Blizzard's second class deep dive for WoW: Forever covers the Priest and the Warrior. The talent framework is the same as the first batch: talents open at level 10, gold-medal milestones at 11, 21 and 31 points plus a new 16-point row, and Dual Specialization at level 40.

Priest: racial restrictions loosen up

  • Fear Ward and Devouring Plague are no longer Dwarf/Undead exclusives — every Priest learns both at level 20. Divine Spirit becomes baseline at 30, and Shadow Word: Death arrives at 32, hitting the Priest for 10% of their max health if the target survives.
  • Racial spells were fully re-evaluated, two per race. Gnomes get an all-new kit: Confounding Flash at 10 (confuses up to 5 nearby enemies for 3 seconds) and Contingency Plan at 20 (a 30-second ward that triggers an absorb shield plus a heal-over-time when the target drops below 35% health). Humans get Divine Grace and Feedback; Dwarves keep Desperate Prayer and gain Chastise at 20 (damages and immobilizes a humanoid for 2 seconds); Night Elf Starshards deal substantially more damage but gain a 30-second cooldown; Undead gain Dark Sacrifice (burns health for Mana, scaling with Spirit).
  • Prayer of Healing now heals the target's party and their pets instead of the Priest's own; Renew from several Priests can sit on one target; Fade sheds twice the threat.
  • Talents: Discipline's 16-point gold-medal talent is Soul Warding (cuts Power Word: Shield cooldown and Mana cost) and 21 brings Penance, a 2-second channeled spell that damages enemies or heals allies; Holy's 16-point gold-medal talent is Binding Heal (1.5-second cast, no cooldown, heals you and your target) and 31 brings Prayer of Mending (up to 5 jumps), with Lightwell removed; Shadow's 16-point gold-medal talent is Vampiric Embrace (30 seconds, 1-minute cooldown), and Shadowform now allows every non-healing spell, halves the Mana cost of Shadow spells and adds a 100% critical damage bonus to them.

Warrior: a new Rage formula

  • Rage from damage taken keeps the original formula but ignores Armor and all absorbs — heavy armor no longer costs you Rage, and Power Word: Shield no longer steals it.
  • Rage from damage dealt is fully normalized to weapon speed, and critical strikes once again grant 75% more Rage than normal hits.
  • Blizzard also acknowledged a Rage-generation bug currently in the Beta; tracking the root cause may take a couple of weeks, so Rage may not behave as designed until then.
  • Baseline: Tactical Mastery at 14 (keep 10 Rage on stance changes, improvable by Arms talents); Victory Rush at 20 (triggers on kills, deals damage and heals for 10% of max health); Recklessness, Retaliation and Shield Wall no longer share a cooldown, with the latter two down to 15 minutes; Thunder Clap works in Defensive Stance and scales with Attack Power; Rend's damage and Sunder Armor's threat scale with Attack Power too.
  • Talents: Arms' 16-point gold-medal talent is Spearing Strike (a 15-Rage instant attack on a 20-second cooldown that doubles its damage against mounted targets, Dragons and Giants and dismounts them), and Weaponmaster merges the four weapon specializations into one talent; Fury's 16-point gold-medal talent is Raging Blows (Whirlwind hits with both weapons while dual-wielding), and Bloodthirst no longer heals — it grants 10% movement speed for 10 seconds instead; Protection's 16-point gold-medal talent is Vanguard (Charge works in Defensive Stance), joined by new talents such as Bastion and Master of Defense, while One-Handed Weapon Specialization is removed.

Cross-check the full lists on our class changes page, read the Priest racial rework next to our racial traits comparison, or try a build in the talent library.

Source: wow-forever.gg (official), published 2026-09-30.