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Table of Contents

Midnight Patch 12.1 Class Changes

Updated 20 Jun 2026 | Author: Dmitro | ~16 min

Patch 12.1, Curse of Ula'tek, opens Midnight Season 2, and the first PTR build leads with class tuning rather than new abilities. Three combat-wide systems change at once: every max-level character gains health, enemies hit harder, and the largest damage cooldowns lose throughput so the rest of your rotation finally pulls its weight. On top of that foundation, almost every specialization gets a tuning pass. Many go a step further with real rotational changes, and a few are reworks in all but name!

The headline is not any single spec. It is a deliberate flattening of the whole game's damage profile. Burst windows still matter, but Blizzard wants the gap between cooldown and non-cooldown damage to shrink, and they are paying for it with across-the-board buffs to steady-state abilities. If you main a class built around a single explosive minute, read your section carefully — the math behind your opener is moving toward a smoother, less spiky Season 2 where the damage between cooldowns is what carries you.

Patch 12.1 Curse of Ula'tek: Major Combat Changes

Before the per-class breakdown, three system changes touch everyone. They reshape how spiky combat feels, how cooldown classes are tuned, and how interrupts read on your screen. Blizzard attached developer notes to each, quoted below.

Health and Creature Damage Increased by 25%

At max level, player health and creature damage both go up 25%. Health consumables are rescaled to match the new totals, and several healing and absorb effects on DPS and tank specs are buffed so they keep their relative value. That last point is why you will see dozens of "healing increased by 25%" lines scattered through the spec notes below — most of them exist only to hold defensives steady against the bigger health pool, not to make any spec a better healer.

Blizz's Reasoning

"In Curse of Ula'tek, we've decided to increase player health and enemy damage by 25% for max level players. Our intent is for damage to be less spiky and for healing gameplay to be more satisfying. When healing is too bursty, enemies have to be tuned to deal spiky damage which requires quick reactions to survive, and we feel that leads to unsatisfying and more stressful gameplay. While we are increasing overall creature damage with this change, we are hand tuning encounter abilities to deal appropriate damage alongside these changes."

DPS Cooldowns Smoothed Out

This is the change driving most of the DPS notes. For several specs, Blizzard is cutting the throughput of major offensive cooldowns and pushing that power back into baseline abilities. The pattern repeats class to class: a cooldown's damage multiplier drops, then the spec's bread-and-butter buttons get a flat damage bump to compensate. Net damage is meant to hold roughly even — but the moment-to-moment feel shifts toward your filler instead of your burst.

Blizz's Reasoning

"We're going to be lowering throughput for major DPS cooldowns for several specializations and increasing their steady state damage. When damage done during cooldowns is significantly higher than damage outside of cooldowns, the pacing of combat outside of cooldowns can feel sluggish. Our priority is ensuring that cooldowns continue to be high-impact and fun moments, that damage dealt without cooldowns is effective, and that we maintain texture between specs."

Missed Interrupt Indicator

Every class interrupt (Kick, Pummel, Counterspell, and the rest) now throws a "missed" indicator over the target's head and plays a distinct sound when used while nothing was being cast. It is a pure readability win for dungeons and raids, where knowing that an ally already burned their kick on nothing is half the battle.

Death Knight Changes in Patch 12.1

Death Knight class crest

Death Knight gets defensive buffs across the board, but the real story is Unholy, which is being reined in after its summon count ballooned past what Blizzard is comfortable with. Both other specs see only small Permafrost bumps.

Blood

A straightforward survivability pass: every Blood self-sustain talent ticks up.

Frost

  • Permafrost shield increased to 35% of damage dealt (was 30%).

Unholy

The summoner fantasy stays, but the screen clutter does not. Blizzard is cutting how many Magus of the Dead and ghouls stack up, and rebuilding Army of the Dead around commanding existing minions rather than spawning more.

Blizz's Reasoning

"For its rework in Midnight, Unholy Death Knight was reimagined as a summoner of the Scourge and we're very happy with how it landed. However, combined with the previous summoning powers from the Rider of the Apocalypse Hero Talent tree, the amount of summons are exceeding the numbers we're comfortable with. We felt there was no design space left for us to give more summoning powers without ignoring this core principle."

  • Reanimation renamed to Lord of the Dead and redesigned: control 3 Magus of the Dead, then sacrifice them to summon their Lord of the Dead for 15 seconds, casting Frostbolts that chain between 2 enemies. Magus with higher remaining duration grant more power.
  • Apex Talent Forbidden Knowledge (Rank 3): Magus no longer grants stacking damage to Necrotic Coil and Graveyard. Putrefy from Dread Plague is now 100% effective (was 60%).
  • Soul Reaper no longer consumes Putrefy charges; instead it consumes up to 3 Lesser Ghoul stacks to summon them instantly.
  • Unholy Aura: Magus of the Dead now grant the Haste buff on spawn for 15 seconds.
  • Army of the Dead redesigned: summon or empower Lesser Ghouls into an army of 8 for 30 seconds. While active, Scourge Strike commands the army through Orders based on nearby enemies instead of summoning more ghouls — Death Order (ghouls strike your target for Shadow damage) and Epidemic Order (ghouls erupt for AoE, reduced beyond 5 targets).
  • Menacing Magus now also makes your Lord of the Dead Frostbolts chain to 3 additional enemies.
  • Lesser Ghoul damage increased by 10%; Army of the Dead Lesser Ghoul damage reduced by 20%.
  • Necrotic Coil and Graveyard damage each increased by 20%.
  • Commander of the Dead: Dark Transformation now boosts summoned creature damage by 10%/20% for 30 seconds (was 15%/30%).
  • Ruptured Viscera now deals reduced damage beyond 5 targets.
  • Players other than the Death Knight now see only up to 3 Lesser Ghouls at a time.

Demon Hunter Changes in Patch 12.1

Demon Hunter class crest

Demon Hunter can now equip daggers — a quiet but important change that lets Devourer pick up daggers with Intelligence on them. Both melee specs also get a weapon-restriction cleanup tied to that, locking their core strikes to actual weapons.

Devourer

The Mastery: Monster Within scaling cut is the headline: expect slightly less damage inside Void Metamorphosis and a lot more outside it.

Havoc

  • Demon Blades, Blade Dance, and Chaos Strike now require equipped Warglaives, Axes, Swords, or Fist Weapons.
  • New talent Never Say Die: damage increased by 3% while above 50% health; Leech increased by 5% while below 50% health.
  • Dash of Chaos has been removed.

Vengeance

A clean healing buff sweep on top of the weapon requirement.

Druid Changes in Patch 12.1

Druid class crest

Every Druid spec gets touched, and three of them get genuine reworks. Matted Fur absorb and Heart of the Wild's empowered Wild Growth both gain 25% across the class.

Balance

Blizzard wants Balance back to building, spending, and pooling Astral Power with intent. Generation and free spenders drop; each spender hits harder.

Blizz's Reasoning

"In Midnight, Balance had high Astral Power generation and a lot of free spender procs, which meant there weren't many GCDs left after casting spenders. In Curse of Ula'tek we've reduced Astral Power generation and the number of free spenders but increased the damage each spender does. The intent is to make pooling Astral Power outside Eclipse to spend inside Eclipse more impactful."

Feral

A talent-diversity pass aimed at making Chomp builds competitive.

Restoration

The widest single rework on Druid. Innervate, Abundance, Tranquility and more all change function.

  • New talent Overgrowth: Nature's Swiftness makes your next Regrowth apply Lifebloom, Rejuvenation, and Wild Growth's HoT to an ally.
  • New talent Flash of Clarity: Omen of Clarity increases Regrowth's healing by 40%, placed where Cultivation used to sit (Cultivation moves below it).
  • Innervate redesigned: regenerates 25% of the target's max mana over 8 seconds rather than making spells free.
  • Abundance redesigned: with at least 5 Rejuvenations active, Regrowth's crit chance is increased by 50% and its mana cost reduced by 50%.
  • Tranquility now also grows protective roots at your feet, absorbing damage equal to 60% of your health and preventing knockbacks.
  • Incarnation: Tree of Life now casts Regrowth on up to 3 nearby injured allies when you shapeshift.
  • Swiftmend healing increased by 40% of the consumed HoT; Everbloom (Rank 3) now triggers on Swiftmend (was Soul of the Forest).
  • Verdant Infusion no longer extends HoTs; Germination no longer adds 2 seconds to Rejuvenation; Ysera's Gift now redirects overhealing to a nearby ally.
  • All healing increased by 6%; Wild Growth healing increased by 20% (mana cost up 15%); Verdancy healing increased by 40%.
  • Rejuvenation and Regrowth mana cost reduced by 10%; Lifebloom mana cost reduced by 20%.
  • Passing Seasons reduces Nature's Swiftness cooldown by 15 seconds (was 12); Symbiotic Relationship now highlights on the action bar while inactive.
  • Germination and Verdancy swapped positions; Nature's Splendor has been removed.

Guardian

Blizzard is reworking Lunation to fix its rotational pressure and reshaping Gory Fur to reward balancing your Rage spenders.

Evoker Changes in Patch 12.1

Evoker class crest

Evoker gets a mix of dungeon-friendliness and a fresh Devastation capstone. The shared healing trio of Living Flame, Verdant Embrace, and Emerald Blossom gains 25% healing on both DPS specs as part of the global defensive pass.

Augmentation

Duplicate's most annoying trait, its uncontrolled crowd-control, is gone.

  • Apex Talent Duplicate: Upheaval casts from your Duplicate no longer knock enemies into the air.
  • Hero talent Double-time (Chronowarden): stats granted when Ebon Might crits now last 15 seconds (modified by Mastery: Timewalker), removing the need to track Ebon Might's crit state. Behavior with Prescience is unchanged.
  • The shared healing trio (Living Flame, Verdant Embrace, Emerald Blossom) increased by 25%.

Devastation

The Apex talent gets a new payoff spell. When Dragonrage ends, you now get a limited number of Unbound Flame casts.

Blizz's Reasoning

"Devastation's Apex talent, while powerful, hasn't been as gameplay-affecting as we had hoped. We've redesigned the Rank 3 effect to override Dragonrage with a limited number of uses of a new, powerful spell, Unbound Flame, once Dragonrage is over. Please give Unbound Flame a try on the PTR, and let us know how this new spell feels."

  • Rising Fury (Rank 3) redesigned: when Dragonrage ends, Rising Fury persists 4 seconds per stack and Dragonrage becomes Unbound Flame, castable 4 times before Dragonrage finishes its cooldown.
  • Unbound Flame: an instant, 25-yard destructive flame that critically strikes your target and nearby enemies (reduced beyond 5), causing 1 Essence Burst.
  • Tyranny now interacts with Unbound Flame, making it always gain the maximum benefit of Mastery: Giantkiller regardless of target health.
  • Risen Fury has been removed (streamlined into Rising Fury).
  • The shared healing trio increased by 25%.

Preservation

Dream Breath becomes a flexible heal again — either a strong HoT or a burst heal when charged.

  • Merithra's Blessing now increases all Dream Breath healing by 60% (was 250%, and applied only to instant healing).
  • Font of Magic now also reduces the empower time of Dream Breath and Fire Breath by 20%.
  • Dream Breath instant healing reduced by 50%; periodic healing increased by 118%.
  • Temporal Barrier absorption increased by 30%.

Hunter Changes in Patch 12.1

Hunter class crest

Two class-wide quality-of-life wins lead the Hunter notes. Ranged auto-shot damage is up a massive 600%, and Hunter's Mark can now sit on up to 5 targets at once (was 1) — a direct answer to multi-boss encounters.

Beast Mastery

Weak outside Bestial Wrath, BM gets its steady-state lifted and 100% Beast Cleave uptime in AoE.

Marksmanship

The biggest single spec overhaul in the build. Explosive Shot is redesigned, Deathblow becomes predictable, and the Apex talents stop forcing everything through Aimed Shot crits.

Blizz's Reasoning

"In Midnight Season 2, we're making changes to Explosive Shot's design and some of its supporting talents. The Headshot talent has also been a source of frustration, so we're removing it and adjusting how Deathblow works to make it more predictable. Finally, we're adjusting Marksmanship's Apex Talent nodes to no longer make Aimed Shot a guaranteed critical strike."

  • New talent Unstable Trigger: Explosive Shot can be used a second time within 3 seconds, incorporating remaining damage from previous casts.
  • Explosive Shot redesigned: every 1 second for 3 seconds the target explodes for Fire damage to all enemies within 8 yards (reduced beyond 5). Recasting incorporates remaining damage. New visual and updated tooltip.
  • Precision Detonation redesigned: Explosive Shot lasts 1 additional second.
  • Shrapnel Shot renamed Incendiary Ammunition and redesigned: reduces Explosive Shot's cooldown by 10 seconds. It now shares a choice node with Unstable Trigger.
  • Apex Talent Take Aim (Rank 2) redesigned: +5%/10% crit damage and +3%/6% ranged ability damage. (Rank 3): Spotter's Mark now boosts your next Aimed Shot and Rapid Fire (was Aimed Shot only).
  • Bulletstorm redesigned: Rapid Fire now increases your next Aimed Shot's damage by 20%. The old Incendiary Ammunition node is renamed Accuracy by Volume, where Bulletstorm now affects your next 2 Aimed Shots.
  • Deathblow: Aimed Shot now has a chance to grant Deathblow on your next Aimed Shot. Rapid Fire's 100% Deathblow chance is unchanged.
  • Aspect of the Hydra: Arcane Shot no longer cleaves.
  • Aimed Shot, Rapid Fire, Arcane Shot, Multi-Shot, and Kill Shot damage each increased by 20%.
  • Eagle's Accuracy is now a 1-point talent: +5% Aimed Shot (was 10%), +10% Rapid Fire (was 20%); Focused Aim reduces Aimed Shot cooldown by 1 second (was 2).
  • Talents rearranged in the second gate to reach Explosive Shot more easily; the Tenacious/Cunning node no longer blocks the path to Trueshot; Small Game Hunter is now 2 points (values unchanged).
  • Removed: Double Tap and Headshot.
  • Dark Ranger: Through the Eyes redesigned (+10% Kill Shot and Black Arrow); Black Arrow direct damage reduced by 40%; Ebon Bowstring now gives Black Arrow a chance to grant Deathblow. Sentinel: Moon's Blessing reduces Aimed Shot cooldown by only 1 second (was 2).

Survival

Mage Changes in Patch 12.1

Mage class crest

Defensive tuning leads the Mage notes, then Arcane picks up a brand-new Apex talent and Sunfury gets reworked toward 3 strong orbs instead of 5.

Arcane

A new Apex talent, Prismatic Bolt, replaces the old capstone, and Arcane Pulse becomes a real AoE event.

  • New Apex Talent Prismatic Bolt: Arcane Barrage has a 1% chance per Arcane Salvo stack to trigger it, hitting your target and nearby enemies (reduced beyond 5) and generating 4 Arcane Charges. Higher ranks grant Clearcasting, buff Arcane Missiles, and add Arcane Barrage damage.
  • Arcane Pulse redesigned: cast time 2 seconds (was 2.25), radius 8 yards (was 2), 15-second cooldown, generates 1 Arcane Charge per enemy hit, costs 10% base mana, and is no longer scaled by Arcane Charges.
  • Expanded Mind: casting Prismatic Bolt grants 4 stacks of Arcane Salvo.
  • Impetus and Prodigious Savant no longer affect Arcane Pulse; Touch of the Archmage has been removed.

Fire

Power shifts out of the Combustion window and into your filler.

  • Pyroblast and Flamestrike damage each increased by 15%.
  • Apex Talent Fired Up: Rank 1 grants 2% Fire damage for 8 seconds (was 4% for 12); Rank 2 increases Fire damage by 5%/10% (was 3%/6%); Rank 3's chance during Combustion is slightly reduced.

Frost

  • Glacial Bulwark no longer grants an extra charge of Ice Barrier.
  • All damage increased by 4%; Apex Talent Hand of Frost (Rank 2) grants 0.5%/1% spell damage (was 1%/2%), reining in Hero-talent burst.

Monk Changes in Patch 12.1

Monk class crest

Monk self-healing gets a small class-wide bump via Chi Transfer (Touch of Death now heals for 60% of its damage, was 50%) and Vigorous Expulsion (Expel Harm +6%, was 5%). The interesting changes are Windwalker's burst smoothing and Mistweaver's Mastery push.

Brewmaster

  • Staggering Strikes Stagger reduction increased by 25%; Spirit of the Ox healing-sphere chance increased by 20%.
  • Celestial Brew and Celestial Infusion absorb increased by 25%; Awakening Spirit maximum absorb increased by 25%.
  • Vital Flame heals for 50% of Fire or Nature damage (was 40%).
  • Several buffs are now tracked in the Cooldown Manager: Fuel on the Fire, Hot Potato, Scorched, Crackling Jade Lightning, and August Blessing.

Mistweaver

Blizzard wants Mastery to matter and is pulling throughput out of Spinning Crane Kick into Ancient Teachings.

Windwalker

Auto-attacks and core strikes go up; the burst layers come down.

Mythic+ is where these rotation changes get stress-tested first, and a fresh season restarts the climb from the bottom. If pulling together a consistent group at your key level is the hard part, a Mythic+ boost can cover the push to your target rating while you adapt to the new tuning.

Paladin Changes in Patch 12.1

Paladin class crest

Paladin gets a healing-talent sweep class-wide (Golden Path, Lightforged Blessing, Brought to Light, and Lightsmith's Rite of Adjuration all +25%), then both DPS-adjacent specs get heavy reworks built around shifting power out of cooldowns.

Protection

The largest list in the build. Threat-heavy cooldown windows shrink, baseline damage explodes, and Sentinel becomes a far more attractive pick.

Blizz's Reasoning

"We're intending to reduce the opportunity cost associated with taking Sentinel and broadening the suite of defensive talent options. We're also transferring some power out of strong cooldown windows and into baseline throughput, with the goal of reducing associated threat pain points and improving the feel of combat outside of cooldowns."

Retribution

Smoothing the rotation by easing the pressure to consume Art of War and Righteous Cause, plus removing the warping Skyfury interactions.

Priest Changes in Patch 12.1

Priest class crest

All three Priest specs change, and Discipline gets the deepest pass: less reliance on procs, more consistent damage.

Discipline

Shadow Mend becomes a passive upgrade to Flash Heal, and Smite finally hits hard enough to be worth the global.

Holy

  • Archon: Resonant Energy slightly redesigned: creating a Halo increases healing done by 2% for 10 seconds, up to 4 stacks.
  • Divine Hymn now also grants Guardian Spirit while channeled; if Guardian Spirit is already active, it adds 5 seconds to its duration.

Shadow

Void Volley becomes a limited-use button during Voidform, and a new AoE source reduces reliance on Psychic Link.

  • New talent Shadeburst: Shadowy Apparitions that reach your primary target explode for Shadow damage within 8 yards (reduced beyond 5).
  • Improved Voidform redesigned: Voidform grants +5% spell damage and 2 extra uses of Void Volley.
  • Ancient Madness redesigned: Shadow Word: Madness grants +2% Haste during Voidform and +1.5s duration, up to 5 stacks; the Haste lingers and decays over 10 seconds when Voidform ends.
  • Voidform now grants 3 uses of Void Volley instead of giving it a cooldown; Phantom Menace has been removed.
  • Archon: Focused Outburst redesigned: Void Volley deals 15% more, and Shadow Word: Madness during Voidform unleashes a Void Volley; Resonant Energy grants +2% spell damage per Halo, up to 4 stacks.

Rogue Changes in Patch 12.1

Rogue class crest

Two class-wide changes stand out for Rogue: Thistle Tea becomes a choice between the existing auto-cast version and a purely manual one, and Atrophic Poison now reduces enemy damage by 4% (was 3%) with a 60-second duration (was 10) outside PvP. Fatebound's Deal Fate drops to a 60% chance for a bonus combo point on Seal Fate (was 100%).

Assassination

An Energy-economy pass plus a redesign of the awkward Implacable Apex so that refreshing Envenom late is simply the best play.

Outlaw

A build-diversity pass that buffs underused talents and frees you from off-hand dagger optimization.

Subtlety

Resource generation during cooldowns gets trimmed to stop overcapping.

Raid tier slots back into the rotation with the new season, and the reworked specs shift how groups balance damage and healing. If lining up a full raid team around your schedule is the obstacle, a Midnight raids service can handle the clear for your BIS gear.

Shaman Changes in Patch 12.1

Shaman class crest

The marquee Shaman change is an Elemental rework that pulls power out of the Ascendance window and spreads it across your spells. Farseer also gets scaling fixes — Chain Lightning now hits up to 5 targets (was 3) and Lava Burst gains damage equal to your crit chance, both via Elemental Fury scaling.

Elemental

Less compounding burst, more consistent damage.

Blizz's Reasoning

"Elemental Shaman have higher burst during their Ascendance window than we would like. We don't want Ascendance to stop being a noticeable damage amplifier, but the combination of effects that boosted your Elemental Overload damage all compounded with each other. We're spreading a lot more damage into your spells to deal consistently higher damage while still getting a nice spike during Ascendance."

  • Power of the Maelstrom redesigned: Lightning Bolt and Chain Lightning have a 15% chance to make your next Lava Burst deal 20% more, up to 2 stacks.
  • Stormkeeper redesigned: your next 2 Lightning Bolts become instant and deal 150% more, or your next 2 Chain Lightnings become instant and trigger Elemental Overload on all targets.
  • Lava Burst +30% and Lightning Bolt +30% (PvE only); Chain Lightning +60%; Flame Shock +60%; Tempest direct damage reduced by 20%.
  • Ascendance now increases Elemental Overload damage by 30% (was 75%); bonus Lava Bursts on activation are 50% value (was 100%).
  • Molten Wrath boosts Lava Burst by 10% (was 15%); Apex Talent Feedback Loop (Rank 1) now +10% Elemental Overload and +10% Elemental damage (was 35%), (Rank 2) +15%/30% crit damage (was 25%/50%).
  • Elemental Blast from Fusion of Elements grants only 40% of the normal stat-buff duration (was 100%); fixes to Voltaic Blaze and Elemental Resonance scaling.
  • Stormbringer: Supercharge redesigned: Lightning Bolt, Chain Lightning, and Tempest overloads deal 10% more.

Enhancement

Restoration

  • Healing Rain now has a 12-second cooldown and an 18-second duration; recasting it despawns the previous one. This does not affect Surging Totem's Healing Rain from the Totemic hero talents.

Warlock Changes in Patch 12.1

Warlock class crest

Warlock escapes light this build. Demonic Gateway is now categorized as a Utility spell in the Cooldown Manager by default, and the meaningful changes sit in the Hellcaller tree and one Destruction redesign.

Hellcaller (Hero Talents)

  • Blackened Soul redesigned: if the target has your Wither, your Chaos Bolt and Shadowburn add a stack of Wither, which can then collapse for Shadowflame damage — giving Hellcaller a single-target focus tool. Malevolence is unchanged.
  • Mark of Peroth'arn redesigned: Wither crits deal 215% (was 200%) and Blackened Soul crits deal 225% (was 200%).

Destruction

Warrior Changes in Patch 12.1

Warrior class crest

Warrior's build revolves around Rend. Blizzard's Midnight approach to it missed, so each spec now applies and interacts with Rend differently.

Blizz's Reasoning

"Rend is an iconic and core Warrior ability with a different relationship to each spec. Our approach to Rend in Midnight hasn't worked out as we hoped, so we're making changes to how each spec applies and interacts with Rend in Curse of Ula'tek."

  • Rend is now exclusive to Arms, single-target again, with its Rage cost reduced to 10. Cleave applies Rend to all targets if the Warrior knows it.
  • New Fury talent Storm of Blood: Whirlwind applies Rend to all targets; Crashing Thunder extends that to Thunder Clap for Mountain Thane.
  • New Protection talent Blood and Thunder: Thunder Clap applies Rend to all targets. Thunder Clap no longer innately applies Rend. Javelineer has a new icon.

Arms

Ravager is reworked to be valuable on its own rather than just an AoE amp.

Fury

Whirlwind earns a place in single-target again.

  • Whirlwind now generates 3 Rage innately; Improved Whirlwind instead adds 1 Rage per target hit, up to 8.
  • New talent Carving Blades: Whirlwind deals 50% more when it strikes a single target. Choice node with Meat Cleaver.
  • Rampaging Ruin redesigned: while Improved Whirlwind is active, Rampage's final strike slams the ground for AoE Physical damage (reduced beyond 5).
  • Hack and Slash: Rampage now has a 75% chance to refund a Raging Blow charge and buff your next Raging Blow by 20%, keeping rotations less predictable.
  • Mountain Thane: Thunder Blast damage +40%; Crashing Thunder boosts Thunder Clap by 10% (was 30%).

Protection

  • Devastating Focus now boosts Revenge and Execute (was Revenge only); Bloodborne now increases all Bleed damage (was Rend and Deep Wounds only).
  • Fueled by Violence heals for 125% of Bleed damage (was 110%); Ignore Pain absorb +25%; Brutal Vitality adds 10% of damage dealt to Ignore Pain (was 8%).
  • Ravager: damage +50%; no longer boosts Revenge and Thunder Clap, instead applying the 25% Bleed-damage debuff for 12 seconds (4 seconds with Whirling Blade). Duration no longer reduced by Haste.
  • Colossus: Demolish cooldown reduced to 30 seconds (was 45); Dominance of the Colossus no longer reduces it; Tide of Battle now boosts Revenge and Execute. Mountain Thane: Thunder Blast +40%; Crashing Thunder boosts Thunder Clap by 10% (was 30%).
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