Tag Archives: Racials

Warlocks of Draenor: Racial Bonuses

Most races received changes to their racial bonuses going into Warlords. Why? Well, a lot of the bonuses used to increase Hit, and that stat vanishes into the ether, so they needed changing. Others proved to be rather overpowered over the course of Mists, and thus got toned down. I’ll be looking at the bonuses from a Warlock perspective, so no Draenei, Pandaren, Night Elf or Tauren racials. Maybe one day though!



I did a post a while back on this subject, but that was a LONG time ago, and things are a bit more finalized now. I’m also only going to look at the racials that affect you in combat, so profession boosts are not featured. Let’s start with…

Blood Elf

  • Arcane Torrent: Silence all enemies within 8 yards for 2 seconds and restores 3% of your mana, 15 energy/rage/focus, 1 Holy Power, 1 Chi, or 20 runic power. (2 min cooldown)
  • Arcane Acuity: Increases critical strike chance by 1%. (passive)
  • Arcane Resistance: Reduces Arcane damage taken by 1%. (passive)

Arcane Torrent is nice if you’re struggling for mana. Could be useful for the two Life Tapping specs, Demonology and Affliction. Useless for Destruction, due to the increased mana regen inherent to the spec. 3% isn’t a LOT, but it’s better than nothing. An extra silence/interrupt is always useful too.

Arcane Acuity is nice for Destruction. That boost to critical chance translates as a direct boost to Chaos Bolt damage, seeing as that spell always critically strikes. For those who don’t know, the damage of Chaos Bolt is increased by critical strike chance. Useful for generating embers too, critical strikes grant double the embers after all!

Arcane Resistance is… situational. Great if circumstances allow you to make use of it, but don’t expect to see massive drops in damage taken.


  • Frost Resistance: Reduces Frost damage taken by 1%. (passive)
  • Might of the Mountain: Critical strike bonus damage and healing increased by 2%. (passive)
  • Stoneform: Removes all poison, curse, disease, magic, and bleed effects and reduces all physical damage taken by 10% for 8 seconds. (2 min cooldown)

The updated Stoneform now removes magic and curse effects, but only reduces physical damage, not magical. Still, it’s a very impressive defensive cooldown for those “oh crap” moments, or when you really need to get rid of a harmful debuff or 5.

Might of the Mountain is a completely new racial, and 2% bonus critical damage could be very useful for Destruction, seeing as Chaos Bolt ALWAYS hits critically. Your most powerful spell becoming even more powerful? How can one resist?

Frost Resistance is situational, of course. If an enemy uses Frost abilities, wonderful! If not, it’s not a massive loss.


  • Shadow Resistance: Reduces Shadow damage taken by 1%. (passive)
  • Touch of the Grave: Your attacks and damaging spells have a chance to drain the target, dealing 1932 to 2244 Shadow damage and healing you for the same amount. (passive)
  • Will of the Forsaken: Removes any Charm, Fear and Sleep effect. This effect shares a 30 sec cooldown with other similar effects. (3 min cooldown)

Touch of the Grave is interesting. 2k damage/healing may not seem much in the grand scheme of things, but it takes a class that has really good damage/self-healing, and gives it MORE if you make a forsaken warlock.

The cooldown of Will of the Forsaken was increased from 2 to 3 minutes. That’s more a PvP thing anyway. If that’s your cup of tea then OUTRAGE I suppose. Still doesn’t trigger a 2 minute cooldown on your PVP trinket though, just the stated 30 second one.

Added bonus for you zombie peoples. You get passive underwater breathing (like you had Unending Breath cast on you), rather than a bonus to your Breath bar. I guess you can’t drown something that’s already dead.


  • Arcane Resistance: Reduces Arcane damage taken by 1%. (passive)
  • Escape Artist: Escape the effects of any immobilization or movement speed reduction effect. (1 min cooldown)
  • Expansive Mind: Maximum [mana/energy/rage/runic power] increased by 5%. (passive)
  • Nimble Fingers: Haste increased by 1%. (passive)

A little bit more mana to burn. That doesn’t really have much of an impact on you, especially as abilities tend to cost a percentage of your mana bar.

A haste boost may be good for the Affliction warlocks that gobble up haste like I gobble up cheap supermarket yule log. Cast faster! DoTs DoTter! Or something.

Escape Artist will have its uses in PvE I suppose. Something slowing you down? Not any more! The reduced cooldown (from 2 mins to 1 min) will definitely be a bonus for you tricky little gnomes.


  • Time is Money: Cash in on a 1% increase to Haste. (passive)
  • Rocket Barrage: Launches your belt rockets at an enemy, dealing (1 + Level * 2) fire damage. (2 min cooldown)
  • Rocket Jump: Activates your rocket belt to jump forward. Other effects which slow the rate of falling cannot be used within 10 sec after using this ability. (2 min cooldown)

Like gnomes, goblins get a passive bonus to Haste. Like all these passive bonuses, they’re pretty insignificant. Affliction will be happy I guess.

Rocket Barrage. Rocket Jump. They share a cooldown, so you need to make a decision about which to use. Go for a bit of bonus damage, or an emergency escape? Frankly Rocket Barrage is useless. It’s ON the global cooldown, which means unless you want a (not) hefty 201 damage attack, I’d stick to your Shadow Bolts, Incinerates, and Drain Souls.

Rocket Jump is more of a small hop, but can prove situationally useful, provided you don’t hop off a cliff or a boss platform.


  • Every Man for Himself: Removes all movement impairing effects and all effects which cause loss of control of your character. This effect shares a cooldown with other similar effects. (2 min cooldown)
  • The Human Spirit: Versatility increased by 100 (scales with level). (passive)

1% Versatility. This means 1% damage DEALT increase, 1% damage TAKEN decrease. That’s pretty sweet.

Every Man for Himself is gloriously unchanged, much to the chagrin of literally every non-human.


  • Blood Fury: Increases melee and ranged attack power for 15 seconds. (2 min cooldown) (increased by 345 AP/SP)
  • Hardiness: Duration of Stun effects reduced by an additional 10%. (passive)
  • Command: Damage dealt by pets increased by 1%. (passive)

Blood Fury is not on the global cooldown. Macro its usage into that of Dark Soul, seeing as they both share a cooldown time. Job done. Small DPS boost, nothing that shatters the game into pieces.

Command is a nice happy bonus for those of you who don’t use Grimoire of Sacrifice. Down from 2%.

Hardiness is probably more a PvP thing. Was 15% duration reduction.


  • Regeneration: Health regeneration rate increased by 10%. 10% of total Health regeneration may continue during combat. (passive)
  • Berserking: Increases your haste by 15% for 10 sec. (3 minute cooldown)
  • Da Voodoo Shuffle: Reduces the duration of all movement impairing effects by 15%. Trolls be flippin’ out mon!

Regeneration makes your healers happy. Then you Life Tap and they panic.

Berserking is probably why everyone race changed to trolls. Well, that and their increased damage dealt to beasts. Berserking would be very tasty for Affliction, especially when coupled with Dark Soul. +45% haste, yummy.

Da Voodoo Shuffle sounds to me to be a PvP thing again.


  • Aberration: Reduces Shadow and Nature damage taken by 1%. (passive)
  • Darkflight: Activates your true form, increasing current movement speed by an additional 40% for 10 sec. (2 min cooldown)
  • Viciousness: Increases critical strike chance by 1%. (passive)

Yay situational passive damage reduction boosts. Unlike every other race, worgen get TWO of them. Druids, priests and warlocks probably hate you.

Darkflight is useful for when you want to move somewhere quickly. Fire under your feet? Garalon bearing down on you and the pheromones? Ta’yak doing that annoying tornado part? Darkflight, and get the hell outta Dodge.

Crit is always nice for a Desruction warlock.


The important thing to remember is that these passive offensive stat boosts correspond to VERY little difference between each race. We’re talking a <1% DPS difference between the “best race” and the “worst race”. What you want to be looking at, then, is the defensive options, unless you’re a troll or orc.

Alliance-wise, dwarves and humans are in a pretty good place. Every Man for Himself is always going to be one of the better racial abilities, and in Stoneform, dwarves have a really solid defensive cooldown to add to a warlock’s already powerful repertoire.

Orcs and trolls have those nice on-use offensive abilities though. Trolls and Affliction should get along really well, and any spec can benefit from more spell power.

Goblins may be my favourite Horde race, but frankly their racials are pretty duff. This makes me sad.



To be honest though, unless you’re an absolute bleeding-edge raider, this will all mean very little to you, and you should probably go with the race that looks prettiest.

Except we can’t be pandaren warlocks yet.



#warlords #wow #beta

Warlords of Draenor: Warlock Racials and Ability Bloat

Well, the other day we had an influx of information from the Blizzard devs about the new racials in WoD. Most of them have been redesigned, as hit and expertise are going away, and various racial bonuses are to those two stats. Also, we have a bit of information about what abilities may be going away in order to reduce ability bloat (and also to reduce the amount of CC in the game!)

So, let’s have a look at the racial changes first shall we? Starting with:

Arcane Acuity is a new passive racial that increases crit by 1%. That’s a pretty simple bonus, and while it currently benefits Destruction only (mastery and haste benefit Affliction and Demonology WAY more than crit), we’ve been assured that ALL secondary stats will be made more beneficial for ALL specs, so this is a wait-and-see if this is a benefit.

Arcane Torrent is still a silence and interrupt (the latter only on non-player units), but the 2% mana restoration is now a 3% restoration! I’d treat it as a second life tap, I guess, though not as powerful. It’s good for the interrupt though, currently we only have Spell Lock from our feldogs (or Optic Blast from the upgraded version, the observer). Of course, Demonology also gets Carrion Swarm, but frankly I forget I have that sometimes.

Might of the Mountain is a new ability that replaces the mace specialization of old. It’s a pretty powerful new passive ability, being a 2% bonus to crit damage which Destruction warlocks will absolutely love but other specs might not be raving about. Still, any bonus is a good bonus, right? It’s important to clarify that this is crit DAMAGE, not crit CHANCE.

Stoneform removes magic and curse effects, in addition to what it could before, but you can’t use it when CC’d. Seems pretty simple to me. Something you’d use to remove a nasty debuff. Dwarves look pretty good at the moment!

Expansive Mind is unchanged for warlocks.

Escape Artist‘s cooldown is down to 1 minute. Useful for breaking out of those slows!

Shortblade Specialization has been replaced with Nimble Fingers, which is a flat 1% increase to haste. Again, a pretty simple benefit. All three specs’ll be happy with that, as haste is brilliant for Demo and Affliction, and shares honors with crit for Destro.

Time is Money used to increase spell haste, now it’s a flat 1% increase to haste. What’s the difference? Well, you’ll cast slightly faster, as before, but all the other benefits of haste will take effect, namely shortening your GCD, affecting RPPM benefits (usually trinkets), and suchlike. Haste also increases the mana regen of Destruction!

An interesting one, this. The Human Spirit used to increase the spirit stat by 3%, which is pretty straight forward, though useless for a warlock. In Warlords of Draenor, it’s a passive bonus to two secondary stats of your choice. This is pretty damn cool! The EXACT numbers are unclear, though apparently it scales with your level. Whether it’s a competitive-enough bonus remains to be seen.

Hardiness reduces stun effects by 10%. It used to be 15%. Pretty self-explanatory. They have a 2% pet damage boost, but they had that anyway. Axe Specialization is going bye-bye, but warlocks don’t use axes, sadly.

Ah, the race everyone seemed to want to be. The race that seems to have the most severe changes! Berserking sees a 5% drop in power, to a 15% boost to haste. Still good, still stacks with Dark Soul, and still useful for Affliction and Demonology. It’s not a crippling drop by any stretch. With haste breakpoints gone, it might not be a massive deal, but 15% is not anything to turn your nose up at.

Beast Slaying is changed. Trolls had a massive benefit to their performance thanks to this talent, which increased damage against beasts by 5%. A number of bosses, adds and trash packs were beast types, and though 5% doesn’t sound much, over the course of an encounter it adds up. What’s it changing to? A 20% bonus to experience gained from killing a beast. Yay for levelling, boo for when you get to max level. Does this mean we’ll see everyone race change to orcs? Maybe even DWARVES? Probably not.

Will of the Forsaken‘s cooldown has been increased to 3 minutes, up from 2. Simples.

At the time of typing, WORGEN racials are unchanged, and while the human racial Every Man For Himself sees no changes, it’s not that they’re not looking at it, it’s that they’re unsure of what to do with it. Watch this space?

To be honest, thanks to the revamp warlocks saw at the end of Cataclysm, it’s unlikely we’ll see too much upheaval in our abilities, as our 3 specs are pretty streamlined anyway. We are seeing some changes though.

  • Disarm abilties are gone. This means our Voidwalker/Voidlord’s Command Demon ability is gone. We don’t yet know what it’s being replaced with; maybe its Grimoire of Sacrifice ability?
  • Pet-cast CC is more limited, and in some cases has been removed. This probably affects the Succubus/Shivarra abilities.

This is all we know for sure so far. What could we see removed from warlocks though? Bear in mind this is pure speculation on my part!

  • Curse of the Elements. Perhaps it could be baked into one of our abilities, like how rogues apply it? I’d lump it in with Immolate/Corruption. While it’s active on a mob, they take extra magic damage.
  • Create Healthstone. We have Create Soulwell, just summon one and click it, and watch as others try to do the same, despite not being in a group with you! Hilarity ensues!
  • I’m clutching at straws here. As I mentioned before, we were pretty streamlined back when we got revamped. Perhaps Malefic Grasp could change to Drain Soul when your target is 20% health? Obviously, this would mean you wouldn’t be able to regenerate soul shards at will, so maybe introduce a passive that grants us a soul shard every 15-20 seconds or so?

Well, that’s enough speculation on my part. As a reward, have a picture of my panda!


She’s now level 90, so perhaps my next transmog post will be about her?