The list will be updated and reordered after importance as soon as problems become obvious after all changes with the TSO. Current issues with the launch of TSO AA trees Perseverance The constant refreshing of the buff every 15 seconds is a bit irritating. Ideally the buff should only appear at the time when the heal may not trigger. Debilitation line Except for Enhance War Pledge there is hardly any benefit from the whole line and you have to spent 20 points there to get Gut Roar. Improving negligible debuffs doesn't make them less negligible. The enhancements should improve the damage of the spells or enhance them otherwise, because as it is now they don't enhance the spells at all. Bulking: Beserk The effect should be at least as powerful as a M1 Beserk proc, if not better. Blood Regeneration The spell has the same problem like HP regen, while it might be good solo its usefullness decreases with the damage output of the mob and so it has no use at all on raids. The heal amount should scale either with the mob you are fighting (solo, heroic, epic) or should be based on the received damage. Open Wounds, Stunning Bellow, Bloodshower and Intrusion The one AE effect on the Mythical renders all these spells useless With Haste easily cappable and the Mythical AE effect there is no more reason to use Open Wounds at all. A shame that such a once great spell now rots in the spell book. Open Wounds should receive an effect of any sort to make it worth casting again. With the Epic base delay of 3 seconds and actual delay of 1.3-1.4 seconds, due to easily capped Haste, casting Stunning Bellow, Bloodshower and Intrusion with a 1.5-2 second casting time will very likely cost more DPS than the spells are doing, if the casting is not timed exactly at tenth of seconds. The base cast time should be reduced to not more than 1 second to make casting the spells worthwile again. Vision of Madness I don't know one spell left in the game with a base recast of 30 minutes. All other spells with such a long recast received a reduction long ago. The recast should be reduced to not more than 15 minutes. Also the best times of the spell are long over. Mobs are hitting so hard nowadays that even at solo play the next hit after VoM triggers is very likely going to kill you. The heal amount of the initial tick should be increased and/or if you die again during the 5 seconds VoM lasts you should receive a seconds reanimation. Unyielding Will (Bloodline spell) With the EoF tree you can enhance this spell so that Death's Door won't kill you if you are Beserk when it expires. So using the clicky Beserk at the right time would save you. Only problem is that as soon you are in a group or raid the Death's Door effect is lost in the nowhere of the effect window. Death's Door should be moved to the hostile or maintained effect window so you can easily see when exactly the buff expires. Beserk and dimishing return curves Beserk is supposed to be class defining, but with just 1 haste or DPS buffer you are so far in dimishing returns that it means almost nothing to be Beserk (except that you can use one of the buffs that require Beserk) and with every new expansion this becomes even worse. Effects should be added to Beserk that makes going Beserk meaning something again, eg + CA dmg, + Taunt, + hate gain, + crit, + double attack, + melee skills, + strikethrough or a percentage based hit bonus, chance of immunity to fear, stuns, stiffle while Beserk. Ram line Since the big stun nerf many GUs ago the spell is no longer a stun but a 6 sec stiffle. The stun was great solo and in groups, but a stiffle has no practical meaning in solo, heroic or raid play. But still this spell has the power cost of a 6 sec stun. To reflect that Ram is now just a dmg CA the spell should be brought in line with our other damage combat arts by reducing the power cost by 30-40 %. Head Crush line I'm not aware that there is a benefit for debuffing focus on a mob. It should be changed to debuff something that will actually give a benefit. Juggernaut With high end raid equipment you can easily cap crit, so the benefit of the spell is severely reduced but the penalties are still the same. If the penalties are supposed to be based on the benefit than either the benefits of the spell have to be improved or the penalties reduced Adrenaline The spell costs 40 % of your total power for a 30 second chance (a good one, but nevertheless still only a chance ) to receive less damage. In two minutes you can burn your entire power with it with tough fights lasting 10 minutes and longer. That is not a managable amount. The cost should be reduced to not more than 20 or 30 % of your total power. Epic Weapon Both weapons: The delay of the weapon should be increased to at least 4 seconds. 3 seconds is way too fast with over 100 % haste and spells that take up to 2 seconds to cast.