Forever's Class Deep Dives Confirm Dual Spec at Level 40 — and a Warrior Rage Fix Still Weeks Away
Blizzard published its first two WoW: Forever Class Deep Dives on September 30, covering Hunter and Druid in one post and Priest and Warrior in the other. They are the first of a series: the studio says the remaining five classes — Shaman, Paladin, Mage, Rogue and Warlock — follow "as beta progresses," and the developers have separately confirmed that every class gets one.

Original editorial illustration by RealmList, generated for this article. This is artwork, not game footage or official promotional material.
The line three weeks of forum threads were waiting for
Both posts open with the same ground rules, and one of them had never been published before:
- Talents start at level 10 and keep Classic's row count.
- One-point milestone talents sit at 11, 21 and 31 points, "now joined by a new 16-point milestone."
- Respeccing — Legacy talents included — happens at a class trainer in a major city.
- "Dual Specialization also becomes available at level 40."
Dual spec had been the single most-asked Forever question with no answer, going back to the September 17 launch Q&A. The deep dives confirm it exists and confirm the level; they do not give a gold cost, and they do not say whether switching has a cooldown. Given that the level cap is 30 for the rest of the beta, none of it is testable before launch either — Level 40 dual spec is a launch-window feature that testers cannot verify.
Warrior: a diagnosis, not a fix
Blizzard opens the Warrior section by naming the problem:
"There are some bugs players are experiencing with Rage generation in the beta."
And then, less comfortably: finding the root cause "may take a couple weeks." With the beta ending October 21, that timeline means the intended Rage system may never be tested in a working state. What Blizzard can state is how Rage is meant to work:
| Rage source | Stated design |
|---|---|
| Dealing damage | Fully normalized, based on the speed of the weapon that hit |
| Critical strikes | 75% more Rage than a normal hit — the beta shipped with none, and this reverses it |
| Taking damage | Original Classic formula, but armor is ignored — calculated as if you always had 50% damage reduction from armor |
| Absorbs | Ignored, so Power Word: Shield no longer eats your Rage |
Normalization stays; crit Rage returns as compensation. The armor change is quietly the largest tank-side buff in the post: under Classic rules, better gear meant less Rage from every hit you took. The October 1 build shipped the crit portion — basic attacks now generate 75% more Rage on critical strikes — while the damage-taken bug remains open.
The baseline changes are equally structural. Tactical Mastery is trained at level 14 and retains 10 Rage on a stance swap, with the Arms talent (renamed Improved Tactical Mastery) pushing that to 25. Victory Rush arrives at 20 as a 30-second-cooldown heal for 10% of health after a kill. Recklessness, Retaliation and Shield Wall stop sharing a cooldown, and Retaliation and Shield Wall drop to 15 minutes. Rend and Thunder Clap scale with attack power, Thunder Clap works in Defensive Stance, and Sunder Armor's threat scales with attack power too.
In the trees, the four weapon specializations merge into a single Arms talent, Weaponmaster. Arms gets Spearing Strike at 16 points; Fury's Bloodthirst loses its heal and grants 10% movement speed instead; Protection's 16-pointer Vanguard allows Charge in Defensive Stance.
Druid: power shifting comes back, as a talent with a mana bill
Druids get the longest quality-of-life list in either post. Potions and almost all consumables now work in form, Rage potions and Thistle Tea included. Weapon enchants and procs — Crusader, Windfury Totem — work in form. Feral auto-attack damage matches the equipped weapon's DPS. You can open most doors and use racials like Shadowmeld and War Stomp without shifting out.
The change everyone is arguing about is Tiger's Fury, which is removed. Its replacement is Shifting Power, a 16-point Feral talent that instantly grants 40 Energy "at a significant Mana cost," on a 16-second cooldown that Improved Shifting Power cuts to 8. Blizzard is unusually direct about why: Furor no longer lets you shift between Bear and Cat to farm energy — a fix aimed at "bear-weaving" — and the studio acknowledges that also killed power shifting, which "some players prize." Shifting Power is its "much more approachable" version.
The forum reaction is mixed in a specific way. The most-liked post in the Druid thread lays out the trade as players see it: Tiger's Fury was 60 energy and 15% more damage every 30 seconds; Shifting Power is 40 energy and no damage boost every 8 seconds, paid for in mana nobody has measured yet. A separate thread asks Blizzard to put Tiger's Fury back. Both deep dives said Shifting Power, Improved Shifting Power and the Shredding Attacks row move were "new to next week's build" — and that build is the one that shipped on October 1, so the argument is now testable rather than theoretical.
The rest of the Druid changes move toward Wrath-era design: Primal Bite replaces Mangle as the high-threat Bear attack, the 31-point Feral capstone is a Berserk modelled on Wrath's, Restoration ends in Wild Growth with Swiftmend as the 16-pointer (and no longer consuming Rejuvenation), and Balance picks up Insect Swarm at 16 points, Eclipse, and a Moonkin Form that can cast every non-healing spell.
Priest: two spells for everyone, two still racial
Every Priest now gets Fear Ward and Devouring Plague at 20 regardless of race. Divine Spirit becomes baseline at 30 and Shadow Word: Death arrives at 32. Prayer of Healing heals the target's party rather than your own, and Renew from multiple Priests stacks on one target.
Racial identity is not gone — each race keeps two exclusive spells, and several were rebuilt:
- Gnome gets two priest spells for the first time: Confounding Flash, a short area confuse, and Contingency Plan, a ward that pops a shield and a heal-over-time when an ally drops below 35%.
- Dwarf regains Chastise as a two-second root on humanoids.
- Human gets Divine Grace, an emergency heal that also clears Weakened Soul.
- Night Elf Starshards hits much harder on a 30-second cooldown.
- Undead get Dark Sacrifice, converting health into mana.
The trees import from Wrath: Discipline takes Penance at 21 points plus Divine Aegis; Holy gets Binding Heal at 16 and Prayer of Mending at 31 and loses Lightwell; Shadow's Vampiric Embrace becomes a 30-second cooldown at 16 points, Shadow Weaving now buffs only the Priest who applied it, and Shadowform can cast every non-healing spell at half mana cost.
Hunter: pets that scale, traps that work in combat
Aimed Shot becomes baseline at 20 and shares a cooldown with Multi-Shot rather than Arcane Shot. Traps work in combat with a 30-second cooldown, and frost and fire traps cool down separately — the single biggest mechanical change in the post. Pets scale with the Hunter's gear and can no longer receive player stat buffs. Foxes are a new family, and every family gets a unique ability: Crocolisks get Dismember (50% healing reduction), Spiders get Web, Wolves get Furious Howl.
The trees open builds Classic never supported. Marksmanship's 11-point Lone Wolf gives 20% more damage with no pet out, with Sniper Shot at 31; Beast Mastery's 16-point Summon Hawk calls in up to two hawks; Survival leans into melee with Strider Kick at 21 and Lacerating Strikes at 31, which makes Mongoose Bite apply a bleed. Blizzard has also said stable slots are being increased to support the wider pet variety.
The podcast explains where the numbers come from
The same week, the Forever Podcast brought on Aggrend, Zirene, principal designer Kris Zierhut and Sodapoppin to talk class philosophy, and the answers explain several changes that otherwise look arbitrary:
- The rotation target is 3–4 buttons. The team wants "white space" in the global cooldown so players can interrupt, off-heal or slow a runner.
- The damage budget drove the nerfs. Zierhut admitted that after the first pass on the new talent trees "every single class was doing too much damage" — to the point where a Classic boss like Baron Rivendare would have died in 15 seconds.
- Recklessness reverted to a 30-minute cooldown after a short-cooldown experiment, because the damage spike would have forced a baseline nerf.
- Champion of the Light going from 100% to 60% removes the incentive for Holy Paladins to spec into Retribution for the healing-equivalent talent.
- Mage snares were cut (Blizzard, Cone of Cold) specifically to remove 100% snare uptime on large pulls — a stated anti-kiting and anti-farming measure.
- Party buffs may become raid buffs. Leader of the Pack-style effects are under consideration for a raid-wide version, to reduce how many hybrids a 20-man roster must stack.
- Tier set bonuses are not final. The current bonuses were designed months ago and are due for a revision pass.
One forum side note worth recording, because it says something about how the beta is being read: a player spotted em dashes in the Hunter and Druid post and suggested an AI had written it. Community manager Nethaera replied: "I (a human) have used em dashes for many many years."
What is still unanswered
Three things the deep dives confirm exist and do not explain:
- The gold cost of dual spec at 40, and whether swapping is free afterwards.
- The Warrior Rage fix, which Blizzard now says may take weeks rather than days.
- Whether the compensation is enough. Normalization stays, crits give more Rage, armor stops reducing it — but with the damage-taken calculation broken, no one can currently test whether the intended system produces a playable tank.
Sources and further reading
External references used to verify or expand this article.