healing spell in it, Shadow spells cost 50% less mana and get 100% more crit damage, but the flat Shadow damage bonus is lower.
- Removed: Improved Vampiric Embrace.
Blizzard's view: Priests stay the most versatile healers, with both heals over time and direct heals, plus absorb shields that no one else has. Discipline leans even more into Power Word: Shield. They wear cloth and have few escapes, so they lean on their friends. Shadow Priests deal strong damage over time, but have less utility than a Warlock.
Warrior
Rage becomes more reliable, important tools become baseline and every specialization gets a sharper role.

Blizzard first said there are bugs with Rage generation on the beta. They are looking for the cause, which may take a couple of weeks.
Baseline abilities
- Rage from taking damage: the original formula, but armor is now ignored, as if you always had 50% damage reduction. Wearing armor no longer lowers your Rage, and absorbs like Power Word: Shield don't either.
- Rage from dealing damage: fully normalized to your weapon speed. Critical strikes give 75% more Rage again.
- Tactical Mastery (level 14): keep 10 Rage when you change stances, more with Arms talents.
- Victory Rush (level 20): after killing a worthwhile enemy you have 20 seconds to use an instant attack that heals you for 10% of your max health. 30 second cooldown.
- Recklessness, Retaliation and Shield Wall no longer share a cooldown. Retaliation and Shield Wall have a 15 minute cooldown.
- Rend and Thunder Clap scale much better with Attack Power. Thunder Clap works in Defensive Stance, has a 6 second cooldown and less threat to match.
- Battle Shout: less Attack Power, because both factions now have Shaman and Paladin buffs, but the Improved Battle Shout bonus is built in.
- Sunder Armor: usable even with a stronger Expose Armor on the target, and its threat scales with Attack Power.
Arms talents
- Improved Tactical Mastery (was Tactical Mastery): 3 more Rage kept per point, up to 25.
- Improved Overpower: moved up to row 2.
- Anger Management: clearer tooltip, same effect.
- Spearing Strike (new 16-point gold medal talent): a 15 Rage instant attack with a 20 second cooldown that dismounts the target. Double damage against mounted targets, Dragons and Giants.
- Bloodthrill (new, row 5): main hand hits on targets with your Rend can activate Overpower for 6 seconds.
- Weaponmaster (new, row 5): all weapon specializations in one talent. Axes and polearms give crit chance, maces and staves ignore armor, swords can give an extra attack.
- Improved Slam: moved from Fury to row 6 of Arms, 2 points: shorter cooldown, global cooldown and cast time, and Slam no longer resets your swing.
- Removed: Axe, Mace, Sword and Polearm Specialization (now in Weaponmaster).
Fury talents
- Booming Voice: longer shouts are now baseline.
- Iron Will: moved from Protection, shortens stuns instead of resisting them.
- Unbridled Rage: bigger chance, and 2 Rage with a two-handed weapon.
- Improved Cleave: cheaper Cleave instead of more damage.
- Blood Craze: also triggers on hits for more than 20% of your max health and on Bloodthirst.
- Boundless Rage (new, row 3): more maximum Rage.
- Dual Wield Specialization: also more off-hand hit chance.
- Raging Blows (new 16-point gold medal talent): Whirlwind hits with both weapons when dual wielding, and Cleave gets cheaper.
- Enrage (redesigned): can trigger from any damage taken.
- Precision (new, row 5): more hit chance.
- Death Wish: now increases all damage taken while active, instead of lowering armor and resistances.
- Flurry: 5% less total attack speed.
- Bloodthirst: no longer heals, gives 10% movement speed for 10 seconds instead, with a higher base damage and less Attack Power scaling.
- Removed: Improved Demoralizing Shout and Improved Battle Shout (baseline now).
Protection talents
- Shield Specialization: blocks can give 5 Rage instead of 1.
- Anticipation: twice the Defense per point.
- Improved Bloodrage: more Rage up front and over time.
- Master of Defense (new, row 3, requires Shield Specialization): dodges and parries with a shield can give 5 Rage.
- Improved Revenge (redesigned): more Revenge damage instead of a stun chance.
- Defiance: the extra threat in Defensive Stance needs a shield.
- Improved Disarm: a shorter cooldown instead of a longer disarm.
- Vanguard (new 16-point gold medal talent): Charge works in Defensive Stance.
- Improved Shield Wall (redesigned): a much shorter Shield Wall cooldown.
- Bastion (new, row 5): more damage with a shield.
- Focused Rage (new, row 6): cheaper offensive abilities.
- Shield Slam: scales better with block value.
- Removed: Improved Shield Block and Improved Taunt (baseline), One-Handed Weapon Specialization.
Blizzard's view: Warriors stay the masters of melee, as tank or damage dealer, with unmatched sustained damage on multiple melee targets and unique buffs and debuffs. Their weak spot: few ways to recover once they take too much damage.
What this means for Legends of Azeroth
Our Priests can finally Fear Ward without being a Dwarf, and Prayer of Mending and Binding Heal will be big in raids. Warriors: Rage from damage no longer drops with better armor, and Vanguard lets tanks charge in Defensive Stance. Share your builds in the class forums!
Source: Blizzard Entertainment at https://worldofwarcraft.blizzard.com/en-gb/news/24301514
Images: Blizzard Entertainment.