Seasonal rewards for Fated Raids include new Feat of Strength achievements, [Jigglesworth Sr.] mount, the "Hero of Fate" title, and teleports to each Shadowlands raid location.
Fated Powers
Developers' note: Fated Raids are an experiment in giving a fresh take on an existing experience. Adding new mechanics atop pre-existing encounters is a precarious balancing act and we wanted to reward players' efforts, and as such built powerful beneficial auras, called Fated Infusions, which are earned after executing the new Fated Power mechanics.
Creation Spark
Targeted players become charged with Cosmic damage over time. When this Magic-dispellable aura is removed, Creation Sparks fly off and impact the ground. This can explode if no player is there to intercept it, but if they do they're rewarded with a powerful Fated Infusion, increasing the flow of time and the movement speed of any player within the radius.
Reconfiguration Emitter
An enemy appears which continually casts, inflicting Cosmic damage to all players if successful. Over time, this enemy gains energy and increased damage done, and when defeated grants a Fated Infusion which increases mastery, critical strike, versatility, and avoidance based on the enemy's energy value.
Protoform Barrier
Infuses a powerful enemy to inflict Cosmic damage to players. When removed this power manifests as an enemy who shields all enemies in the area for a short period of time, sharing the pool of shielded health. Players may additionally heal a secondary unit to contribute against this pool. If this shield breaks, damage and healing done to shielded enemies is inflicted upon them, and players are granted a Fated Infusion, increasing total health, damage, healing, and absorbs done based on how much that player contributed.
Chaotic Essence
Summons an orb which defeats all players, but may be interacted with. This activates the foe, which spawns additional enemies for a short period of time. For each one slain, more spawn, and after the window of time players are rewarded with another Fated Infusion, increasing damage, healing, and absorbs done, stacking for each enemy defeated.
Fated Raid Rewards
Entering any Shadowlands raid in Season 4 will start the quest " [60R] Crossing Fate", kicking off a questline that will reward players for participating in Fated Raids over a number of weeks with a new currency: up to 3 [Puzzling Cartel Dinar].
3 New Vendors (Ko'ropo, Ta'choso, and So'turu) can be found lurking near the Great Vault in Oribos, and will gladly trade one Puzzling Cartel Dinar for any of their wares: trinkets, weapons, and unique items from across the 3 Shadowlands raids, at Fated Normal quality (item level 278-285).
Defeating Fated bosses on Heroic or Mythic will reward each player 1 Confounding Cypher of the appropriate difficulty. Combining 20 Heroic or Mythic Cyphers awards a Creation Impetus, which upgrades any Fated items to Heroic or Mythic quality.
Developers' note: This system is an experiment for Season 4 with the goal of providing a method for players to overcome extreme bad luck scenarios when it comes to a particular piece of loot that just won't drop, especially in a season where each raid is only Fated every 3 weeks. We're limiting it to only 3 Puzzling Cartel Dinar over time so that players can fill the gaps in their regular gearing and protect against runs of significant bad luck, but not undercut the primary gearing experience of doing meaningful content with your group over time. Additionally, we're trialing a method for players to upgrade raid gear as they move into harder difficulties, rewarding effort over an extended period of time. Our hope is that these two systems combine with Fated Powers to create a satisfying and well-paced progression of power through Season 4's perilous new challenges.
Mythic+[]
New Seasonal Affix: [Shrouded] – Nathrezim infiltrators have disguised themselves among the enemies throughout the dungeon. Cartel Ta will reward you handsomely for assisting in their capture.
New seasonal rewards for Mythic+ include new Feat of Strength achievements, the two new titles: "the Shrouded" and "Shrouded Hero", dungeon teleports, and a new coloration of the Mythic+ Deathwalker mount.
New dungeon rotation consisting of:
Tazavesh: Streets of Wonder
Tazavesh: So'leah's Gambit
Operation Mechagon: Junkyard (Battle for Azeroth dungeon)
Operation Mechagon: Workshop (Battle for Azeroth dungeon)
Developer's note: Balance AoE has gradually fallen off in recent months, we believe due to Starfall not benefitting as as much as other comparable spells from increased Astral Power generation and Haste, as gear levels increase. We are looking into different solves for the future, but for now are giving it a boost to better compete in the current content.
(4) Set Bonus: [Wildfire Bomb] bonus damage lowered to 20% (was 30%).
[Wildfire Bomb], and any [Wildfire Infusion] variants of Wildfire Bomb now deal reduced damage when hitting more than 8 targets. The tooltips will be updated to reflect this in a future patch.
Developer Note: The Mad Bombardier set bonus boosts Wildfire Bombs in fun and powerful ways, but with the potentially frequent set bonus activation, and Wildfire Bombs not having any target cap where their damage is lowered, Survival Hunters have exceeded expectations in content where there are many targets to hit. The set bonus interactions are fun to play with, so rather than adjusting frequency or power level of the buffed Wildfire Bomb, we're going to lower its effectiveness when pulling very high numbers of enemy targets. We're increasing the damage of Kill Command, Raptor Strike, and Mongoose Bite to offset the loss of damage in single target scenarios.
Mage
Arcane
Clearcasting duration increased to 20 seconds (was 15 seconds).
Developers' note: We're increasing the duration of Clearcasting to minimize scenarios where the buff would fall off without the opportunity for players to gain value. This is primarily a PvP concern, but we did not feel there was a reason to make it PvP exclusive.
Developers' note: We're happy with prior single target changes that have resulted in making Windwalker a powerful option in a broad spectrum of situations. However as a result, their total contribution ends up being slightly too strong in areas where their AOE strengths can be brought to bear. This change is not intended to remove those strengths, but ensure they're not too far ahead of the pack.
Paladin
Protection
Armor increased by 5%.
[Holy Shield] (Talent) increase to block chance increased to 20% (was 15%).
Developers' note: We are seeing Protection Paladins dying to melee damage, or mixed melee and spell damage. This change is intended to improve their performance against both those damage types.
Priest
Shadow
Warlock
Destruction
Warrior
Protection
[Ignore Pain]'s absorption increased by 30%, and the absorption cap is now 30% of maximum Health (was twice the Ignore Pain absorb value).
Developers' note: We find that Protection Warriors struggle with magic and unblockable forms of incoming damage. This change is intended to help improve survivability in those situations, while the change to the cap will constrain its strength otherwise.
Item and rewards[]
Great Vault
Raid rewards
All 3 Shadowlands Raid rewards will be available in the Great Vault via the Fated rotation. Once you slay a Fated Raid boss, their rewards will be added to the pool of available drops for the rest of the season.
Unspent Attendant's Token of Merit left in bags will be converted to 1000 gold each.
Fated Castle Nathria and Fated Sanctum of Domination encounters now reward [Cosmic Flux].
Accumulated [Valor] is reset, but the cap will stay removed.
Accumulated [Conquest] is reset, with a higher weekly cap than previous seasons. The cap will be removed later in the season.
[Intrusive Thoughtcage] is now more effective at reading your target's mind; dodge rating increased by 20%, health drain damage increased by 10%, and final mind shatter damage to nearby enemies increased by 20%.
The Lion's Roar cooldown reduction from critical heals increased to 6 seconds (was 3 seconds), and now absorbs 30% of all damage taken in the zone of protection (was 20%).
Developers' note: The reasons for these trinket changes are that we hope to remove an advantage some players might have from obtaining a 278 version of a Shadowlands trinket from the Season 3 Great Vault, considering that Shadowlands Dungeon trinkets will be attainable at a max of 262 ilvl for anyone who starts after Season 4 begins.
Second, with raids rotating, we want to ensure that a higher amount of items looted from a raid on given week have a chance to be satisfying upgrades for players. You could imagine a scenario where Castle Nathria for example might not be worth it if all of the ‘good trinkets' come from a different raid you won't be able to access for 1-2 weeks. Additionally, Season 4 is a unique opportunity for us to look at these items will a full season (or more) of hindsight, and thus able to improve ones that we felt were close power-level wise, but not quite enough to compete with popular or easier-to-acquire options.
Lastly, given the limited Dinar currency we've seen a lot of fear from players that they'd be afraid to spend them, only to have that item nerfed or another item made better. We're frontloading these changes at the start of the season and intending to stay as hands-off as possible so decisions made about which items you buy can be removed from the fear of those numbers changing dramatically.