Forever: Blizzard svela le modifiche a Cacciatore, Druido, Sacerdote e Guerriero
BY Enrico "Xly" Favaro
1 Ott 2026
Blizzard ha pubblicato i primi Class Deep Dives di World of Warcraft: Forever, dedicati a Cacciatore, Druido, Sacerdote e Guerriero, con le novità su abilità base e talenti di ciascuna classe. I due bluepost, usciti il 30 settembre, aprono una serie che proseguirà durante la beta: il primo copre Cacciatore e Druido, il secondo Sacerdote e Guerriero.
Aimed Shot diventa un’abilità base per tutti i Cacciatori al livello 20, e Arcane Shot non ne condivide più il tempo di recupero, che passa a Multi-Shot.
Le trappole si possono usare in combattimento, ma il loro tempo di recupero sale a 30 secondi.
I famigli ricevono statistiche in base all’equipaggiamento del Cacciatore e ogni famiglia ha un’abilità esclusiva, con l’arrivo della nuova famiglia delle Foxes.
Druido
Potion e quasi tutti i consumabili simili, così come incantamenti e proc delle armi, funzionano ora in forma animale senza annullare la trasformazione, e lo stesso vale per le abilità razziali, tra cui Walk on Air.
Lacerate, nuova abilità base del ramo Feral, arriva al livello 42 e applica un sanguinamento cumulabile fino a 5 volte che genera molta minaccia.
Shifting Power, nuovo talento da 16 punti, concede subito 40 Energy a fronte di un costo in Mana significativo e sostituisce Tiger’s Fury. Non è ancora in beta e arriverà con la build della prossima settimana.
Sacerdote
Fear Ward e Devouring Plague diventano disponibili per tutti i Sacerdoti al livello 20, Divine Spirit è abilità base al livello 30 e Shadow Word: Death entra nel kit base al livello 32.
Il ramo Discipline ottiene Penance, mentre Holy guadagna Binding Heal e Prayer of Mending.
Guerriero
Il Rage ottenuto subendo danni ignora ora l’Armor e gli effetti di assorbimento, mentre quello ottenuto infliggendo danni dipende dalla velocità dell’arma e i colpi critici danno il 75% di Rage in più. Blizzard riconosce alcuni bug nella generazione di Rage in beta, la cui causa potrebbe richiedere un paio di settimane per essere individuata.
Victory Rush arriva al livello 20 come attacco istantaneo che cura il 10% della Health massima dopo ogni uccisione, e Tactical Mastery consente di mantenere 10 Rage al cambio di Stance.
Il ramo Arms ottiene Spearing Strike, che disarciona il bersaglio, e Weaponmaster, che unifica in un solo talento le specializzazioni nelle armi.
Blizzard precisa che abilità e talenti potranno continuare a cambiare durante la beta e che i prossimi Class Deep Dives approfondiranno le altre classi. Vi lasciamo ai bluepost per tutti i dettagli.
Every class in World of Warcraft: Forever is being revisited with an approach rooted in the original World of Warcraft: keeping the foundation players remember while making thoughtful updates that open up more choice, identity, and room to experiment. To help bring that work into focus, we’re kicking off our class deep dives with Development Team insights on Hunter and Druid, including how their updates come together through combat, talents, and class-defining abilities.
Talent trees follow that same direction. Starting at level 10, talents become available and keep the familiar structure, including the same number of rows and one-point milestone talents at 11, 21, and 31 points, now joined by a new 16-point milestone. Some talents remain exactly as they were in patch 1.12 (from original World of Warcraft), while others have been adjusted or improved, and several key class buffs that once came from talents, such as Blessing of Kings and Improved Mark of the Wild, are now baseline for their classes.
For Hunters and Druids, that means exploring updates that reinforce what makes each class distinct: trusted companions and ranged precision for Hunters, and adaptable forms and nature magic for Druids.
Please note that class abilities and talents may continue to evolve throughout the beta test and are subject to additional changes.
To change your talents (including Legacy talents), you’ll need to visit a class trainer in one of the major cities. Dual Specialization also becomes available at level 40.
Hunters can focus their talents through Beast Mastery, Marksmanship, and Survival. In World of Warcraft: Forever, these specializations build around pet-focused play, ranged attacks, and trap and melee options while keeping the class’s familiar foundation intact. Here’s the current lineup of class abilities and changes.
These updates center on giving the class more flexibility while strengthening its identity as a ranged combatant with a trusted companion at its side. Aimed Shot is now baseline at level 20, traps can be used in combat, and pets gain more definition through Hunter gear scaling, broader ability access, and unique family abilities—including the addition of Foxes as a new pet family. Across Beast Mastery, Marksmanship, and Survival, talent updates support pet-focused play, ranged precision, and trap or melee-oriented build options.
Baseline Abilities
Aimed Shot is now granted as a baseline ability to all Hunters at level 20.
Arcane Shot no longer shares a cooldown with Aimed Shot.
Disengage: Threat reduction effect doubled.
Multi-Shot now shares a cooldown with Aimed Shot.
Aspect of the Beast now also grants melee Attack Power.
Traps are now useable in combat, but their cooldown has increased to 30 seconds.
Frost-based and Fire-based traps now have separate cooldowns.
Scorpid Sting now reduces the target’s chance to hit by 2% instead of reducing the target’s Strength and Agility.
Pets
Pets now get increased stats based on their Hunter’s gear.
Pets can no longer receive player buffs that increase their stats.
Foxes added as new pet family with a new ability.
Trickster’s Dance: Increases a pet’s dodge chance and attack speed for 12 seconds.
Every pet family can now learn either Bite or Claw, sometimes both.
Every pet family can now learn either Dive or Dash.Each pet family now has one ability completely unique to that family:
Bat Sonic Blast: Damage and spellcasting slow on target.
Bear Swipe: Damaging attack that hits 3 targets.
Bird of Prey (formerly Owl) Mine!: Damage and disarm target.
Boar Charge: Charge to and immobilize target and gain Attack Power on next pet attack.
Carrion Bird Demoralizing Screech: Damage nearby enemies and reduce their melee Attack Power.
Cat Prowl: Stealth and increase damage of next attack from Stealth.
Crab Pinch: Damage and slows the target’s movement.
Crocolisk Dismember: Damage and reduces the target’s healing received by 50%.
Gorilla Thunderstomp: Damages enemies in an area.
Hyena Tendon Rip: Movement slow and Bleed over time on target.
Raptor Savage Rend: Bleed over time on target.
Scorpid Poison: Stacking damage over time on target.
Spider Web: Immobilize target and damage over time.
Tallstrider Dust Cloud: Reduces target’s armor.
Turtle Shell Shield: Reduces damage taken and attack speed for 12 sec.
Windserpent Lightning Breath: 20-yard range damaging attack.
Wolf Furious Howl: Increase party members’ melee Attack Power.
Talents
Beast Mastery
Deadly Aspects: (Formerly Improved Aspect of the Hawk.) This talent now also has a chance for melee attacks to grant increased attack speed while Aspect of the Beast is active. This supports more melee-oriented builds we will see in Survival.
Endurance Training: The old talent Thick Hide was merged with this one, so the talent now grants your pet Health and Armor.
Focused Fire: This new talent increases all damage you and your pet deal while your pet is active.
Aspect of the Monkey: Now grants twice as much Dodge, and your pet gains half the benefit of your Aspect of the Monkey.
Pathfinding: moved from row 3 to row 2 in the Talent Tree.
Unleashed Fury: Benefit to pet damage decreased slightly, but now also benefits new Hawk summons.
Improved Mend Pet: Now also decreases the Mana cost of Mend Pet.
Ferocity: Critical strike bonuses to pets decreased, but now also benefits Hawk summons.
Summon Hawk: (New 16-point gold medal talent.) Deals instant damage and summons a Hawk to attack the Hunter’s current target for 18 sec. Hunter’s can have up to 2 Hawks active at one time. Cooldown shared with Arcane Shot.
Intimidation: Now requires Bestial Swiftness as a pre-requisite. Now also grants your pet 100% increased critical strike chance on its next attack.
Bestial Discipline: Now also grants the Hunter Mana regeneration from Spirit while casting spells (or spending Mana).
Removed talents: Improved Eyes of the Beast is now a baseline ability and Thick Hide has been combined with Endurance Training.
Marksmanship
Hawk Eye: Moved from row 3 up to row 1.
Lethal Attacks: Formerly Lethal Shots. Moved from row 2 up to row 1. Now grants increased critical strike chance to all attacks.
Improved Stings: Formerly Improved Serpent Sting. Moved from row 4 up to row 2. Larger increase to Serpent Sting damage, and now also shortens the cooldown of Viper Sting and increases the duration of Scorpid Sting.
Efficiency: Moved to row 2 down from row 1. Grants a larger Mana discount that now applies to Stings and melee abilities, as well as Shots.
Careful Aim: (New talent.) Increases melee and ranged Attack power by 20/40/60/80/100% of the Hunter’s Intellect.
Rapid Killing: (New talent.) Reduces cooldown on Rapid Fire and grants Rapid Killing when you kill an enemy or it dies while afflicted by your Serpent Sting. Rapid Killing increases the damage of your next Shot.
Improved Arcane Shot: now reduces the cooldown of Arcane Shot by up to an extra 0.5 seconds.
Lone Wolf: (New 11-point gold medal talent.) Grants the Hunter 20% increased damage with all attacks while the Hunter has no active pet.
Trueshot Aura: Moved from row 7 up to row 4. Now the 21-point gold medal talent. New lower-level ranks added, but otherwise unchanged.
Mortal Shots: Now has pre-requisite of Careful Aim.
Rapid Recuperation: (New talent.) Prerequisite of Rapid Killing. Now grants Mana regeneration from Spirit while casting after hitting a target with Serpent Sting, and even more during Rapid Killing.
Barrage: Damage bonus reduced, but now also applies to Aimed Shot, as well as Multi-Shot and Volley.
Sniper Shot: New talent in 31-point gold medal slot. Pre-requisite of Trueshot Aura. Grants a new Shot with a 4 second cast time and 15 second cooldown that deals even more damage than Aimed Shot. Sniper Shot has a base range of 45 yards and increases the range of your next 3 Shots by 10 yards.
Removed talents: Improved Hunter’s Mark and Aim Shot are now baseline abilities.
Survival
Improved Tracking: This new talent combines the Monster Slaying and Humanoid Slaying talents into a new improved talent that causes the Hunter to deal increased damage to any creature type the Hunter is currently tracking.
Entrapment: (Slight redesign.) Now always triggers when the Hunter’s trap triggers, but the duration is increased by more talent points instead of the chance.
Savage Strikes: (Redesigned.) Now increases all melee damage by 2/4% instead of Raptor Strike and Mongoose Bite by 10/20%.
Survivalist: Moved from row 3 up to row 2.
Improved Wing Clip: Now only takes 3 talent points to reach maximum 20% chance.
Surefooted: Moved from row 4 up to row 3. Hit chance now applies to all attacks, and reduces the duration of movement impairing effects, instead of increasing their chance to miss the Hunter.
Survival Tactics: (Formerly Trap Mastery.) Now also increases the chance for Feign Death to hit, in addition to Traps.
Predator’s Edge: (New talent.) Increases melee critical strike damage bonus, and increases damage done by off-hand while dual-wielding.
Counterattack: Moved from row 5 up to row 4. Now the 16-point gold medal talent.
Resourcefulness: (New talent.) Reduces the mana cost of all Traps and melee abilities and grants your critical strikes a chance to allow Mana regeneration from Spirit while casting spells.
Expose Prey: (New talent.) Melee and ranged attacks on the target of your Hunter’s Mark have a chance to activate Mongoose Bite as if you had Dodged an attack.
Survivalist’s Discipline: (New talent.) Reduces the cooldown of Traps and Deterrence.
Strider Kick: New 21-point gold medal talent. An instant weapon damage attack that also increases your movement speed by 30% for 3 sec.
Lightning Reflexes: Agility bonus decreased to make room for new talent powers.
Lacerating Strikes: New 31-point gold medal talent. Mongoose Bite now also causes the target to Bleed over 21 seconds for damage based on the strength of the Mongoose Bite hit.
Removed talents: Wyvern Sting, Killer Instinct, Improved Feign Death have now been combined into a new Resourcefulness talent, Monster Slaying and Humanoid Slaying have been combined into a new Improved Tracking talent.
Despite these changes, Hunters continue to feature unique strengths and weaknesses. Hunters only have one combat role, damage, but can utilize their pet as a tank in solo and small group play. Hunters have strong ranged abilities and the longest range of any class. But Hunters’ ranged abilities become unavailable in the “dead zone” within 8 yards of their enemy.
Hunters have increased utility with traps now usable in combat but still can only place traps at their own location. Hunters have an amazing toolkit of problem-solving Aspects and attacks but cannot Stun or Interrupt. And now their talent trees let them double down on aspects of their class like ranged combat and their pets, choose not to have a pet at all, or to add new skills to their arsenal that allow them to dance back and forth between ranged and melee combat.
Hunter and Druid are just the beginning of our class deep dives for World of Warcraft: Forever. We’ll continue sharing more Development Team insights as beta progresses, including how each class is taking shape through talents, abilities, and the choices that help define the way you play.
With each class update, the goal is to keep the spirit of original World of Warcraft in mind while giving players more ways to make their character feel their own. For Priests and Warriors, that work takes shape in two very different combat identities: one built around Light, Shadow, healing, and protection, and the other around weapons, Rage, stances, and battlefield momentum.
The updates below are focused on broadening useful choices without moving either class away from what makes it recognizable. Priests gain wider access to important tools and new talent options that support healing, utility, and Shadow-focused damage. Warriors see adjustments that make Rage more reliable, bring certain utility forward as baseline functionality, and sharpen the role of each specialization.
Talents become available starting at level 10 and continue using a familiar structure, including one-point milestone talents at 11, 21, and 31 points, now joined by a new 16-point milestone. To change your talents, including Legacy talents, visit a class trainer in one of the major cities. Dual Specialization also becomes available at level 40.
Please note that class abilities and talents may continue to evolve throughout the beta test and are subject to additional changes.
Walking the Path of Light and Shadow with the Priest Class
Priests can shape their path through Discipline, Holy, and Shadow, offering support through protection, healing, and damage. In World of Warcraft: Forever, the Priest continues to draw from the power of Light and Shadow, with updates that expand its toolkit while keeping the class’s familiar role as a versatile spellcaster intact.
Their updates focus on expanding flexibility across Discipline, Holy, and Shadow while preserving the class’s command of healing, protection, Light, and Shadow. Fear Ward and Devouring Plague are now available to all Priests at level 20, Divine Spirit is baseline at level 30, and Shadow Word: Death joins the class as a baseline ability at level 32, while refreshed racial abilities and talent updates add new options for support, healing, and damage-focused play.
Baseline Abilities
Fear Ward: This ability is now available to all Priests at level 20, regardless of race.
Devouring Plague: This ability is now available to all Priests at level 20, regardless of race.
Priest Racial Abilities: Each race of Priest has two spells unique to their Race. They have been fully re-evaluated, and new ones have been added for Gnome Priests:
Gnome:
Confounding Flash: Learned at level 10. Confuses up to 5 nearby enemies for 3 seconds. Effect broken by taking damage. 0.5 second cast time. 2-minute cooldown.
Contingency Plan: Learned at level 20. Places a ward on a friendly target for 30 seconds. If that target’s health drops below 35%, the target is instantly protected by a damage absorb shield and gains a heal-over-time effect. These two effects can be stacked with Renew and Power Word: Shield. 5-minute cooldown. Instant cast.
Dwarf:
Desperate Prayer: Unchanged.
Chastise: Learned at level 20. Damages and immobilizes a target for 2 seconds. Only useable on Humanoids. Instant cast, 2-minute cooldown.
Human:
Divine Grace: Learned at level 10. Instantly heals a friendly target below 50% health and removes Weakened Soul from that target. Cannot be cast on self. 5-minute cooldown.
Feedback: Unchanged.
Night Elf:
Starshards: Still learned at level 10. Damage increased substantially but now has a 30 second cooldown.
Elune’s Grace: Still learned at level 20. Now reduces the chance for melee and ranged attacks to hit the Priest by 50% for 15 seconds or until 3 attacks have missed. 5-minute cooldown.
Troll:
Hex of Weakness: Unchanged.
Shadowguard: Unchanged.
Undead
Touch of Weakness: Unchanged.
Dark Sacrifice: Learned at level 20. Cannibalize your own health to gain Mana over time. Mana gain increased by Spirit.
Fade: Threat reduction effect doubled.
Prayer of Healing: Instead of healing the Priest’s own party, this spell now heals all the members of the target’s party and their pets.
Shadow Word: Death: Added as a baseline ability to all Priests at level 32. Deals instant Shadow damage to the target but if the target is not killed by this spell, the Priest takes 10% of their max health in damage. 15 second cooldown.
Divine Spirit: Now baseline to all Priests, learned at level 30.
Renew: Renew can now be active from multiple Priests on the same target.
Talents
Discipline
Power in Light: (New row 1 talent.) Increased Smite and Penance damage done to targets afflicted with your Holy Fire.
Wand Specialization: Now only requires two talent points for the same benefit.
Twin Disciplines: (New row 1 talent.) Increases damage and healing done by instant cast spells.
Silent Resolve: Now also reduces the duration of Stun, Fear, and Silence effects on you.
Holy Precision: Increases chance to hit with Holy spells by up to 18%. This talent is intended to remove the need for hit chance on healing Priests, who are not expected to wear gear that increased hit chance.
Improved Power Word: Shield: Slightly more increase per talent point.
Mental Agility: Moved from row 4 up to row 3. Now costs only 3 talent points for the same effect and also benefits Smite and Holy Fire.
Meditation: Mana benefit from spirit increased substantially.
Improved Inner Fire: Benefit to armor increased, and now also increases charges.
Mental Strength: Moved from row 4 up to row 4. Now increases Intellect by a larger percentage instead of Mana by a percentage.
Soul Warding: This new 16-point gold medal talent reduces the cooldown on Power Word: Shield and its Mana cost. Requires Improved Power Word: Shield.
Improved Mana Burn: Reduction to cast time of Mana Burn increased.
Penance: (New 21-point gold medal talent.) Channeled over 2 seconds with 12 second cooldown. Can target enemies to deal damage every second, or allies to heal damage every second.
Renewed Hope: (New talent.) Requires Soul Warding. Increases critical strike chance of Flash Heal, Binding Heal, Lesser Heal, Heal, Greater Heal, and Penance when casting on targets with Weakened Soul. Each of those spells also reduces the duration of Weakened Soul on the target each time the target is healed.
Divine Aegis: Critical heals create an absorb shield for 12 seconds on your target based on a percentage of the amount healed. This effect does not stack.
Removed talents: Unbreakable Will has been combined into Silent Resolve, Improved Power Word: Fortitude and Divine Spirit are now baseline abilities, Force of Will has been removed.
Holy
Twilight Focus: Formerly Healing Focus. Now grants pushback protection on all spellcasts, but costs 3 talent points instead of 2.
Blessed Recovery: Now also triggers from any attack that deals more than 30% of your maximum health in a single hit.
Inspiration: Now triggers from all non-periodic critical heals.
Improved Healing: Now also reduces Mana cost of Penance and Prayer of Mending.
Searing Light: (Redesigned.) Now increases all Holy damage done but by a lesser percentage. In addition, it now grants a chance for Holy Fire damage to make your next Holy Nova cost no Mana.
Binding Heal: (New 16-point gold medal talent.) New spell with no cooldown. Heals the Priest and their current target. No cooldown, 1.5 second cast. Tuned to be as good as Flash Heal even if the Priest needs no healing.
Litany of Light: Each time you cast a healing spell, you are refunded part of its Mana cost if the name of the spell is different than the previous healing spell you cast.
Spiritual Guidance: Bonus to spell damage reduced to approximately one third as much as the bonus to spell healing.
Spiritual Healing: Now only needs 3 talent points for the same benefit.
Prayer of Mending: (New 31-point gold medal talent.) Spirit of Redemption required. 10 second cooldown. Places a spell with 30 second duration on the target that heals the target the next time they take damage or receive non-periodic healing, consuming a charge. Then the spell jumps to another nearby party or raid member within 20 yards. It continues jumping until it heals a total of 5 times. Each target may only have one Prayer of Mending active.
Removed talents:Improved Prayer of Healing, Lightwell.
Shadow
Shadow Focus: Moved to row 1 up from row 2. Instead of reducing the target’s chance to resist, it increases the chance for Shadow spells to hit.
Shadow Affinity: Threat reduction to Shadow spells increased slightly.
Shadow Reach: Moved to row 2 up from row 4. Now requires only 2 talent points for the same effect.
Improved Psychic Scream: Blackout is now a pre-requisite.
Improved Mind Flay: New row 3 talent. Requires Mind Flay. Increases the damage and range of Mind Flay but reduces its movement speed slowing effect.
Vampiric Embrace: Moved to the row 3 as the 16-point gold medal talent. Now lasts 30 seconds with a 1-minute Cooldown.
Shadow Weaving: Now benefits only the casting Priest and not other party or raid members. Percentage increase to damage decreased moderately.
Silence: No longer requires Improved Psychic Scream as a pre-requisite.
Devouring Contagion: (New row 5 talent.) Reduces the mana cost of Devouring Plague, and when a target dies while afflicted with Devouring Plague, Devouring Plague will jump to a new enemy within 5 yards with the same remaining duration.
Early Demise: (New row 6 talent.) Increases Shadow Word: Death’s critical strike chance on targets below 20% health.
Shadowform: Now allows all non-healing spells to be cast while in Shadowform, reduces the Mana cost of all Shadow spells by 50%, and increases the critical strike damage bonus of Shadow spells by 100%. Bonus to Shadow damage dealt decreased.
Removed talents:Improved Vampiric Embrace.
Priests continue to be the most versatile healer in World of Warcraft which is identifiably their most important strength. While other healers focus on heal-over-time spells (HoTs) or direct heals, Priests can do both while having the unique capability of providing damage absorption shields which provide damage mitigation.
As Discipline, they can lean even more into that strength with talents that improve upon Power Word: Shield. However, Priests are also a very vulnerable class with their limitation of wearing cloth armor and few ways to escape enemies.They instead need to rely on the support of friends with tanking or control abilities, while making those allies even stronger through their buffs and healing capabilities.
As Shadow, Priests can harness the power of darkness to deal powerful damage-over-time (DoT) but lack the full utility in that role that could be found on a class such as the Warlock. Overall, Priests bring a valuable set of tools that make them an asset for any party or raid.
As beta testing continues, we’ll keep reviewing how these updates play in dungeons, PvP, and the open world. Your feedback will remain an important part of that process, and we look forward to seeing the builds, strategies, and playstyles Priests and Warriors bring to World of Warcraft: Forever.
Enrico "Xly" Favaro
About Author
Classe 1991, appassionato di RTS e 4x; dopo aver giocato per tanti anni a Starcraft e Warcraft 3 ha avuto la fortuna di giocare alla beta di World of Warcraft e da allora non ha mai smesso di girovagare (a caso) per Azeroth, imparando quanto più possibile sulla sua storia.
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