Let's figure out the best DPS, Healer, and Tank specs to play in WoW Dragonflight 10.1.5 by breaking down the class changes they've got in this patch!
WoW Dragonflight 10.1.5 Best Class (DPS, Healer, Tanks) To Play After Patch
In WoW Dragonflight, it's that time again another patch that means another breakdown of what specs are winning and what specs are not. The good news is news of the 10.1.5 patch is mostly good - A few specs are left behind but most are actually being rescued meaning the Blizzard's slow march of changes continues. So let's check out the new meta situation by breaking the biggest winners with the 10.1.5 patch.
Frost Mages
Frost Mages are unrecognizably good and with the triumphant return of Glacial Spike, the Icy King takes his throne joined by Rain Frost and Water Elemental being a temporary aid during importantly though the new and improved Icy Veins which has had its cool down to two minutes and the shackles of Ruin of power being removed. This back went from an underdeveloped joke to the king of Mages, it's simple, smooth, and fun. It's got a brand new aggressively fun AOE burst sequence, it's going to take a decent bit more effort to optimize than before which might suck for the people who liked the best option being extremely easy no brain to play. But overall this is a massive win unless you are perhaps one of the few who loved your permanent Water Elemental hopefully Blizzard gives people that aback as a Cosmetic Cliff or a toy or just something to solve that problem.
Fire Mage
Fir Mage gets small changes but big fixes. Flame Strike and Cauterize are baselines and that freeze up some space in your talent tree. And a few targeted buffs are ensuring that flame strike is now part of your AOE rotation instead of just a single target again but ignite spreads which is what the old area we would boil down to more fun this way. There's an easier talent if you want to play without using Sun King's blessing, that'll be really good for people who just didn't enjoy tracking that or just hard-casting pyro.
Arcane Mage
Arcane Mage is flourishing with this rework, it's actually changed the least but it is a too big effect. No more Rune of power makes their stressful open or less punishing, while orb barrage and concentrated power give them a sweet new flow in AOE gameplay. You have faster evocation with Siphon Storm, then Baseline Barrage and clear casting, and a bunch of minor changes that feel great. All 3 majors get some new toys like Ice Cold a replacement for ice block that it's, it's not as powerful but it's still really good and you can move and still cast spells while it's up. The mass barrier helps protect your party and Mass Invisibility to do rogue Shenanigans as well as a class tree shake-up that helps out a bunch as well.
Affliction Warlock
Affliction Warlock gets a big win. Warlocks in general are also winning because of the new pet customization and their own new class quest, but really it's Affliction who walks away the most happy. The quick version of this is that their rap time has been cut down with the removal of malefic Affliction which means that you can get your dread touch buff up faster, making it a bit less prone to failure and less frustrating to play. Seed of Corruption now always explodes, Doom Blossom instead of just corruption having a chance, and Seed of Corruption is a 2-second cast down from a 2.5-second cast. Overall then we'll let you actually do some burst AOE. These are small surgical changes but they do actually add up, now it still does have some issues with vile touches cooldown being longer than agony's duration in big AOE, but generally speaking, they will be stronger and easier in all scenarios. They also get some good Grimmar of Sacrifice quality-of-life fixes as example they're no longer canceled when you Zone into an instance.
Destruction Warlock
Destruction Warlock is getting one change that fixes a problem, they had which is basically no extra like big you know command damage in a short window. The new thing is Crashing Chaos, it now makes it so that whenever you pop infernal your next 8 spenders do a ton of extra damage. So you might actually want to run your infernal cooldown reduction for a more spiky damage profile if that's what you want.
Demonology Warlock
Because of player feedback, Blizzard originally going to make dread stalkers very weak and remove a key generator of instant demon bolts but the community said no, and now Demonology Warlock is in a different place. The story is the demo has got absolutely obscene burst but very low constant damage and some of that burst was a bit cassinoy, it had great Highs but pity for lows. So had a bunch of talent shuffling and a few new purely passive talents that are essentially aimed at dragging up their sustained damage without massively impacting any of their pet-based burst. Then there'll probably be some targeted Nerfs before the patch goes live, but demo is actually looking like an outright winner.
Holy Paladin
Ofinal major winner then is one that a lot of people worried about and it's actually Holy Paladin. It got a lot of great changes and it seems they've managed to pull off a bit of an impossible. Judgment generates holy power and Infusion of Light has seen pretty huge Buffs to what it does to your spells including being consumed by judgment to improve its damage reduction effect and to restore Mana. Elsewhere Holy Shock and the Glimmer of Light now have just got a bunch more interactions. Hammer of Wrath got a talent to make it radiate AOE healing as well as get a proc and a cooldown reset when your other heals crit. Then they've got a bunch of passive healing and a boost to their raid cooldown with the new merciful auras, though those do actually fight with Blessing of Seasons. Generally speaking, we will need to see how all this shakes out in the wild but at least on paper, the only two issues left are their Mastery and being forced to use a shield meaning that large, this is an excellent rework but the community Doom and Gloom is still a little bit there over final numbers especially when it comes to mana and which build ends up on top so there are those concerns as far as the gameplay design side goes they're looking very fantastic.
Brewmaster Monk
Brewmaster Monk often the tank that is strong but very complicated and quite busy to play is getting some options to tune down how many buttons you've got to press, so it's called Press the Advantage and it's the equivalent to a Warriors Devastator, it changes your filler Tiger Plam and all of its connected interactions to instead work off auto attacks. The question though is whether it will be viable at launch but right now it's an exciting change for those who just want to press that button less and have well that's RSI. Monks in general are also getting some passive options to replace their two damage specific defensives, diffuse magic and dampen harm. Now the skill ceiling on surviving effectively as a monk is extremely high with those things are active but that you can opt out of those for a more passive and consistent version is a good option. What it really does is it opens them up to more people who would apps otherwise struggle with it but it does that without removing their existing style.
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