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Compiled Cataclysm Class Talent Changes

June 13, 2010 by Zuggy · Leave a Comment 

Below you will find a complete list of all the Cataclysm class talent changes. In addition, there were a few minor additions posted in the last couple of days here regarding a couple of classes (which are at the bottom). Enjoy…more to come soon.

Additional Class Talent Updates / Changes

Druid

Restoration feedback
Couple of points…

I’m seeing a lot of Resto druids say something like “I won’t take talents that buff Nourish and Healing Touch because I won’t use those spells.” You will probably use those spells more in Cataclysm. That doesn’t mean you won’t also be using Rejuv, Regrowth and Lifebloom.

Critical heals aren’t useful now because they often just result in overhealing. In a game in which your heals aren’t always topping someone off, then a critical heal represents a lot of “free” healing which saves you both GCDs and mana. It’s in players’ nature to want to minimize the impact of random elements, but you should be careful not to marginalize anything that gives you extra healing just because it isn’t 100% predictable.

Perseverance
We think talents like this are good, even in PvE. First, they aren’t strictly mandatory. If you think you can get by with taking a little more damage, go for it. Second, you don’t have to spend all 5 points for them to be useful. They are good sinks if you need to spend just an extra point or two somewhere. Third, taking less damage probably will be a bigger deal in Cataclysm. If healer mana becomes a factor in some wipes, as we expect, then it wouldn’t surprise as all to see raid leaders start linking damage *taken* meters as ways to get everyone to contribute to keeping the group alive. The attitude that nobody takes damage besides the tank or that damage to anyone besides the tank is trivial is outdated even for current content, let alone Cataclysm.

Hunter

Counterattack
Counterattack is probably going away. We haven’t released new hunter trees yet.

Priest

Is the Shadow tree unfinished?
Shadow priests should not be able to pick up every point in Shadow without giving up anything else attractive. That’s not how we want talent trees to work. It just looks like that for the time being so that we can get the priest playable.

Optional talents are not bloat; they’re a choice
Right. If there are a lot of choices and you can’t possibly get everything, then it’s a good talent tree. We’d define bloat as say a tree in which the mid-tiers offer nothing interesting or effective such that you just have to pick up some almost at random to get down to talents you actually want. Really though “bloat” just gets so overused on the boards that you’d be a lot more effective in giving feedback describing specific talent choices that you feel aren’t fair rather than the somewhat generic “make this 5 pointer 3 points so I can get more stuff” posts that I’m reading a lot of tonight.

As far as Shadow, I would anticipate a few more talent points in Shadow itself or else some more attractive talents in mid-Disc (it wouldn’t take much to make Archangel work for instance), or both.

Lightwell
We generally keep talents because we think the core idea is strong even if the current numbers or the current combat environment don’t allow the talent to shine. Original ideas by their very nature are going to be harder to get right than clones of other abilities. But we need more original ideas and fewer clones. Turning Lightwell into Healing Stream Totem would almost certainly work. But would it be interesting? Do Holy priests even need another smart heal?

The problem with both Lightwell and Riposte in LK has to do with the pace of combat. A small self-heal isn’t useful in an environment where the healers either keep you up easily or you die to spike damage regardless of the decisions you make. An attack speed debuff isn’t super useful in a PvP environment where players die so quickly. But with the larger health pools in Cataclysm, both of those talents become more useful. Saving priest mana and GCDs by using Lightwell could help turn a failure into a victory. Slowing down incoming damage can help a rogue go toe-to-toe with another melee class.

If the trees are unfinished, what should I give feedback on?
Empowered Shadow Orbs and Shadowy Apparition are brand new talents and Mind Melt has some different effects. Start with those.

Rogue

Shiv being changed to remove Enrage effects
Shiv is changing a little bit to be more of an enrage dispel.

Shaman

Wait, no 2H Enhancement? Why can Frost DKs go 2H then?
Letting the Frost DK go 2H as an option is pretty easy. All of the mechanics already work. It just needs a talent to offset a couple of DW talents. For shaman, it’s a lot harder. There is no equivalent for Lava Lash or Stormstrike. DK combat isn’t heavily tied into weapon swing speeds, but shaman most definitely are. Sure we could solve all of those problems, but that takes a lot of development time, and if you consider all of the challenges we’ve faced over the years related to shaman weapon speed and enchant choices, it could be a considerable amount of development time. We’d spend that time if we thought it was really important, but we think the class functions just fine with two weapons and we’d rather spend our effort on other shaman issues.

Warrior

Who was it that determined we weren’t fond on next-swing attacks?
We weren’t fond of the mechanic. It wasn’t up to a vote. But we also know a lot of warriors didn’t like it either. It takes the most visceral moments of combat — hitting a button and seeing damage — and turns it into an autoattack, probably the least exciting moment of combat.

AoE in Cataclysm: Whirlwind and Bladestorm
You’ll do fine on AoE, which will be more rare in Catalcysm regardless. The change to Whirlwind will not affect Bladestorm.

Mortal Strike was once an iconic ability, now it’s handed out to nearly everyone
The problem of course is that if only you get the debuff or if only you get the best debuff then warriors are mandatory for anything PvP which might be fine for you but doesn’t really feel fair to everyone else. Sometimes I wish we’d just remove the debuff because it’s almost impossible to balance around both having and not having it. We can make sure Mortal Strike hits hard but we’re unlikely to do anything that improves the debuff.

Core problem: Swapping to a shield – will weapon swapping be made easier?
Keep in mind that swapping to a shield is supposed to be a decision. If we wanted it to be effortless we would not make those abilities require a shield. We don’t want solving the puzzle to be coming up with a clever macro.

Scaling with gear
Scaling awesomely with gear as compensation for doing bad damage when undergeared is not good game design. Warrior damage with great gear is much too high right now, as it is at the end of every expansion. This isn’t surprising to anyone really. The current rage model just doesn’t work and we need something more consistent. Consistency is the way to make sure you stay competitive from beginning to end (rather than averaging out at competitive because you’re too low at the beginning and too high at the end).

Warrior Cataclysm Class Talent Changes

June 11, 2010 by Zuggy · Leave a Comment 

Don’t forget to check out the other class changes as well.

Cataclysm Warrior Talent Preview

World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the warrior. The information you’re about to read is not complete, and is only meant to act as a preview for some of the exciting new things to come.

New Warrior Abilities

Inner Rage (Level 81): Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time. This is a passive ability so it won’t need to be activated by the player. The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don’t want warriors to feel like they’re supposed to pool Rage and do nothing until they hit 100, so we’ll be closely monitoring how this plays out during the beta testing, and making adjustments as needed.

Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.

Heroic Leap (Level 85): This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land. Heroic Leap will be usable in Battle Stance and shares a cooldown with Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to be used in any stance and possibly while in combat. The cooldown for this ability might be longer than the Charge ability, but it will also apply a stun effect so you can make sure the target will still be there when you land.

Changes to Abilities and Mechanics

In addition to learning new abilities, you’ll see changes to other abilities and mechanics with which you’re already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

  • Heroic Strike will no longer be an “on next swing” attack, as we are removing this mechanic in Cataclysm. To keep the niche of Heroic Strike as a Rage dump, it will become an instant attack, but will cost between 10 and 30 Rage. This ability will not be usable until you have 10 Rage, but if you have more than 10, it will consume up to 30, adding additional damage for each point of Rage consumed above the base 10. Other abilities, such as Cleave, Execute, and Maul (for druids) will work similarly. The goal is to provide players with an option where if you can’t afford the Rage, you don’t push the button, but if you have excess Rage, you can push it a lot.
  • Battle Shout, Commanding Shout, and possibly Demoralizing Shout will work more like the death knight’s Horn of Winter ability. Specifically, these shouts will cost no resources, generate rage in addition to their current effects, and be on a short cooldown.
  • Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. The intent is for this ability to be used in multi-target scenarios and not on single targets.
  • Overall, heals cast by players in Cataclysm will be a lower number relative to players’ health than the current game. So to make the Mortal Strike debuff less mandatory but still useful in PvP, Mortal Strike will reduce healing by only 20%. All equivalent debuffs, including the Shadow priest and Frost mage debuffs, will be for 20% less healing. At the moment we aren’t considering giving this debuff to anyone else, though we will certainly consider PvP utility for historically under-represented specs that use other mechanics.
  • Sunder Armor will be reduced to three stacks instead of five, and still provide only a 4% reduction in armor per stack. We want to make this debuff easier to apply and less of a damage swing when it falls off.

New Talents and Talent Changes

  • The Furious Sundering talent in the Fury tree will make the Sunder Armor ability cause 25/50% weapon damage and reduce the threat generated by 50/100%.
  • The Mace and Poleaxe Specialization talents in the Arms tree will be removed. These provided just passive stats, which are not the kinds of talents we want to design in the future. We will keep the Sword Specialization talent, but it will be changed to a talent that applies to all types of weapons.
  • As a Fury talent, Booming Voice will increase the Rage generated by shouts.
  • While we like how Titan’s Grip plays, we recognize some warriors liked the Fury tree because of the really fast swings that dual-wielding one-handed weapons could provide. Therefore, we’re planning to try out a talent called Single-Minded Fury that is parallel to Titan’s Grip and will provide a large boost to the damage of a pair of one-handed weapons.
  • Several talents that reduce the Rage cost of abilities will be changed to focus on increased damage for those abilities instead.
  • The new Arms talent called Disarming Nature will make successful disarms cause the target to cower in fear for 5/10 seconds.
  • Another new Arms talent called Blitz will make the Charge ability hit for extra damage. The amount will possibly vary depending on the distance travelled.
  • Improved Pummel, a Fury talent, will cause a successful interrupt to generate 10/20 Rage.

Mastery Passive Talent Tree Bonuses

Arms
Melee Damage
Armor Penetration
Bonus Swing – This is similar to the Sword Specialization talent that is currently in the game, but Bonus Swing will work on all attacks and with all weapons. You have a chance to proc a free, instant weapon swing that hits for 50% damage.

Fury
Melee Damage
Melee Haste
Enrage Intensity – Every benefit of being enraged is increased. This includes doing more damage/healing/ etc. from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.

Protection
Damage Reduction
Vengeance
Critical Block Chance – As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing’s damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing’s damage instead. There will likely be talents available to push the amount blocked even higher.

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won’t see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.

We hope you enjoyed this preview, and we’re looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

Cataclysm Stat & System Changes: http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1%3Cbr%20/%3E

Mastery System Preview: http://forums.worldofwarcraft.com/thread.html?topicId=23710210871&sid=1

Developer Warrior Mini Q & A

Here are some follow ups based on what is being discussed.

Q: Will the rotation for a Fury Warrior just be Bloodthirst and Slam with Heroic Strike to burn off rage?
A: We think Fury is going to end up needing another attack in there for single-target fights. Furious Sundering was intended more as having to Sunder being less of a penalty, but at only 3 stacks, it may not end up being a big deal and we don’t want Fury to feel like they have to purchase a talent that they may not always use. We don’t want Whirlwind to be a good button against single targets however. It essentially gets “free” damage against groups of targets when it’s effective at using against single targets. It’s okay if warriors still do more damage in fights where they can use Cleave and similar attacks often, but right now it’s too extreme.

Q: Are one-handed Fury warriors going to be competing with rogues for one-handed weapons?
A: This is unlikely. Rogues and shaman will want one-handers with Agility, while warriors and death knights will want them with Strength. I won’t be surprised when one of these classes picks up the other’s weapon as it could be an upgrade simply based on the damage, but it won’t be optimal.

Q: Why are warriors not getting some kind of AoE tanking tool?
A: We think the newly buffed Thunder Clap plus Shockwave are sufficient abilities for AoE tanking. The design of Vengeance should make sure that threat generation doesn’t start to slip behind as the dps characters gear up. It’s not our intention that tanks face a constant struggle to generate enough threat, even in group situations, but we also don’t want threat to be totally irrelevant either. The danger for tanking too many creatures should also be tank death not threat management.

Q: Is only Sunder Armor being changed?
A: Rogue Expose Armor and other abilities that apply a similar debuff are being changed accordingly. They will all provide the same debuff at 12% armor reduction.

Q: What about rage loss when changing stances?
A: We still want the act of changing stances to require more consideration than just clicking two buttons to use the ability you want. One idea we are going to explore is that you don’t lose rage when you change stances, but you won’t gain additional rage for a short period of time after changing. This lets you say swap to do an Execute without losing your rage bar, but still keeps the idea that shifting constantly comes with inherent efficiency risks.

Q: Is the intent of Gushing Wound that warriors constantly ask for targets to be kited around?
A: No, it’s intended to be a bonus when you’re in an encounter where the target either moves around a lot (Ex. BONNNNE STORMMMM-ing Marrowgar) or just has to be moved around a lot (say Lich King). Warriors shouldn’t have the expectation of forcing every PvE opponent to move but it would be entertaining to watch this (from a third party perspective).

Further Warrior Talent Clarification

Mortal Strike Nerf
“All equivalent debuffs” means if you have the debuff today, you will have it in Cataclysm, but at 20% healing received. To avoid further confusion, we are talking about Mortal Strike, Furious Strikes, Wound Poison, Aimed Shot, Permafrost and Improved Mind Blast.

We are also strongly considering having all of these effect cause the same debuff, called Mortal Wounds, which is a physical effect and therefore undispellable. This allows the behavior to be more consistent regardless of who is applying it and lets us consider things like how easy it should be to dispel poisons (since Mortal Wounds would not be affected).

Heals will be smaller and health pools will be larger in Cataclysm, so we don’t expect Mortal Wounds to feel as mandatory as it does today, but this is clearly the kind of thing that will require a lot of playtesting and feedback.

DoT Crits
Almost all dots will crit. The exception will be things like Deep Wounds and Ignite because those are already the product of a crit. Rend will crit.

We are really striving for scaling parity for the various specs and classes. This means that stats like haste and crit can’t be awesome for some characters and terrible for others. Most abilities need to benefit from haste and crit.

Rage generation from 1h vs 2h weapons
Are you talking about Arms vs. Fury? That’s not that hard. Arms can have a talent to let them generate more rage with a two-hander or require less rage for their attacks.

Are you talking about 2H Fury vs. 1H Fury? The Single-Minded Fury talent could literally say “Your one-handed weapons do damage as if they were two-handed weapons.” The talent gives us a dial and we can tune it up or down for whatever we need.

It’s much easier to make dual-wielding one-handers and dual-wielding two-handers do equitable damage than it is to make dual-wielding one-handers and using a single two-hander do equitable damage, if that makes sense.

Getting rid of “increases damage” talents
The kinds of talents we want to eliminate are the ones that say “You do 5% more damage.” Unending Fury is pretty close to that because it buffs the attacks Fury warriors use the most. On the other hand, Flurry is a pretty unambiguous dps increase, but it does it in a way that’s a little more interesting. A talent tree that didn’t buff damage of a dps spec at all would feel lame. We just want to free up enough talent points that you can get more of the fun utility ones.

Source

Cataclysm Warlock Class Talent Changes

June 11, 2010 by Zuggy · Leave a Comment 

Don’t forget to check out the other class changes as well.

Cataclysm Warlock Talents Preview

In World of Warcraft: Cataclysm, warlocks will receive changes to their class talents and abilities. Outlined below are some of these changes. Keep in mind that this is an early preview and that these modifications are still under development, so you may see further adjustments to the listed changes as we get closer to launch. That said, here is a first look at these new warlock spells and abilities!

New Warlock Spells

Fel Flame (level 81): Quick-hitting spell dealing Shadowfire damage. This is similar to the mage ability Frostfire Bolt, in that the lower of the two resistances (in this case shadow and fire) on your target will be used for calculating its damage. Additionally, Fel Flame refreshes the duration of Immolate and Unstable Affliction. Our goal for Fel Flame is to provide a spell that’s good for mobility and for use by Destruction and Demonology specs. Also, did we mention it uses green fire? Yep. Instant cast.

Dark Intent (level 83): Increases the target’s chance for a critical effect with periodic damage or healing spells by 3%. When the target lands a crit, you get a buff to your damage for 10 seconds. This effect stacks up to three times.

Demon Soul (level 85): Fuses the warlock’s soul with his or her demon. This provides warlocks with a self-burst cooldown to use. The specific effects granted by Demon Soul depend on the demon chosen. Demon Soul lasts for a certain number of charges or until it expires (around 20 seconds), depending on the demon used. 2-minute cooldown.

Soul Shard Overhaul

This major change regarding Soul Shards was previously announced at BlizzCon 2009. Soul Shards will no longer be inventory items, but instead a new UI resource mechanic. Warlocks will have 3 Soul Shards that can be used during a fight and will not be able to gain additional shards during combat. Soul Shards will not be required outside of combat. Soul Burn will consume a Soul Shard resource, thereby allowing you to use the secondary effects of some spells. Soul Burn has no mana or health costs and is off the global cooldown. Planned secondary effects are outlined here.

  • Summon Demon + Soul Burn = summon the demon instantly.
  • Drain Life + Soul Burn = Reduces cast speed by 60%.
  • Demonic Circle + Soul Burn = Increases movement speed by 50% for 8 seconds after teleporting.
  • Unstable Affliction + Soul Burn = Instantly deals damage equal to 30% of its effect.
  • Soul Fire + Soul Burn = Instant cast.
  • Healthstone + Soul Burn = Increases total health by 20% for 8 seconds.
  • Searing Pain + Soul Burn = Increases the crit chance of Searing Pain by 100%, and subsequent Searing Pain spells by 50% for 6 seconds.

Next you will find a list of some of the warlock spell and talent changes for the release of Cataclysm. There will be further changes, but those revealed below should offer some insight into our goals.

Changes to Abilities and Mechanics

  • All warlock damage-over-time (DoT) spells will benefit from crit and haste innately. Haste will no longer act to reduce the DoT’s duration, but rather to add additional ticks. When reapplying a DoT, you can no longer “clip” the final tick. Instead, this will just add duration to the spell, similar to how Everlasting Affliction currently works.
  • Curse of Agony and Curse of Doom will be converted into Bane of Agony and Bane of Doom. Bane spells are considered magic instead of curses. This means you will be able to cast one Bane (e.g. Bane of Agony) and one Curse (e.g. Curse of Elements) on a single target.
  • Hellfire will no longer deal damage to the warlock.
  • Imps will lose Fire Shield, but will gain a new ability, Burning Ember, which is a stacking DoT.
  • The succubus melee range will be increased. The succubus will no longer have Soothing Kiss, but will instead have Whiplash, which knocks back all enemies within 8 yards.
  • Voidwalker Torment will do increased damage and generate a lot of area-of-effect (AoE) threat. Suffering will become a single-target taunt.

New Talents and Talent Changes

  • Pandemic will now cause Drain Soul to refresh Unstable Affliction and Bane of Agony on targets below 25% health.
  • The ability Fel Domination will be removed (because Soul Burn accomplishes the same effect).
  • Demonology will gain a new direct-damage spell, Demon Bolt. Demon Bolt will add a debuff that improves the damage done by the demon to the target.
  • We plan to add a new talent, Impending Doom, which will give certain spells a chance to reduce the cooldown on Metamorphosis and Bane of Doom.
  • Metamorphosis will no longer be subject to demonic crowd control. Furthermore, abilities available only while under the effects of Metamorphosis will be altered to put more emphasis on the warlock’s own spells.
  • Shadowburn will now do additional damage to targets below 25% health.

Mastery Passive Talent Tree Bonuses

Affliction
Spell Damage
Spell Crit
Shadow DoTs

Demonology
Spell Damage
Spell Haste
Demon Damage

Destruction
Spell Damage
Spell Critical Damage
Fire Direct Damage

Shadow DoTs: The damage caused by Shadow damage-over-time spells is increased.

Demon Damage: The damage caused by pets and Metamorphosis is increased.

Fire Direct Damage: The damage caused by Fire direct damage spells is increased.

Well that concludes this Cataclysm preview for the warlock class. The development of these changes will continue to evolve in the coming months. Please be sure to provide any feedback and thoughts you might have on what was covered here.

Additional Priest Clarifications

Here are a few points of clarification on some of the popular questions or concerns we’re seeing.

  • On regenerating shards in combat, we will add a mechanic to regen shards if we find that we need to in order to handle variable combat length. We haven’t added one yet because we really want to emphasize locks using shards at the right time and not as fast as they can with then an Evocation-like spell to bring them back again. These are supposed to be special moments in a fight — think Bloodlust perhaps — and not used every 20 seconds on cooldown (or whatever the cooldown ends up being).
  • Demon lovers, we haven’t ruled out adding a new demon, but we want to be very careful here. We’ve had a hard enough time finding niches for some of the current ones. So we first want to make sure existing demons are cool before we’re faced with Q&A several months from now asking why the new demon either isn’t cool enough, or why warlocks no longer use, say, their felhunter because of the new demon.
  • The intent for Hellfire is for it to be a specialty of Demonology warlocks. Affliction would use Seed of Corruption and Destruction would use Rain of Fire.

Here are a few more answers for you to digest.

  • We do like the idea of allowing warlocks to re-skin their demons and have been talking about possible ways to implement this. I have no concrete information for you at this time beyond that.
  • When it comes to naming demons, this has always been one of those sacred cows, where the hunter gets to name their pet because he loves his pet bear, but the warlock considers the demon to be something disposable — a tool.
  • The Demon Bolt debuff will only affect the warlock’s demon, not other demons. We wanted a Demo-themed nuke that made it feel like the pet was part of the damage.
  • For Soul Shard bags, we will probably do something like remove all the shards, reduce the bag size (a little) and convert it to a normal bag. This would be a one-time conversion. We’ll probably get rid of the recipes, as we wouldn’t want other classes to go out and get shard bags just to get a free bag.

Cataclysm Shaman Class Talent Changes

June 11, 2010 by Zuggy · Leave a Comment 

Don’t forget to check out the other class changes as well.

edit: added more about elemental spec at the bottom

Cataclysm Shaman Talent Preview

In World of Warcraft: Cataclysm, we’ll be making lots of changes and additions to class talents and abilities across the board. In this preview, you’ll get an early look at some of the changes in store for the shaman class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

New Shaman Spells

Primal Strike (available at level 3): Primal Strike is a new weapon-based attack that every shaman will learn very early in the game. Our goal with this ability is to make leveling as Enhancement rather than as Elemental more viable, since many key Enhancement talents become available at fairly high levels.

Healing Wave (level 4): While the shaman already has an ability called Healing Wave, we’re adding another spell to the class’s direct-healing arsenal and giving it a familiar name. The current Healing Wave will be renamed Greater Healing Wave, and the intent is for the “new” Healing Wave to be the shaman’s go-to heal. Lesser Healing Wave and Greater Healing Wave will be used on a more situational basis.

Unleash Weapon (level 81): Unleashes the power of your weapon enchants for additional effects (see below). A dual-wielding Enhancement shaman will activate the effects of both of their weapon enchants. Instant cast. 30-yard range. 15-second cooldown. Undispellable.

Here are a few examples of effects we’re considering for this ability:

  • Windfury Weapon – Hurls a spectral version of your weapon at a target, dealing 50% weapon damage and increasing the shaman’s Haste for the next five swings.
  • Flametongue Weapon – Deals instant Fire damage and buffs the shaman’s next Fire attack by 20%.
  • Earthliving Weapon – Heals the target slightly and buffs the shaman’s next healing spell by 20%.

Healing Rain (level 83): An area-effect heal-over-time (HoT) spell that calls down rain in a selected area, healing all players within it. There is no limit to the number of players who can potentially be affected; however, there are diminishing returns when healing a large number of targets, much like the diminishing returns associated with AoE damage spells. This should give Restoration shaman another healing tool that improves their group-healing and heal-over-time capabilities. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.

Spiritwalker’s Grace (level 85): When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it’s necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.

Changes to Abilities and Mechanics

In addition to adding new spells, we’re planning to make changes to some of the other abilities and mechanics you’re familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

  • Restoration shaman and other healing classes will need to pay attention to mana more than they’ve had to during Wrath of the Lich King. Spirit will be the Restoration shaman’s primary mana-regeneration stat.
  • We’re making changes to which classes and specs are able to dispel magic, diseases, curses, and poison, largely for PvP purposes. Shaman will have Cleanse Spirit as a baseline ability, but it will only remove curses. Restoration shaman will have a talent that will improve Cleanse Spirit so that it also removes magic. Shaman will no longer be able to remove poison.
  • Cleansing Totem will be removed from the game, as we want dispels to be a decision for players, not something done mindlessly. To that end, all dispels will cost slightly more mana, and you will waste the spell if you cast it when there is nothing to remove. (Currently, the dispel is only cast when there is something to remove, which encourages spamming “just in case.”) We will balance PvE dispelling with this new model in mind.
  • Totem of Wrath now will replace Flametongue Totem for all shaman, and dropping this totem will buff the group’s spell power by 4%. Elemental shaman will have a talent that lets all Fire totems provide +10% spell power, allowing them to drop Searing, Magma, or Fire Elemental Totems without losing their spell-damage buff. The 4% and 10% buffs will be exclusive with each other and with the warlock’s Demonic Pact, so you can’t benefit from all of them at once. We’re also considering letting Elemental drop Searing Totem at range.
  • We want to free up Enhancement global cooldowns to make the spec more dynamic to play. We’re considering, for example, increasing the cooldown of Lava Lash so shaman have time to work other interesting abilities into their rotation.

New Talents and Talent Changes

  • Elemental Reach will be simplified so shaman have a more consistent spell range.
  • We plan to add Earthquake as a deep Elemental talent for targeted and persistent AoE.
  • Spirit Link will likely be worked back into deep Restoration in some form. The idea is that you will be able to link targets together so they share damage. When we had previously tried to implement Spirit Link, it was hard to balance and a little confusing. However, we really liked the concept — and so did players — so we are trying to bring it back.
  • Elemental will have a deep talent that allows Spirit (which will appear on the gear they share with Restoration shaman) to boost their Hit rating.
  • Ancestral Knowledge will boost mana pool size, not Intellect.
  • Enhancing Totems will be replaced with Focused Strikes, which will improve the damage of the new spell Primal Strike and Stormstrike.
  • With the Mastery system, we’re also considering removing a number of talents that grant passive bonuses, such as Mental Quickness, Improved Windfury Totem, Mental Dexterity, Call of Thunder, Tidal Mastery, Purification, Nature’s Blessing, and others, to allow players more freedom to choose more interesting talents.

Mastery Passive Talent Tree Bonuses

Elemental
Spell damage
Spell Crit
Elemental Overload

Enhancement
Melee damage
Melee Haste
Nature Damage

Restoration
Healing
Meditation
Deep Healing

Elemental Overload: Your direct-damage spells have a chance to proc a less powerful “bonus” version of the spell. This will work much like the current Lightning Overload talent, but would also apply to Lava Burst.

Nature Damage: This will provide a passive bonus to the Nature damage dealt by the Enhancement shaman.

Deep Healing: Your direct heals will do more healing when the target’s health is lower. This will scale to damage (e.g. someone at 29% health would receive more healing than someone at 30%) rather than have arbitrary break points.

We hope you enjoyed this preview, and we’re looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

Just to clarify a few things:

Meditation – the amount of mana you regenerate in combat as a function of your Spirit.

Also of note, you only get one set of passive talent tree bonuses: the tree in which you’ve spent the most points. Sub-speccing in another tree will not net you those bonuses in addition.

Last but not least, it’s the intention of Primal Strike to let shaman play as an Enhancement at low levels. Currently when leveling in this spec, you end up just using Lightning Bolt a lot so you feel like an Elemental shaman instead. At a higher level, Primal Strike gets replaced by Storm Strike. They share a cooldown so Enhancement just won’t ever use Primal Strike after that, in the same way that Prot warriors don’t use Sunder Armor once they have Devastate or Feral druids don’t use Claw once they get Mangle.

Cataclysm Shaman Talent Mini Q & A

We know there are a lot of additional questions and we’ll do our best to answer what we can. Keep in mind, this is merely a preview of things to come.

Q: Will Maelstrom Weapon include Lava Burst?
A: That’s the plan currently.

Q: How can Elemental Overload proc Lava Burst when Lava Burst already hits so hard in PvP?
A: We’re going to change almost every number in Cataclysm to adjust for everything from single ranks of spells to larger health pools to new combat ratings. With much higher health pools, hopefully burst damage will go back to being a tool and not the only way to win matches.

Q: What happens to the Lightning Overload talent?
A: It provides a bonus to Elemental Overload.

Q: Elemental doesn’t want to drop Searing Totem at range. We want to drop Magma Totem.
A: Searing Totem needs to so more single-target damage than Magma. That said, if we’re happy with the ability to occasionally place totems at range there is no reason it couldn’t apply to any totem. Imagine, “After using this spell, the next totem you drop will appear at the feet of your target.”

Q: Will Elemental have to spend talent points just to get the Spirit to hit conversion?
A: It will be bundled with another attractive talent, such as Elemental Precision.

Q: Will Unleash Weapon work with Frostbrand?
A: Yes. We just provided some examples.

Q: Is Healing Rain channeled?
A: No, it’s not a channeled spell.

Q: Is Earthquake channeled?
A: Probably, but we’ll see.

Q: Will Unleashed Weapon consume your enchants?
A: No.

Q: Does the 10% spell power buff from Elemental scale with the shaman or the target’s spell power?
A: It will scale with the target the same as Demonic Pact and other buffs that bring the same benefit.

Q: Are you supporting two-handed weapons for Enhancement?
A: Once you start to get into the dual-wield talents, then Enhancement is a dual-wield tree.

Q: You didn’t address Enhancement survivability or mobility or X and Y!
A: This was just a preview and is not a comprehensive list of every change. Much more will be revealed in beta and much will change during beta.

Q: You didn’t answer the most important shaman question! What about Sentry Totem?
A: The Cataclysm is a time of great upheaval. Deathwing’s return to Azeroth tore a hole in the fabric of the universe that tragically resulted in the ultimate and irrevocable destruction of all Sentry Totems. Level designers are contemplating a shrine for the Sentry Totem near that of Uther the Lightbringer. We know shaman players will greet this news with grief, but as with all class changes we’ll have to get into beta before anything is final.

Cataclysm Shaman Elemental Talents

Complexity of Elemental in AE Situations
Yeah, I’d agree that Elemental has a lot going on for AE situations. Not all classes do though. We could add AE rotations to everyone, but I’m not sure the bang for the buck is really there when we could also just ask players to use their single target rotations more frequently.

Source

Cataclysm Rogue Class Talent Changes

June 11, 2010 by Zuggy · Leave a Comment 

Don’t forget to check out the other class changes as well.

Cataclysm Rogue Talent Preview

In World of Warcraft: Cataclysm, we’ll be making several changes to class talents and abilities across the board. Here, you’ll get a glimpse at what’s in store for the rogue class, including a look the new high-level abilities and an overview of how the new Mastery system will work with the rogue’s different talent specs.

New Rogue Abilities

Redirect (available at level 81): Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue’s current target, helping to ensure combo points aren’t wasted when swapping targets or when targets die. In addition, self-buff abilities like Slice and Dice will no longer require a target, so rogues can spend extra combo points on those types of abilities (more on this below). Redirect will have a 1-minute cooldown and no other costs.

Combat Readiness (level 83): Combat Readiness is a new ability that we intend rogues to trigger defensively. While this ability is active, whenever the rogue is struck by a melee or ranged attack, he or she will gain a stacking buff called Combat Insight that results in a 10% reduction in damage taken. Combat Insight will stack up to 5 times and the timer will be refreshed whenever a new stack is applied. Our goal is to make rogues better equipped to go toe-to-toe with other melee classes when Evasion or stuns are not in play. This ability lasts 6 seconds and has a 2-minute cooldown.

Smoke Bomb (level 85): The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional gameplay, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.

Changes to Abilities and Mechanics

We’re also planning to make changes to some of the other abilities and mechanics you’re already familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we want for each spec.

  • In PvP, we want to reduce the rogue’s dependency on binary cooldowns and “stun-locks,” and give them more passive survivability in return. One major change is that we’ll put Cheap Shot on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well.
  • In PvE, even accounting for active modifiers like Slice and Dice and Envenom, a very large portion of the rogue’s damage is attributable to passive sources of damage. Yes, they are using abilities for the entire duration of a fight, but we want to reduce the percentage of rogue damage that comes from auto-attacks and poisons. More of their damage will be coming from active abilities and special attacks.
  • We would like to improve the rogue leveling experience. Positional attacks and DoT-ramping mechanics will be de-emphasized at low levels and then re-introduced at higher levels for group gameplay. We are also providing rogues with a new low-level ability, Recuperate, to convert combo points into a small heal-over-time (HoT).
  • To complement the change to combo points, non-damage abilities such as Recuperate and Slice and Dice will no longer have target requirements and can be used with any of the rogue’s existing combo points, including combo points remaining on recently killed targets. This will not affect damage abilities, which will still require combo points to be present on the specific target you want to damage. To coincide with this, the UI will be updated so that rogues know how many combo points they have active.
  • Ambush will now work with all weapons, but will have a reduced coefficient when not using a dagger. When opening from Stealth, all rogues will be able to choose from burst damage, DoT abilities, or a stun.
  • As we’ve done recently with some of the Subtlety abilities, we want to make sure more rogue abilities aren’t overly penalized by weapon choice. With a few exceptions (like Backstab), you should be able to use a dagger, axe, mace, sword, or fist weapon without being penalized for most attacks.
  • Deadly Throw and Fan of Knives will now use the weapon in the ranged slot. In addition, we hope to allow rogues to apply poisons to their throwing weapons.
  • We are very happy with Tricks of the Trade as a general mechanic and as a way to give rogues more group utility, but we don’t want it to account for as much threat transfer as it does now.

New Talents and Talent Changes

In Cataclysm, the overall feel of each of the rogue’s talent trees will change, as we would like each tree to have a clearly defined niche and purpose. The talent details below are meant to give you an idea of what we’re going for.

  • Assassination will be more about daggers, poisons, and burst damage.
  • Combat will be all about swords, maces, fist weapons, axes, and being engaged toe-to-toe with your enemies. A Combat rogue will be able to survive longer without needing to rely on Stealth and evasion mechanics.
  • The Subtlety tree will primarily be based around utilizing Stealth, openers, finishers, and survivability. It’ll be about daggers, too, but less so than Assassination.
  • In general, Subtlety rogues needs to do more damage than they do today, and the other trees need to have more tools.
  • Weapon-specialization talents (for all classes, not just rogues) are going away. We do not want you to have to respec when you get a different weapon. Interesting talents, such as Hack and Slash, will work with all weapons. Boring talents, such as Mace Specialization and Close Quarters Combat, will be going away.
  • The Assassination and Combat talent trees currently have a lot of passive bonuses. We plan to dial back the amount of Critical Strike Rating provided by these trees so that rogues still want it on their gear.

Mastery Passive Talent Tree Bonuses

Assassination
Melee damage
Melee critical damage
Poison damage

Combat
Melee damage
Melee Haste
Harder-hitting combo-point generators

Subtlety
Melee damage
Armor Penetration
Harder-hitting finishers

The initial tier of rogue Mastery bonuses will be very similar between the trees. However, the deeper that a player goes into any tree, the more specialized and beneficial the Masteries will be to the play style for that spec. Assassination will have better poisons than the other two specs. Combat will have very steady and consistent overall damage. Subtlety will have strong finishers.

We hope you enjoyed this preview, and we’re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

Cataclysm Stat & System Changes: http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1%3Cbr%20/%3E

Mastery System Preview: http://forums.worldofwarcraft.com/thread.html?topicId=23710210871&sid=1

Rogue Talent Change Clarifications

Combat Readiness
To clarify on Combat Readiness: when activated being hit will build up the Combat Insight buff. If not struck within 6 seconds of the last hit it will fall off and the Combat Readiness state will end. If the rogue continues to be hit however Combat Insight will continue to reapply, and it can be applied up to a maximum of 30 seconds total.

Recuperate
Numbers aren’t quite hammered out yet but it restores based on max health and the more combo points used the longer it lasts. While it’s introduced as a low level ability it obviously scales with gear and base health upgrades (being based on max health and all) and be useful for more than just leveling.

So we’re less focused on cooldowns and get 3 new cooldowns?
Some of you are focused too much on the word “cooldown.” Consider for a moment what the abilities actually do. The current traditional PvP encounter with a rogue is to jump out at someone from stealth, then try to burn them down while applying a chain of stuns. One of two things happen (i.e. it’s a pretty binary outcome): you kill the target in time, or you run out ouf stuns and the target kills you. Now I know that situation is kind of stereotypical perhaps to the point of contrivance, but you should get the basic idea.

We want to make that outcome less binary. With abilities like Combat Readiness you should be able to go toe to toe with a plate wearer for a short period of time. With Smoke Bomb, you should be able to escape spells for a short period of time, or at least get the caster to move closer to you. Does this mean you’re now a plate-wearer instead of a rogue? Of course not. But it means you aren’t so dependent on killing things while they’re locked down. It means you get to think on your feet a little rather than apply a pre-determined sequence of attacks that either succeeds or fails.

In addition, with the boosts to leather armor and Stamina though, you will be a little tougher to kill even without any cooldowns.

No new openers / cp generators / finishers

We’ve said something similar in some of the other previews, but let me address real quick why we didn’t add new damage-dealing openers, cp generators or finishers. It’s because you have plenty of openers, cp generators and finishers.

We don’t want to add new abilities for the sake of adding them, and in fact we’ve spent a lot of the last two expansions trying to make sure your full arsenal of attacks had a purpose. We don’t want to consider the hypothetical level 120 rogue and imagine that you have four versions of Ambush and a whole action bar of Sinister Strike with various subtle shades of distinction.

We do like to add new abilities, because that’s an exciting part of a new expansion. But we like to find roles for them. Some are going to necessarily be more situational, but that’s why we offer them as core abilities rather than talents that have a heftier cost.

Fan of Knives and AoE damage
One more point: Fan of Knives was not nerfed. I’m not sure where that concept is coming from unless you are interpreting that from changing the weapon it’s based on to the ranged weapon. We didn’t talk much about numbers, so unless you see “We want this abilitiy to do less damage,” then you’re just jumping to conclusions. It’s safer to assume that every number in the game is changing, but the relative roles of abilities and talents are staying the same unless we specify otherwise (not that we’re listing every single talent tree change in these previews – far from it.)

We just want the ranged weapon to be more than a stat stick for rogues. Adding poisons to FoK is actually a pretty hefty buff. Yes, this means that bows and guns aren’t of much interest to rogues (after leveling). But in this case we want Fan of KNIVES to be taken literally.

Now, having said all that, we suspect you will AE less often in Cataclysm. You’ll CC more and you’ll burn targets down one at a time more often. But that just means all classes will do less damge with AEs. That’s not a rogue nerf.

Vanish, PvP mobility and cooldowns
On Vanish, the answer is we just don’t know yet. This ability was designed to let rogues get back into stealth in order to perform openers again or drop aggro. It was never intended as a spell dodger and because of technical realities between the way the server and client communicate, we’re just not comfortable at this point to promise that Vanish can be the Vanish of your dreams. Now perhaps one option is we go the opposite route and say that Vanish will never get you out of taking damage and we give you another ability that will work to do that. It’s just too early in development to know for sure. I for one will be very disappointed if we’re still having this conversation a year from now.

On PvP mobility in general, we’re aware of the concerns you have. A trainable Shadowstep isn’t something that’s in the cards, but we’re looking at other ways for rogues to feel like they can deal with opponents who are trying to keep them in range.

On the cooldown issue, another way to consider the problem is how reliant PvP rogues are on Preparation. That’s the problem we’re really trying to address: you feel invincible when those abilities are available and impotent without them. A rogue with Sprint and Vanish (maybe) feels impossible to lock down, but a rogue with neither feels immobile. We’d rather see a world in which rogues have a deeper bag of tricks, but are not as reliant on any single one of those tricks as they are today. As with all things beta, the cooldowns on the new (and old) abilities are subject to adjustment based on testing and feedback.

Source

Priest Cataclysm Class Talent Changes

June 11, 2010 by Zuggy · Leave a Comment 

Don’t forget to check out the other class changes as well.

Cataclysm Priest Talent Preview

In World of Warcraft: Cataclysm, we’ll be making lots of changes and additions to class talents and abilities across the board. In this preview, you’ll get an early look at some of the changes in store for the priest class, including a rundown of some of the new spells, abilities, and talents, as well as an overview of how the new Mastery system will work with the different talent specs.

New Priest Spells

Heal (available at level 16): While priests already have a spell called Heal, the existing version becomes obsolete at higher levels, which is something we intend to change in Cataclysm. Introduced at a low level, the “new” Heal spell will functionally work much like a down-ranked Greater Heal did in the past, adding more granularity to your direct-healing arsenal. If you need to heal someone a moderate amount and efficiency is an issue (making Flash Heal the incorrect spell for the job), then Heal is what you want to use. Heal is intended to be the priest’s go-to direct-healing spell unless they need something bigger (Greater Heal) or faster (Flash Heal). We will be following a similar philosophy with all the healing classes.

Mind Spike (level 81): Deals Shadowfrost damage and puts a debuff on the target that improves subsequent Mind Spike damage. The intent of Mind Spike is to fill a niche missing in Shadow DPS, though it may be occasionally useful for healers as well. Mind Spike provides a quick nuke to use in situations where the priest doesn’t have time to set up the normal rotation, such as when adds are dying too fast or you have to swap targets a lot. Spamming Mind Spike will do about as much damage as casting Mind Flay on a target afflicted with Shadow Word: Pain. The idea behind the debuff is that when you cast Mind Spike, we expect you to cast a lot of them; we don’t intend you to fit it into an already full Shadow rotation. It also provides Shadow with a spell to cast when locked out of the Shadow school. (School lockouts will no longer affect both schools for multi-school spells.) 1.5-second cast. 30-yard range. No cooldown.

Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can’t have both up at once. Inner Fire provides a spell power and Armor buff; Inner Will should be useful on a more situational basis.

Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or “Life Grip”) is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can’t seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.

Changes to Abilities and Mechanics

In addition to introducing new spells, we’re planning to make changes to some of the other abilities and mechanics you’re familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

  • All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate).
  • We want to bring back Shadow Word: Death as an “execute” — something you do when the target is at 25% health.
  • While we want to keep the priest’s role as a well-rounded healer, we also want to make sure the class is a viable tank healer, which is something priests moved away from a little in Wrath of the Lich King. Greater Heal will probably be the tank-healing spell of choice, though we’ve also discussed giving Discipline a second shield so that they have a small shield to cast on lots of different targets, and a big, more expensive shield to cast on a tank or anyone else taking a ton of damage.
  • Divine Spirit and Prayer of Spirit will be removed from the game. As Spirit will be the primary mana-regeneration stat, we don’t want it to vary as much between solo, small group, and raid play. Blessing of Kings and Mark of the Wild will not boost Spirit either.
  • Mana will be a bigger consideration for all healers. We aren’t trying to make healing more painful; we’re trying to make it more fun. When the cost of a spell isn’t an issue, then casting the right spell for the job is less of an issue because you might as well just use your most powerful spell all of the time. We are, however, getting rid of the five-second rule, because we don’t want to encourage standing around doing nothing. We’re also going to cut back on the benefits of buffs such as Replenishment so priests (and all healers) don’t feel as penalized when those buffs aren’t available.

New Talents and Talent Changes

  • We want to improve Discipline’s single-target healing capacity. One key is to make sure shielding isn’t always a more attractive option than healing.
  • We want to improve Holy for PvP healing. One way to do this is to make sure that Heal’s throughput is similar between both specs.
  • We want to improve Shadow for short fights and reduce its susceptibility to school lockouts.
  • Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.
  • We want to make Holy a little bit more interesting to play. One new talent will push the Holy priest into an improved healing state when he or she casts Prayer of Healing, Heal, or Renew three times in a row. The empowered state varies depending on the heals cast.
  • Since the Shadow tree has a lot of passive damage-boosting abilities — something we’re trying to avoid in Cataclysm — we will need to replace several of the tree’s talents. One idea is to play off of the new Shadow Orbs mechanic (see Mastery section below), possibly allowing you to consume an orb to increase damage from Mind Blast or reduce Mind Spike’s cast time.
  • Misery will no longer affect spell Hit chance. We want players to be able to gear themselves around a Hit cap that isn’t variable depending on group composition.

Mastery Passive Talent Tree Bonuses

Discipline
Healing
Meditation
Absorption

Holy
Healing
Meditation
Radiance

Shadow
Spell damage
Spell Crit
Shadow Orbs

Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier.

Radiance: Your direct heals add a small heal-over-time component to the target.

Shadow Orbs: Casting spells grants a chance for Shadow Orbs to be created that fly around you and increase your shadow damage. This will help lower-level characters feel more like “Shadow priests” before they obtain Shadowform.

We hope you enjoyed this preview, and we’re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

Cataclysm Priest Talent Clarification

A few quick clarifications:

Neither Inner Fire nor Inner Will has charges. The decision is on which armor you want up at the time.

Preventing dot clipping is something we want to do in general. It obviously benefits Shadow priests just as much as warlocks.

The idea behind Mind Spike is that you can’t always settle into your normal, and high-ramp up rotation. It’s also useful when you have to move or get school locked.

The closest analogue to PW:B is the DK Anti-Magic Zone, but it has some important differences, such as a way to counter it in PvP (since it absorbs all damage, not just magical damage).

The idea behind the Holy “cast three in a row” talent (it’s called “Chakra”) is that we’ve always positioned Holy as a versatile healer. This talent lets you shift into different modes. If you need to be a tank healer, cast three single target heals and your single-target healing is now better. Cast three area heals, and you can be a temporarily specialized group healer. We’re going to try to play this mechanic up with a cool UI to try to get that “I’m almost in the zone” feel. We’ll let it apply to as many types of spells as we can, perhaps even Smite for those times when nobody’s taking damage.

We pulled Misery because we are pulling every group benefit that improves hit. It’s annoying to have to swap your gear in and out depending on who shows up for your group. In general we’re going to push even harder in Cataclysm for bringing people you like to play with, not bringing people who have awesome buffs. The answer to almost every question of “But why would they bring me?” should be “Because you know what the hell you’re doing.”

Source

Paladin Cataclysm Class Talent Changes

June 11, 2010 by Zuggy · Leave a Comment 

Don’t forget to check out the other class changes as well.

Paladin Cataclysm Talent Preview

In World of Warcraft: Cataclysm we’ll be making several changes to class talents and abilities across the board. While this list only outlines some of our plans for the paladin class, we want to give you a look at the new high-level abilities and an overview of how the new Mastery system will work with each talent spec.

New Paladin Spells

Blinding Shield (level 81): Causes damage and blinds all nearby targets. This effect might end up only damaging those facing the paladin’s shield, in a manner similar to Eadric the Pure’s ability Radiance in Trial of the Champion. The Holy tree will have a talent to increase the damage and critical strike chance, while the Protection tree will have a talent to make this spell instant cast. 2-second base cast time. Requires a shield.

Healing Hands (level 83): Healing Hands is a new healing spell. The paladin radiates heals from him or herself, almost like a Healing Stream Totem. It has a short range, but a long enough duration that the paladin can cast other heals while Healing Hands remains active. 15-second cooldown. 6-second duration.

Guardian of Ancient Kings (level 85): Summons a temporary guardian that looks like a winged creature of light armed with a sword. The visual is similar to that of the Resurrection spell used by the paladin in Warcraft III. The guardian has a different effect depending on the talent spec of the paladin. For Holy paladins, the guardian heals the most wounded ally in the area. For Protection paladins, the guardian absorbs some incoming damage. For Retribution paladins, it damages an enemy, similar to the death knight Gargoyle or the Nibelung staff. 3-minute cooldown. 30-second duration (this might vary depending on which guardian appears).

Next you will find a list of some of the paladin spell and ability changes, followed by our intentions for improving each talent tree for the release of Cataclysm. There will be further changes, but those revealed below should offer some insight into our goals.

Changes to Abilities and Mechanics

  • Crusader Strike will be a core ability for all paladins, gained at level 1. We think the paladin leveling experience is hurt by not having an instant attack. Retribution will be getting a new talent in its place that either modifies Crusader Strike or replaces it completely.
  • Cleanse is being rebalanced to work with the new dispel system. It will dispel defensive magic (debuffs on friendly targets), diseases, and poisons.
  • Blessing of Might will provide the benefit of Wisdom as well. If you have two paladins in your group, one will do Kings on everyone and the other will do Might on everyone. There should be much less need, and ideally no need, to provide specific buffs to specific classes.
  • Holy Shock will be a core healing spell available to all paladins.

New Talents and Talent Changes

  • We want to ease off the defensive capabilities of Retribution and Holy paladins slightly. We think the powerful paladin defenses have been one of the things holding Retribution paladins back, especially in Arenas. One change we’re considering is lowering Divine Shield’s duration by a couple of seconds. Having said that, Retribution does pretty well in Battlegrounds, and Battlegrounds will be a much bigger focus in Cataclysm since they can provide the best PvP rewards. Furthermore, the healing environment of Cataclysm is going to be different such that a paladin may not be able to fully heal themselves during the duration of Divine Shield to begin with, so this may not be a problem.
  • We feel Retribution paladins need one more mechanic which involves some risk of the player pushing the wrong button, making the rotation a bit less forgiving. In addition, we want to add to this spec more PvP utility. Right now the successes of the Retribution paladin in PvP seem to be reduced to either doing decent burst damage, or just being good at staying alive.
  • We want to increase the duration of Sacred Shield to 30 minutes and keep the limit to one target. The intention is that the paladin can use it on their main healing target. That said, we would like to improve the Holy paladin toolbox and niche so that they don’t feel quite like the obvious choice for tank healing while perceived as a weak group healer.
  • We want to add to the Holy tree a nice big heal to correspond with Greater Heal. Flash of Light remains the expensive, fast heal and Holy Light is the go-to heal that has average efficiency and throughput. Beacon of Light will be changed to work with Flash of Light. We like the ability, but want paladins to use it intelligently and not be constantly healing for twice as much.
  • Holy paladins will use spirit as their mana regeneration stat.
  • Protection paladins need a different rotation between single-target and multi-target tanking. Likewise, we’re looking to add the necessity to use an additional cooldown in each rotation.
  • Holy Shield will no longer have charges. It will be designed to improve block chance while active, and will continue to provide a small amount of damage and threat.

Mastery Passive Talent Tree Bonuses

Holy
Healing
Meditation
Critical Healing Effect

Protection
Damage Reduction
Vengeance
Block Amount

Retribution
Melee Damage
Melee Critical Damage
Holy Damage

Meditation: This is the spirit-to-mana conversion that the priest, druid, and shaman healers also share.

Vengeance: This is the damage-received-to-attack-power conversion that all tanks share.

Critical Healing Effect: When the paladin gets a crit on a heal, it will heal for more.

Block Amount: We want to keep the kit of the paladin as a tank who blocks a lot. So by contrast, the warrior tank will sometimes get critical blocks, but the paladin will absorb more damage with normal blocks.

Holy Damage: Any attack that does Holy damage will have its damage increased.

This concludes this Cataclysm preview for the paladin class. The development of these changes will continue to evolve in the coming months. Please be sure to provide any feedback and thoughts you might have on what was covered here.

Additional Clarification

Here’s a bit more clarification on some of these changes. Also, please keep in mind that this is merely a preview and we’ll still have more to go in testing up to and including any other changes that aren’t listed here in the preview.

We’ve updated the Flash of Light reference to make it a bit more clear in the original post as follows.

Flash of Light remains a fast heal, but will be more expensive to justify the cast speed. Holy Light will be the go-to heal that has average efficiency and throughput. Beacon of Light needs to be changed so that its benefit is letting the paladin heal two targets at once, not letting the paladin get two heals for the mana cost of one. It’s intended to save GCDs and targeting time, not mana.

In addition we’re changing the paladin heal design to match that of the other healers. Holy Light is the middle heal. It’s very efficient, but not particularly fast and doesn’t have a lot of throughput. Flash of Light will be the faster heal that costs more mana. (Currently paladins sort of flip the model around by having a fast, efficient heal.) Holy paladins can talent into an additional heal that is like a giant Holy Light. It might take three of these big heals (or two crits) to get a tank from death’s door back to 100% health.

Currently on live, Beacon of Light is a tool that allows paladins to target more than just the main tank. In Cataclysm if it just doubles their healing, it is going to be overpowered. We have two ways we might handle this and we’ll experiment to see which feels better. The first is that Beacon only works on some heals, such as Flash of Light or Holy Light (but not the big one). An alternative idea is that Beacon increases the mana cost of a heal cast on a beaconed target, since you’re essentially getting a double heal. Under this model, Beacon itself would cost no mana.

Also on the live realms currently, paladins have huge mana pools and massive throughput. The trade-off is that they are excellent single target healers and much weaker in other roles. We want paladins to be slightly more interchangeable with other healers. In Cataclysm, you should be able to have a Holy priest on the tank and a Holy paladin on the raid. We’re not sure we’ll back off of the current healing roles completely, but we definitely want to add more breadth to those whose roles are currently too narrow.

As for the Guardian of Ancient Kings. First, it’s important to understand that this is not a pet nor does it have a pet bar associated with it. Second, it’s also not meant to last for very long. So, it’s not a pet in the traditional sense. It’s a friend in need when you need it, but not a permanent companion.

Source

Mage Cataclysm Class Talent Changes

June 11, 2010 by Zuggy · Leave a Comment 

Don’t forget to check out the other class changes as well.

Mage Cataclysm Talent Preview

In World of Warcraft: Cataclysm, we’ll be making lots of changes and additions to class talents and abilities across the board. In this preview, you’ll get an early look at what’s in store for the mage class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

New Mage Spells

Flame Orb (available at level 81): Inspired by Prince Taldaram’s abilities in Ahn’kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it’s cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.

Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage’s own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.

Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.

Changes to Abilities and Mechanics

In addition to introducing new spells, we’re planning to make changes to some of the other abilities and mechanics you’re familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

  • Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior’s Overpower works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.
  • We are planning to remove spells that don’t have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.
  • The ability to conjure food and water will not become available until higher levels (likely around level 40), as we’re making changes to ensure mages generally won’t run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.
  • Scorch will provide a damage bonus to the mage’s fire spells. Our goal is for Scorch to be part of the mage’s rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.

New Talents and Talent Changes

  • Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.* The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.
  • Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.
  • The Burnout talent will allow mages to cast spells using health when they run out of mana.

Mastery Passive Talent Tree Bonuses

Arcane
Spell damage
Spell Haste
Mana Adept

Fire
Spell damage
Spell Crit
Ignite

Frost
Spell damage
Spell Crit damage
Deathfrost

Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.

Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.

Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won’t be affected by this buff is Frostbolt.

We hope you enjoyed this preview, and we’re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

Cataclysm Stat & System Changes: http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1%3Cbr%20/%3E

Mastery System Preview: http://forums.worldofwarcraft.com/thread.html?topicId=23710210871&sid=1

Mage Developer Mini Q & A

Flame Orb is not channeled. It may have a cast time, but after that is fire and forget. We want to try the line idea because there aren’t any spells that work that way currently. Giving it a target to follow makes it feel more like a fancy dot – useful perhaps, but nothing that feels really new. It will be balanced for single-target damage, but if you can launch it in such a way that it will hit multiple targets, then you’re just being awesome.

Wall of Fog is not channeled. We don’t know yet how wide it will be, but wide enough so that it feels more like a trip-wire than an area like Frost Trap.

We like the basic gameplay of Hot Streak. With lower crit rates all around, we hope that it will feel more like a bonus when it’s up rather than a penalty when it refuses to stay up. We may lower the magnitude overall for the same reason.

On Arcane Missiles, the basic spell is pretty cool. The problem is the way the spell works makes the current design hard to balance. It’s either too expensive and low damage or the opposite problem. This is particularly true at low level, and meanwhile we think the mage experience at low level is also a little too repetitive. The change is that you can’t hit Arcane Missiles whenever you want. The icon is just grayed out. However, when you deal damage, you have a chance to get Arcane Missiles to light up and then you definitely want to hit it. At higher levels Fire and Frost may eventually phase it out in preference for other spells, or if we like the mechanic, it may be something even Fire and Frost do, just less often than Arcane.

On the topic of mastery bonuses, understand that this is a new design for us and very few people have seen them in action yet. We run the risk of specific masteries being so generic that the mastery stat isn’t interesting or so complex that what players really like about playing a certain spec gets turned on its head. This is the kind of thing that will require a lot of iteration and the reason we’re trying to cover the whole gamut of relatively complex to relatively simple to see what feels right.

The reason behind Deathfrost (Frost mastery) isn’t to get Frost to spam Frostbolt more. It’s to get mages to spam Frostbolt less. If you hit nothing but Frostbolt, you’re wasting the Deathfrost bonus.
We’re shifting food and water to higher level because we don’t want players to have so much down time at lower level. We’re not trying to make it harder to level; we’re reducing the need to drink or eat so we’re bumping the actual food and water (though it’s really foodwater in the case of mages) higher.

The intent behind Mana Adapt (Arcane mastery) is that Arcane currently has a pretty fun mana management game going, at least at relatively high level. We thought it would be fun to extend that concept even further to where Arcane mages that use the mechanics to keep their mana high would do higher dps. I find many of the predictions that Arcane is doomed in PvE based on the very limited information you have at the moment to be quite premature.

On Time Warp vs. Bloodlust, we are really trying to give groups flexibility in who they bring to 10 player raids to an even greater extent than we did in Lich King. We heard over and over that shaman still felt like the one mandatory class in any raid. The more we hear “now there will be no reason to take me over X class / spec” the happier we will be. The reason should be that you’re a good player, not that your mere presence makes everyone else perform better. It’s fun to feel more powerful in a group – we get that, and we aren’t going to completely marginalize group synergy. But it needs to come secondary to the skill of the players involved.

I understand some mages really like Fire Ward or Dampen Magic. Perhaps “no clear role” wasn’t the best choice of words, but we are trying to remove mechanics from the game that we think aren’t really cutting it. When asking players to put more buttons on their action bars from these new spells, we only think it’s fair to try and get some bar space back from the least interesting spells. Don’t worry so much about balance at this stage. Many things will need to be tweaked. Worry more about whether it ever felt like a fun decision to use these spells.

For everyone focusing on the RMP Arena comp, I really think you’re going to see a shift to more PvP concerns in Cataclysm being about Battleground balance. There will still be players playing Arenas for sure, but a lot of the players currently doing Arenas are going to shift to rated BGs instead.

Source

Hunter Cataclysm Class Talent Changes

June 11, 2010 by Zuggy · Leave a Comment 

Don’t forget to check out the other class changes as well.

Hunter Cataclysm Talents Preview

With the upcoming World of Warcraft: Cataclysm many game elements will be changing, and each class will be receiving a number of tweaks. Here, we will explore the changes that are being made to the gun-wielding, pet-training hunter. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Without further ado, let’s take a look at the new hunter abilities!

New Hunter Abilities

Cobra Shot (level 81): A new shot that deals Nature damage instead of Physical damage. This ability will share a cooldown with Steady Shot. This will give hunters an alternative to Steady Shot on heavily-armored targets, and we will have talent incentives in the Beast Mastery tree to make this a signature shot.

Trap Launcher (level 83): When used, the next trap can be shot to a location within 40 yards. This provides the current Freezing Arrow treatment to all traps and, as a result, we will be removing the current ability Freezing Arrow. 1-minute cooldown. No global cooldown.

Camouflage (level 85): The hunter enters an obscured state that prevents him or her from taking ranged damage. The character would still be subject to melee or area-of-effect attacks, and dealing or taking damage will break the Camouflage effect. The hunter can move and set traps when under Camouflage, and will receive a damage bonus when attacking while under Camouflage (which will then break the effect).

Resource Mechanic Change

Here we come to the meat of the upcoming hunter changes.

  • Hunters will no longer use mana; instead the class will use Focus. Focus generates much like Energy, by building up. It will not be affected by Intellect at all. Haste will improve its generation. Hunters will generate roughly 6 Focus per second, slightly less than rogues’ Energy generation rate of around 10 Energy per second. Below, we have listed some examples of how we intend Focus costs to operate:
    • Steady Shot/Cobra Shot: No cost. Generates 9 Focus per shot (or 12 per second instead of 6).
    • Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.
    • Aimed Shot/Multi-Shot: 60 Focus.
    • Concussive Shot/Tranquilizing Shot: 35 Focus.
    • Rapid Fire/Master’s Call/Disengage: 30 Focus.

Changes to Abilities and Mechanics

In addition to the resource change and new abilities listed above, we intend to make adjustments to some of the other abilities and mechanics you already know well. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we’re going for with each spec.

  • A major change coming for the hunter is the removal of ammunition. Guns, bows, and crossbows will now do damage without consuming ammunition at all. There will be no more ammo slot on the hunter’s character display. Any ammunition that a hunter has at the time of the change will become gray sellable items. Existing quivers will be converted into large bags — though each hunter can only have one and non-hunters will not benefit from this change — and we will not be making any additional quivers.
  • Pet management will also change. Hunters will now have two types of attainable pets: active pets and stored pets. Hunters will be able to have up to three active pets (perhaps five for Beast Mastery specialized players) and will have the ability to switch among these pets any time they are out of combat, without going to town. They will also be able to have a large number of pets in storage at the stables. In order to swap a pet from active to passive, a hunter will still need to visit their local Stable Master. However, this should afford ample storage for the many Spirit Beasts wandering the lands of Azeroth.
  • Additionally, hunters will now start with a race-appropriate pet at level 1 and will be able to tame a different pet at level 10. We are also changing many pet family abilities to provide important buffs and debuffs. The intention is to allow the hunter to be able to swap pets and fill a position if a certain role is missing from the group. The goal is to have all pets provide a damage increase that is very similar and no greater than any other pet. Some examples of the changes we are making to the pet families are listed below:
    • Wind Serpents: Will provide a debuff that increases the amount of spell damage taken by an enemy (similar to a weaker version of the warlock ability Curse of Elements).
    • Ravagers: Will provide a debuff that will increase an enemy’s Physical damage vulnerability (similar to a weaker version of the warrior ability Rampage).
    • Hyenas: Will provide bleed damage (similar to a weaker version of the druid ability Mangle).
  • Stings and other periodic effects will now benefit from haste and critical strike ratings. Hasted damage-over-time abilities do not lose duration, but instead add additional damage ticks.
  • Viper Sting will now restore 9 Focus every 3 seconds.
  • We are reinforcing hunters as a ranged class. To this end, the class will now start with ranged abilities at level 1, and we will be removing some melee abilities, such as Mongoose Bite.

New Talents and Talent Changes

  • Beast Mastery hunters will have a new talent called Careful Aim, which increases the damage of the next Steady Shot or Cobra Shot, but also increases the cast time of these abilities. The intention is to make the combination of spells into a decent damage opener, especially in conjunction with the new ability Camouflage.
  • Beast Mastery hunters will also have talents that make Cobra Shot superior to Steady Shot, such as Longevity reducing the cast time of Cobra Shot to 1.5 seconds.
  • Rapid Recuperation will cause Rapid Fire to give 20/40/60 Focus immediately and will cause Rapid Killing to generate 3 Focus per second.
  • Efficiency will reduce the Focus cost of Chimera Shot, Aimed Shot, and Arcane Shot.
  • Thrill of the Hunt grants Focus when you land a critical strike.
  • Hunter vs. Wild increases the hunter’s Focus generation when his or her pet is snared, stunned, or rooted.

Mastery Passive Talent Tree Bonuses

Beast Mastery
Ranged Damage
Haste
Pet Damage – Many of the passive benefits to pet damage will no longer be available in the Beast Mastery talent tree. However, these will be provided through the new Mastery mechanic.

Marksmanship
Ranged Damage
Armor Penetration
Double Shot – The hunter will have a chance to launch a free attack off of the global cooldown for 50% damage.

Survival
Ranged Damage
Ranged Critical Damage
Elemental Damage – Hunter abilities such as traps, Black Arrow, and Explosive Shot will do elemental damage of the following types: Arcane, Fire, Frost, Nature, and Shadow.

We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind that what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these planned changes as well as others continue to develop in response to feedback and testing.

Hunter Developer Mini Q & A

Here is a short list of answers and feedback to some of the questions and concerns that have been forwarded to the developers regarding this preview:

A clarification of Camouflage and what becoming obscured actually means:
Camouflage is *not* stealth. Your enemies will never wonder where you are. We’re trying to use the new Cataclysm water effect to put a shimmering PREDATORy visual on you. It’s protection from ranged attacks and it gives you some combat bonuses, but it’s not like Shadowmeld or rogue / druid stealth where players can’t find you.

The idea with it is that Hunters are only vulnerable to melee attacks or ranged AEs while they are in the obscured state. If you target a camo hunter or a rogue using Smoke Bomb, you will get an error message saying something like “Target obscured.” You can see them and target them, but can’t use your attacks. Imagine they are behind a pillar or something. You can try and get off an AE near them or you can move to melee.

As most of you know, we tried Camo once before, but because it was true stealth it was very hard to balance, plus it felt like we were just handing out the same cool abilities to every class instead of coming with unique mechanics. Hunters were so overwhelmingly excited about the basic idea that we wanted to try it again, but not as stealth.

Regarding Cobra Shot sharing cooldown with Steady Shot:
At this point in time it’s not actually a cooldown. Cobra Shot has a 2 sec cast time, but Beastmaster has a talent to reduce the cast time to 1.5 sec (as well as a few damage hooks). Both generate focus so there is no reason for BM to ever use Steady again.

Regarding focus and how much of it Hunters will have:
Hunters will get 100 focus

The focus costs mentioned in the preview are just examples, so it is a little too soon for you to try to min / max your rotations just yet. In general, the basic rotations of all three hunters work okay on live today. With focus you might hit moments where you don’t need to Steady at all, and you’ll never run dry again for long periods of time like you might with mana.

If the costs of some of the defensive cooldowns are too expensive or even need to be free that’s certainly the kind of thing we’ll consider.

Regarding Ammo in Cataclysm:
There is no ammo slot on your character sheet in Cataclysm. It no longer exists.

Source

Druid Cataclysm Class Talent Changes

June 11, 2010 by Zuggy · Leave a Comment 

Don’t forget to check out the other class changes as well.

edit: added more about tree of life and lifebloom

Druid Cataclysm Talent Preview

In World of Warcraft: Cataclysm we’ll be making several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the druid. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Let’s kick things off by checking out some of the new druid spells and abilities!

New Druid Abilities

Thrash (Level 81): Thrash deals damage and causes all targets within 10 yards to bleed every 2 seconds for 6 seconds. The intent here is to give bears another button to hit while tanking. Talents will affect the bleed, such as causing Swipe to deal more damage to bleeding targets. 5-second cooldown. 25 Rage.

Stampeding Roar (Level 83): The druid roars, increasing the movement of all allies within 10 yards by 40% for 8 seconds. Stampeding Roar can be used in cat or bear form, but bears might have a talent to drop the cooldown. The goal of this ability is to give both bears and cats a little more situational group utility. 3-minute cooldown. No cost.

Wild Mushroom (Level 85): Grows a magical mushroom at the target location. After 4 seconds the mushroom becomes invisible. Enemies who cross the mushroom detonate it, causing it to deal area-of-effect damage, though its damage component will remain very effective against single targets. The druid can also choose to detonate the mushroom ahead of time. This is primarily a tool for the Balance druid, and there will be talents that play off of it. No cooldown. 40-yard range. Instant cast.

Changes to Abilities and Mechanics

In addition to the new abilities listed above, we intend to make changes to some of the other abilities and mechanics with which you’re already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of our goals for each spec.

  • All heal-over-time spells (HoTs) will benefit from crit and haste innately in Cataclysm. Hasted HoTs do not reduce their duration, but instead add additional HoT ticks. Haste will also benefit Energy generation while in cat form.
  • Unlike the other healers, Restoration druids will not be receiving any new spells. They have plenty to work with already, and our challenge instead is to make sure all of them have a well-defined niche. A druid should be able to tank-heal with stacks of Lifebloom, spot-heal a group with Nourish and Regrowth, and top off lightly wounded targets with Rejuvenation.
  • We want to add tools to cat form and depth to bear form. If a Feral cat is going to fill a very similar niche to that of a rogue, warrior or Enhancement shaman, it needs a few more tools — primarily a reliable interrupt. Bears need to be pushing a few more buttons just so the contrast between tanking and damage-dealing is not so steep.
  • Barkskin will be innately undispellable.
  • We will be buffing the damage of Mangle (cat) significantly so that when cat druids cannot Shred, they are not at such a damage-dealing loss.
  • Druids will lose Abolish Poison with the dispel mechanics change, but Restoration druids will gain Dispel Magic (on friendly targets) as a talent. All druids can still remove poisons with Cure Poison and remove curses with Remove Curse.

New Talents and Talent Changes

  • Tree of Life is changing from a passive talent to a cooldown-based talent, similar to Metamorphosis. Mechanically, it feels unfair for a druid to have to give up so much offense and utility in order to be just as good at healing as the other classes who are not asked to make that trade. We are exploring the exact benefit the druid gets from Tree of Life. It could strictly be better healing, or it could be that each heal behaves slightly different. You also will not be able to be banished in Tree of Life form (this will probably be true of Metamorphosis as well). Additionally, we would like to update the Tree of Life model so that it feels more exciting when you do decide to go into that form. Our feeling is that druids rarely actually get to show off their armor, so it would be nice to have at least one spec that looked like a night elf or tauren (and soon troll or worgen) for most of the time.
  • We want to make the Feral cat damage rotation slightly more forgiving. We do not want to remove what druids like about their gameplay, but we do want to make it less punishing to miss, say, a Savage Roar or Rake. The changes here will be on par with increasing the duration of Mangle like we did for patch 3.3.3.
  • Balance druids will have a new talent ability called Nature’s Torrent, which strikes for either Nature or Arcane damage depending on which will do the most damage (or possibly both), and moves the Eclipse meter more (details below). The improved version of Nature’s Torrent also reduces the target’s movement speed. 10-second cooldown.
  • Restoration druids will have a new talent called Efflorescence, which causes a bed of healing flora to sprout beneath targets that are critically healed by Regrowth.
  • We plan on giving Feral cats and bears a Kick/Pummel equivalent — an interrupt that is off the global cooldown and does no damage. We feel like they need this utility to be able to fill the melee role in a dungeon or raid group, and to give them more PvP utility.
  • We want to make sure Feral and Balance druids feel like good options for an Arena team. They need the tools to where you might consider a Feral druid over an Arms warrior, or a Balance druid over a mage or warlock. Remember that the PvP landscape will probably look pretty different for Cataclysm with a focus on rated, competitive Battlegrounds.

Mastery Passive Talent Tree Bonuses

Balance
Spell Damage
Spell Haste
Eclipse

Feral (Cat)
Melee Damage
Melee Critical Damage
Bleed Damage

Feral (Bear)
Damage Reduction
Vengeance
Savage Defense

Restoration
Healing
Meditation
HoT Scale Healing

Eclipse: We are moving Eclipse from a talent into a core mechanic of the class and making it less random. Balance druids will have a new UI element that shows a sun and a moon. Whenever they cast an Arcane spell, it will move the UI closer to the sun, and buff their Nature damage. Whenever they cast a Nature spell, it will move the UI closer to the moon, and buff their Arcane damage. The gameplay intention is to alternate Arcane and Nature spells (largely Starfire and Wrath) to maintain the balance.

Bleed Damage and Savage Defense: Feral druids will receive two sets of passive bonuses depending on whether the druid is in cat or bear form. Bleed Damage will be improved for cats. Savage Defense is the current bear mechanic for converting crits into damage absorption and will be improved for bears.

HoT Scale Healing: HoTs will do increased healing on more wounded targets. The mechanic is similar to that of the Restoration shaman, but with HoTs instead of direct heals. In Cataclysm, we anticipate druids using a greater variety of their spells so there is a distinction between healing and HoT healing.

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s unbuffed health. For boss encounters we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Feral tree and the druid is in bear form — these values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Feral tree and are in bear form, so you won’t see Balance, Restoration, or Feral druids in cat form running around with it. Vengeance will let us continue to make tank gear more or less the way we do today — there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so the Vengeance benefit may be smaller, but overall the goal is that all four tanks do about the same damage when tanking.

We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind, what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these changes as well as others continue to develop in response to testing and feedback.

Cataclysm Stat & System Changes: http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1%3Cbr%20/%3E

Mastery System Preview: http://forums.worldofwarcraft.com/thread.html?topicId=23710210871&sid=1%3Cbr%20/%3E

Druid Developer Mini Q & A

Here is a short list of answers and feedback to some of the questions and concerns that have been forwarded to the developers regarding this preview:

Removal of Tree Form:
We knew changing Tree of Life to a cooldown was going to be controversial. There was just no way a change this big would be unanimously accepted. My apologies if being a tree was what really drew you to the class.

We didn’t add new rotational spells to Restoration or Feral cat because, good lord, you have enough buttons already. We tried hard with Cataclysm to not add new spells just because. The specs that got new spells were ones we think had big holes in their rotation. You’ll still get new talents and mechanics so I expect there will be a lot to learn when the big game-changing patch rolls around.

This is what we’re trying to do. On live today, druids are balanced around healing in tree form, meaning they give up a lot of utility just to be as good as other healers. When Tree of Life is a cooldown, then you’ll be balanced healing in night elf, troll, worgen or tauren form, and then you’ll be more powerful when in tree form. The nice thing about cooldowns is the difference can be pretty significant while active.

We might (*might*) consider a minor glyph that kept the visual of the old tree form in some fashion even when not using the Tree of Life cooldown.

Levels for Cat and Bear Form:
It won’t be super low level, but we might switch the levels at which you get cat and bear.

Feral Ability Changes:
The recent Mangle change is a good example. Other candidates include letting Rake last longer, changing Mangle’s damage such that it’s not such a gigantic dps loss not to Shred, and / or changing the bonus of Savage Roar so that it’s not such a crippling dps loss if it falls off. Using Savage Roar after a target with cps on it has died will help too.

We still want the John Madden crowd to be able to try and maximize their dps. We just want players not playing at that level to not be so far behind (though behind is fine).

Form Updates for Moonkin and Tree:
We would like to. Those are on the list, but they’re expensive tasks because they require so much art time. You might be willing to have one fewer new boss models in order to get the forms updated, but if we did that and we added a new demon for warlocks and a couple of new models for other class needs here and there and pretty soon all of those bosses are going to end up looking pretty recycled.

It will stay on the list though. If we don’t get to it for 4.0, there’s always 4.1.

What Will the Eclipse Mastery Bonus Be:
The bonus will be increased damage to Nature spells or to Arcane spells. We’re not sure of the magnitude yet, but it will need to be hefty enough for you to actually want to switch.

It will need some kind of decay — we don’t want you farming naga or whatever before you step into the raid with a full meter — but it shouldn’t decay fast enough that you find normal encounter movement very troubling (for that reason anyway).

Cataclysm Tree of Life / Lifebloom

Lifebloom
Lifebloom is positioned as a tank-healing tool in PvE. We don’t think there will be much use for using single stacks on non-tanks given how many other heals you have available that will likely do the job better. In PvE, you will likely get a 3 stack up, and then shift to Nourish to maintain the stack, throwing out Swiftmends or Healing Touch as necessary. In PvP, Lifebloom will still probably get use because of its bloom mechanic.

Tree of Life
1. With the addition of the tree of life cooldown, will trees still be under the elemental heading and therefore bannishable by locks?
No. You won’t open yourself up to new forms of crowd control, and neither will locks or DKs using their abilities.

GC, care to comment on the ToL speed reduction returning? Snaring yourself doesnt’ seem like a good design, neither in PvE nor PvP.
The speed reduction thing is something we’re trying again. We know it’s going to be controversial and it’s possible it won’t stick. We really want the ability to be used at the right time, not just on cooldown. There has to be a wrong time to use it. In PvP, we want there to be a way to counter the druid, especially given that the built-in crowd control is gone. The other consideration is that we plan on getting a new model that looks more like an ancient and less like a treant, so moving slower might fit.

Will I be able to cancel ToL form after activating it, and if so will I be able to return to it before the duration is up?
I imagine you can cancel it. Like all cooldowns though, if you waste it, you waste it.

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