World of Warcraft: Legion will be released in a few months. How can we bridge the waiting time until the new content is released? How do you prepare for Legion?
It’s that time again, a new addon is coming. But that will take a while, so how can you spend the time until the release? Of course with preparation, as it saves a lot of work later. What needs to be done besides submitting the vacation request?
Level 100 – Does my class still suit me?

If you are not just starting with Legion, you probably already have a character at max level. It’s better to have several of them. As with every major patch, changes to the classes will follow. It’s quite possible that your current main character won’t be fun anymore, and you’ll want to switch. Those who prepare here will save a lot of time later.
Accordingly, it can be sensible to inform yourself in advance about any changes. Until the release, nothing is final, which is why you should only orient yourself vaguely. Nevertheless, we don’t want to withhold a rough summary of the planned changes from you:
This is how the classes change with Legion
Hunter: Beast Mastery focuses more on companions, as the name suggests. The Survival variant becomes a melee fighter and is allowed to use traps as the only one. The Marksmanship hunter trades his companion for better handling of the ranged weapon. His mastery no longer forces him to stand still but directly increases critical hit damage and range.
Priest: Holy priests turn away from the shadow and forgo corresponding abilities. Instead, the blessing words are greatly enhanced. Those who choose the Shadow specialization succumb to madness, the future resource. Shadow abilities increase this value, beyond a certain point you temporarily gain Voidform and stronger abilities. The shields of the Discipline path will be weakened. The ability “Penance” makes him a Smiter: he heals through damage dealt.

Mage: Arcane mastery increases the regeneration and maximum amount of mana. The further changes are more of a fine-tuning of the class: Arcane charges are now displayed as a resource instead of a debuff. The same goes for Fire, where abilities will be adjusted to provide a bit more control over the heat-up mechanic. Frost loses its “Frostfire Bolt”; the “Frozen Orb” takes this place as the central spell.
Paladin: The Holy Paladin fights at the front, and his mastery increases the healing of nearby allies, and he uses mana again instead of Holy Power. The same goes for the tank variant. His “Shield of the Righteous” has 3 charges and temporarily reduces incoming physical damage. Timing is thus more important for damage reduction. Otherwise, many abilities remain or are slightly adjusted. The Retribution Paladin loses the range of his ranged abilities; he must focus more on melee again. Furthermore, he is the only one who retains Holy Power. He can generate it with a new ability.

Warlock: Affliction focuses on damage over time; the other abilities are fillers. Soul Shards can be generated more easily and are meant to strengthen the DoTs. The Demonology Warlock loses Metamorphosis in favor of increased chaos in boss fights. He has spells that summon a different number of servants. The number depends on the soul shards used. Moreover, they can also be boosted with “Demonic Empowerment”. The mastery determines the strength of the buff. Destruction receives a few adjustments, and he again uses Soul Shards instead of unstable sparks.
Death Knight: The runes are consolidated into one type. The Blood specialization emphasizes rune power generation. “Bone Shield” and “Blood Strike” become more important. Frost remains largely constant, and Unholy focuses on diseases and “Lingering Injury.” This creates 1-3 stacks of the debuff “Lingering Wound,” which can be detonated with “Scourge Strike.”

Shaman: Totems are more flexible, as they can be targeted better and have more hit points. The Elemental variant has remained relatively unchanged but now uses Maelstrom instead of mana. Some abilities generate and others consume it; thus, shocks lose their cooldown. The new resource will also be used by Enhancement Shamans, who are being developed more into melee fighters. Those playing as healers continue to use mana and experience only a few changes. For example, “Chain Heal” is weakened.
Warrior: Fundamental changes to the Arms Warrior do not take place. Fury wants to live up to its name and is based on building rage as quickly as possible and using it for massive damage through “Raging.” “Berserker Rage” is strengthened and additionally increases attack speed. The tank receives some fine-tuning. He primarily generates rage by taking damage. He consumes it with “Suppress Pain,” which reduces the damage taken.

Monk: The Brewmaster loses his Chi, and absorption and self-healing abilities are no longer in focus. Instead, the brew abilities receive charges. The Mistweaver no longer heals through damage and uses mana like other healers. His spells can generally now be used directly without having to prepare them through other abilities beforehand. The new mastery of the Windwalker increases the damage dealt when the utilized ability differs from the previous one. He uses short cooldowns, energy, and Chi.
Druid: “Heart of the Wild” is replaced with affinity talents. Thus, the Druid can choose a secondary specialization from the remaining three. He gains passive bonuses and several key abilities. The Balance variant loses its cyclical rotation system and exclusively uses Astral Power. “Moonfire” and “Solar Wrath” generate it, while “Starfall” and “Starfire” consume it. Feral remains untouched in its fundamental mechanics. The Guardian no longer relies on dodging but on his robustness. Regeneration, armor, health, and damage reduction are prioritized. Restoration remains largely unchanged; thus, mastery amplifies healing for every active periodic healing spell.

Rogue: The Rogue receives extensive changes. Assassination now focuses solely on poisons and bleed effects. Combat has been removed and replaced with Outlaw. Sword fighting is in focus; stealth is no longer used outside of the opening ability. The Subtlety Rogue is the exact opposite. For him, it is possible to re-stealth several times during a fight. Furthermore, he possesses immense mobility.
On the next page, we will address how to quickly get gold or equipment.
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