World of ClaudeCraft · Patch notes
A balance hotfix for the v0.29.0 heroic retune: healers can keep up again, tanks stop dying to a bad dice roll, and the fights that overshot are brought back to reason. Click a bubble for the detailed rules.
The v0.29.0 heroic retune doubled target health without touching healing — and left a tank dying to an unlucky critical. Two targeted fixes put each role back on its feet.
Every healing spell gains a new or stronger top rank at level 20 (leveling ranks unchanged), and healing now benefits from double Spell Power: every point of Intellect adds 1 healing.
The healing detailsMonsters can no longer land a critical strike on a committed tank — Protection warrior, Protection paladin and Feral druid in Sloth Form. And Prot paladin and Sloth Form durability rises to stand alongside the warrior.
Who, and howThe raid boss opened on an instant, unavoidable Gravebreaker. It becomes a charged, telegraphed attack — and heroic loses its bite across the board.
Gravebreaker is now a charged attack, released on his next landed melee swing: no more instant opener, and it can no longer stack with a melee hit. Dodging his swing delays it.
The new timingOn heroic, Nythraxis swings for less, his skeleton waves have far less health and all court adds hit much softer. Voss can finally be realistically slowed and kited.
What comes downThe dungeon adjusts for groups that just hit max level, without ever dropping back into solo reach — and its boss gains a clearly telegraphed mechanic.
Korzul channels the new Grave Inferno: an escalating fire ring he roots himself to cast. Move out of the ring.
The mechanicNormal Gravewyrm Sanctum is retuned for freshly capped groups in quest gear — while staying out of solo reach. On heroic, boss-summoned adds hit much less hard.
The difficulty targeting