MMO-Champion - Cataclysm Build 12759 Class Changes and Blue Posts
Cataclysm Build 12759 - Class Changes
Important: These changes are gathered by comparing spell data from the previous beta build with the new one. They might not reflect real or intentional changes from the developers. Don't panic if something looks strange, I probably screwed up. (Or Blizzard did, but most of the time we'll assume it's my fault)

Class changes should be coming faster with the next build, it looks like we're starting to figure out the new client, spell tooltips and the talent calculator will be updated a bit later. I also included Ghostcrawler's blue posts after the list, read them before you comment (or post on forums), or I will steal all your left shoes.
Originally Posted by Blizzard Entertainment
Companion Pets

Glyphs
  • All glyphs are now found in the spellbook of each class on beta servers. Ultimately, classes will learn glyphs as "spells" and will only have to buy the glyph once to definitely learn it and swap it at any time.

Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Unholy
  • Dirge now procs from Plague Strike, Blood Strike, and Icy Touch. (Old - Festering Strike, Plague Strike and Scourge Strike)
  • Morbidity no longer reduces the cooldown of Death and Decay and increases its damage by 10/20/30% instead.


Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Balance

Feral
  • Frenzied Regeneration now Increases maximum health by 30%, increases health to 30% (if below that value), and converts up to 10 rage per second into health for 20 sec. Each point of rage is converted into 3% of max health.
  • Savage Roar now increases autoattack damage done by 50% instead of physical damage done by 30%.
  • Bash no longer interrupts spellcasting for 3 sec.
  • Enrage now increases physical damage taken by 10% instead of reducing base armor.
  • Survival Instincts now Reduces all damage taken by 60% for 12 sec. Only useable while in Bear Form or Cat Form. Instant, 5 min cooldown
  • Heart of the Wild now increases your maximum mana by 5/10/15% instead of increasing your Intellect by 2/4/6%.

Restoration
  • Master Shapeshifter bonus increased from 2% to 4% for all forms.
  • Furor now gives you a 33/66/100% (up from 20/40/60%) chance to gain 10 rage when you shapeshift into Bear form and you keep up to 33/66/100 (up from 20/40/60) of your Energy when you shapeshift into Cat Form. Now increases your total Intellect by 2/4/6%. (Old - Only increased in Moonkin form)
  • Naturalist is back as a Tier 2 Talent. Reduces the cast time of your Healing Touch and Nourish spells by 0.15/0.35/0.5 sec.


Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Beast Mastery
  • Aspect of the Fox now allows you to shoot Steady Shot and Cobra Shot while moving and causes you to gain 2 Focus whenever you take damage. (Old - allows Auto-Shot while moving and increases focus regeneration by 20%)
  • Kill Command now has a 100 yards range, your pet must be within 5 yards of the target to Kill Command.

Marksmanship
  • Multi-Shot now costs 40 Focus, down from 60 Focus.

Survival
  • Misdirection's transferred threat is no longer permanent and will fade after 30 sec.
  • Thrill of the Hunt is now a Tier 4 talent, down from Tier 6.
  • Noxious Stings is now a 2 Ranks talent, down from 3 Ranks. Increases your damage done on targets afflicted by your Serpent Sting by 5%. Increases your damage done on targets afflicted by your Serpent Sting by 5%. If Wyvern Sting is dispelled, the dispeller is also afflicted by Wyvern Sting lasting 25/50% of the duration remaining.
  • Hunting Party now also triggers a 20% ranged and melee attack speed buff.
  • Point of No Escape is now a Rank 2 talent, down from Rank 4.
  • Serpent Spread *New* (Tier 6) - Targets hit by your Multi-Shot are also afflicted by your Serpent Sting equal to 50% of its total duration.


Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Arcane

Fire
  • Frostfire Bolt now slows the target by 40% (up from 20%) for 9 sec but no longer deals additional Frostfire damage over that duration. Cast time changed to 2.5 sec, down from 3 sec.
  • Pyroblast damage has been increased by 5%.
  • Fireball damage has been increased by 15%. No longer deals additional damage over 4 sec.
  • Improved Flamestrike revamped - Reduces the casting time of your Flamestrike spell by 50/100% and gives you a 50/100% chance that your Blast Wave spell will also automatically Flamestrike the same location if two or more targets are affected by the Blast Wave.
  • Hot Streak no longer affects Pyroblast.
  • Cauterize now burns you for 12% of your maximum health every 1.5 sec (up from 1 sec) over 6 sec (up from 4 sec).
  • Blast Wave now slows the targets by 70%. (Down from 75%)
  • Molten Shields now reduces the global cooldown of Mage Ward by 1 sec. (Down from 1.5 sec)
  • Impact now has a 5/10% chance (up from 4/7%) to cause the next Fire Blast you cast to stun the target for 2 sec and spread any Fire damage over time effects to nearby enemy targets within 12 yards.
  • Improved Fire Blast now increases the critical strike chance of your Fire Blast spell by 4/8% instead of reducing its cooldown.

Frost
  • Fingers of Frost has a 10/20/30% chance to proc (up from 5/10/15%) and now also affects Frostfire Bolt. Can now accumulate up to 2 charges of Finger of Frost instead of giving you 2 from the beginning.
  • Improved Freeze now has a chance to grant 2 charges of Fingers of Frost.


Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Holy
  • Divine Light now has a 3 sec cast time. Up from 2.5 sec.
  • Seal of Insight now has a chance to restore 4% of the paladin's maximum mana. (Old - Unknown value)
  • Consecration now costs 55% of base mana, up from 22% of base mana.
  • Sense Undead is gone.
  • Seal of Righteousness additional Holy Damage reduced by 50%.
  • Light of Dawn now consumes all Holy Power to increase healing by 10% per application.
  • Blessed Life revamped - All attacks against you have a 50/100% chance to cause you to generate Holy Power. This effect cannot occur more than once every 2 seconds.
  • Improved Concentration Aura is now a 2 ranks talents, down from 3 ranks. Increases effect of Concentration Aura by 8/15% and reduces Silence and Interrupt effects by 15/30%.
  • Divine Favor revamped - Increases your spell casting haste by 20% and spell critical chance by 20% for 20 sec. / Instant, 3 min cooldown
  • Enlightened Judgements revamped - Your Judgement instantly heals you for [970 to 1081] / [1940 to 2162].
  • Clarity of Purpose now reduces casting time by 0.15/0.35/0.5 sec. (Up from 0.1/0.2/0.3 sec)

Protection
  • Avenger's Shield is now Protection's primary skill. Cooldown lowered from 30 to 24 sec.
  • Divine Shield can now be used with Avenging Wrath.
  • Hand of Reckoning no longer deals damage if the target isn't attacking you.
  • Hammer of Justice no longer interrupts spellcasting for 3 sec.
  • Shield of the Templar now reduces the cooldown of Avenger's Shield by 3/6/9 sec. (Down from 3/7/10 sec)
  • Sacred Duty revamped - Your Judgements have a 25/50% chance of making your next Shield of the Righteous a critical strike. Lasts 15 sec.
  • Vindication revamped - Your Crusader Strike and Hammer of the Righteous have a 50/100% chance to reduce physical damage done by targets by 5/10% for 10 sec.
  • Shield of the Righteous revamped - Slam the target with your shield, causing Holy damage. Consumes all applications of Holy Power to determine damage dealt:
    1 Holy Power: 20% Attack Power
    2 Holy Power: 60% Attack Power
    3 Holy Power: 120% Attack Power / 6% of base mana, 5 yd range, Instant cast
  • Guarded by the Light now increases your Word of Glory by 30/60% when used on yourself. (Up from 20/40%)
  • Holy Shield is now a Tier 5 talent, up from Tier 4. Revamped - Using Shield of the Righteous or Inquisition increases your block chance by 15% for 20 sec.
  • Grand Crusader now also procs from Hammer of the Righteous.
  • Hallowed Ground now decreases Consecration's mana cost by 40/80%.
  • Hammer of the Righteous revamped - Hammer the current target for 40% weapon damage, causing a wave of light that hits all targets within 0 yards for 1061 to 1407 Holy damage. Grants a charge of Holy Power.
  • Wrath of the Lightbringer now also affect your Judgement and Hammer of Wrath spells.

Retribution
  • Judgement of Vengeance is now named Judgement of Truth.
  • Seal of Truth now deals 16% weapon damage when it's stacked to 5 times. (Down from 33%)
  • Crusader Strike now has a 4.5 sec cooldown. (Up from 4 sec)
  • Inquiry of Faith now increases the damage done by Seal of Truth by 10/20/30% (Down from 20/40/60%) and now also increases the duration of Inquisition by 50/100/150%.
  • Seals of Command now deals 7% weapon damage, down from 15%.
  • Divine Purpose revamped - The following attacks have a 20% chance to generate Holy Power: Judgement, Exorcism, Templar's Verdict, Divine Storm, Inquisition, Holy Wrath
  • The Art of War now has a 10/20/30% chance to proc (up from 5/10/15%) but the effect cannot be triggered while Exorcism is on cooldown.
  • Divine Storm now deals 22/74/150% weapon damage depending on your Holy Power. (Up from 22/50/90%)
  • Improved Crusader Strike is gone, replaced with Sanctity of Battle (NYI) - Haste effects lower the cooldown of your Crusader Strike.
  • Improved Judgement is now a Tier 1 talent, down from Tier 2. Now increases the range of your Judgement by 10/20 yards instead of increasing its damage.
  • Conviction is gone.
  • Eye for an Eye now has a 20/40% chance to proc from magic attacks. (Old - 5/10% chance from all attacks)
  • Rule of Law is now a Tier 2 talent, up from Tier 1.
  • Long Arm of the Law *new* (Tier 3) - Your Judgement has a 50/100% chance to increase your movement speed by 30% for 4 sec when used on targets at or further than 15 yards from you.
  • Eternal Glory *new* (Tier 2) - Your Word of Glory has a 20/40% chance not to consume Holy Power.


Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Discipline
  • Focused Will now reduces all damage taken by 3/4% (up from 2/3%) and increases healing on you by 4/5% (up from 3/4%) after taking a critical hit. Can now stack with Blessed Resilience.
  • Grace now also affects Heal.
  • Archangel now also increases your frost damage when used as Dark Archangel (Shadowform).
  • Twin Disciplines now increases damage and healing done by instant spells and the damage absorbed by Power Word: Shield by 2/4/6%. (Up from 1/2/3%)

Holy
  • Chakra is now a Tier 5 (Down from Tier 6) and 2 Ranks (Down from 3 Ranks) talent. Revamped - When activated, your next Heal, Renew, Prayer of Healing or Smite spell will put you into a corresponding Chakra state. Lasts for 30 sec. Heal - Increases the critical effect chance of your Heal spell by 10%, and your Heal refreshes the duration of your Renew on the target. Renew - Increases the healing done by your Renew spell by 10%, and reduces the global cooldown of your Renew spell by .5 sec. Prayer of Healing - Increases the healing done by your area of effect spells by 10% and reduces the cooldown of your Circle of Healing by 2 sec. Smite - Increases your total damage done by Shadow and Holy spells by 15%. 6% of base mana, Instant cast, 1 min cooldown
  • Test of Faith is now a Tier 6 talent, up from Tier 5.
  • Lightwell is now a Tier 3 talent, down from Tier 5.
  • Spirit of Redemption is now a Tier 3 talent, down from Tier 4. No longer increases total Spirit by 5%.
  • Holy Concentration is now a 2 Ranks talent (down from 3 Ranks) and now increases mana regeneration from spirit by 10/20%. (Up from 5/10/15%)
  • Divine Touch is now a 2 Ranks talent, down from 3 Ranks.
  • Deliverance (Tier 3) is now named Serendipity (Tier 4). When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 6/12% (Up from 3/6/9%). Stacks up to 3 times. Lasts 20 sec.
  • Improved Holy Nova is gone.
  • Improved Healing is now a 2 Ranks talent, down from 3 Ranks.
  • Inspiration is now a 2 Ranks talent, down from 3 Ranks. Now reduces your target's physical damage taken by 5/10%. (Up from 3/7/10%)
  • Divine Fury now reduces cast time by 0.15/0.35/0.5 sec. (Up from 0.1/0.2/0.3 sec)
  • State of Mind *New* (Tier 6) - Your successful Heal, Renew, Prayer of Healing or Smite spell casts increase the duration of your corresponding Chakra state by 4 sec. Passive.
  • Heavenly Voice added as a Tier 5 Talent. Your Divine Hymn also heals you for 12/20% of your total health during its duration, and the channel time of your Hymn of Hope is reduced by 10/20%.
  • Blessed Resilience added as a Tier 5 Talent. Critical hits made against you have a 30/60% chance to prevent you from being critically hit again for 6 sec.
  • Desperate Prayer is no longer a skill and is back as a Tier 2 talent.

Shadow
  • Mind Spike revamped - Blasts the target for 1082.81 to 1144.05 Shadowfrost damage, and increases the critical strike chance of your next Mind Blast on the target by 30%. Stacks up to 3 times.
  • Shadow Word: Death cooldown changed to 10 sec, down from 12 sec. Damage increased by 10%.
  • Mind Flay now deals damage over 3 sec, down from 5 sec.
  • Vampiric Touch no longer deals damage if dispelled.
  • Twisted Faith is now a Tier 2 (Down from Tier 5) 2-Ranks (Down from 3 Ranks) Talent. Revamped - Increases your chance to hit with shadow spells by 1/2%, and grants you spell hit rating equal to 50/100% of any Spirit gained from items or effects.
  • Mind Melt now stacks up to 2 Times. (Down from 3)
  • Empowered Shadow Orbs is now named Harnessed Shadows.
  • Improved Mind Blast now gives your Mind Blast a 33/66/100% (up from 20/40/60%) chance to reduce all healing done to the target by 25% for 10 sec.
  • Improved Devouring Plague is now a 2 Ranks talent, down from 3 Ranks. Revamped - Your Devouring Plague instantly deals damage equal to 15/30% of its total periodic effect.
  • Paralysis *New* (Tier 5) - When you critically hit with your Mind Blast, you cause the target to be unable to move for 2/4 sec.


Rogue (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Assassination
  • Cold Blood no increases the critical strike chance of your next non-periodic offensive ability by 100%.

Combat
  • Sprint now lasts 8 sec and has a 1 min cooldown. (Old - 15 sec, 3 min cooldown)
  • Lightning Reflexes now increases your attack speed by 2/4/6%.

Subtlety
  • Tricks of the Trade's transferred threat is no longer permanent and will fade after 30 sec.
  • Blind now costs 15 Energy, down from 30 Energy. 15 yards range, up from 10 yards.
  • Sap now costs 35 Energy, down from 65 Energy. 10 yards range, up from 5 yards.
  • Enveloping Shadows is now a Tier 3 talent, down from Tier 4.
  • Dirty Tricks is gone.
  • Energetic Recovery *New* - Empowers your Recuperate ability, causing its periodic effect to also restore 4/8/12 Energy.


Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Elemental

Restoration
  • Totem of Tranquil Mind *New* - Summons a Totem of Tranquil Mind with 5 health at the feet of the caster for 5 min, causing party or raid members within 30 yards to lose 0% less casting or channeling time when damaged. (Value NYI, Concentration Aura)

Enhancement

Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Demonology
  • Seed of Corruption Soulburn effect - Your Seed of Corruption detonation effect will afflict Corruption on all enemy targets. The Soul Shard will be refunded if the detonation is successful.
  • Create Soulstone now resurrects with 30% health (down from 60%) and 30% mana.
  • Soulburn now has a 45 sec cooldown, up from 30 sec.
  • Nemesis no longer reduces the cooldown of Fel Domination, now reduces the cooldown of Soulburn.


Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Arms
  • Colossus Smash now allows all your attacks to entirely bypass the enemy armor for 6 sec. (Old - Just Mortal Srike, Heroic Strike, Bloodthirst, and Overpower)
  • Endless Rage is now passive.
  • Battle Stance revamped - A balanced combat stance. Increases damage done by 5%. Decreases damage taken by 5%.
  • Strike *New* - A simple strike that deals 50% weapon damage. Use once you have sufficient rage. / 20 Rage, 5 yd range, Instant, 3 sec cooldown
  • Drums of War no longer reduces the rage cost of Hamstring. Changed to 1-Rank (down from 2-Ranks) and now reduces rage cost of your Shield Bash, Pummel, and any shouts which cost rage by 50%.
  • War Academy now also affects Cleave.

Fury
  • Berserker Stance revamped - An aggressive combat stance. Increases damage done by 10%. / Instant, 1 sec cooldown
  • Cleave no longer has the ability to consume up to 20 additional rage to deal more damage. Now costs 30 rage (up from 10) and deals the maximum amount of damage. Cooldown changed to 3 sec, apparently shared with Heroic Strike.
  • Single-Minded Fury no longer affects Cleave.
  • Bloodsurge now has a 7/14/20% chance to proc, 6 sec internal cooldown removed.
  • Enrage now lasts 9 sec, up from 4 sec.
  • Impending Victory now procs from Devastate instead of Shield Slam. Proc chance reduced to 25/50%. (From 50/100%)

Protection
  • Defensive Stance revamped - A defensive combat stance. Decreases damage taken by 10%. Increases threat generated by 45%.
  • Gag Order is now a Rank 2 talent, down from Rank 4.
  • Improved Revenge is now a Rank 4 talent, up from Rank 2.

Blue Posts
Originally Posted by Blizzard Entertainment
Increased NPC Damage in latest build
There seems to be a problem where some (?) caster mobs do way too much damage. Your experience may have everything to do with the specific mobs you fight. Listing particular mobs that seem more deadly than you'd expect would be helpful. (Source)

[...] The idea isn't for you to be in Godmode, mowing through everything in your path. The idea is - in fact - for you to have to stop to rest, bandage, heal, every once in awhile. If you are reckless you will absolutely die. This is intended. (Source)

There are likely still a lot of areas that are going to be lethal. List the issues that you run into in this thread. We still have plenty of tuning left to do and we realize that. Thanks for testing. (Source)

We're currently investigating issues with creature spell damage scaling. The intent is definitely not for players to have to rest after every single solo pull. Melee damage, on the other hand, seems about right, but may undergo some fine tuning. Keep the feedback for specific lethal creatures and deadly points of interest coming. We're looking at everything submitted. (Source)

Relics class requirements gone in Cataclysm
You are looking at existing, Wrath of the Lich King, items. Those are currently only used by those classes, so there isn't a great motivation or need to change them.

Cataclysm-level relics can be used by any paladin, shaman, druid or DK, though there may still be some class-specific ones from time to time. (Source)

Relics changes in Cataclysm
The "on paper" design of the Lich King relics sounds pretty cool: you have your choice of which of your spells or abilities you care about the most. Maybe a Resto druid takes the Rejuv idol over the Regrowth idol. In reality, what happens is that we make 3 druid idols per tier so the Resto druid is stuck with whatever idol we make. If we make the Rejuv idol, awesome. If we make the Lifebloom idol, probably less awesome (or at least much more situational). Of course we could just make the Rejuv idol every tier, but really that's not much different than the stats. The procs are designed to mostly be always up, so it's just clutter in the buff section of your UI.

With the new model, there is less risk of having the "bad luck" of having a bad relic for an entire tier for your spec. In fact, it should even offer a little more choice because you could choose the crit relic over the haste relic. Currently you don't get a choice because we have to offer such specialized relics. The gem socket is to make them at least feel slightly different from the ranged items that can shoot.

To be brutally honest, I wouldn't call our ranged weapon slot a success for any class. Warriors, rogues and all wand users don't care much about their ranged weapon slot except as a stat stick. Warriors and rogues use their ranged weapons once in awhile, but we really don't like the model where a caster wands everything while leveling instead of using their actual spells. The only class that really cares about the ranged slot is the hunter, and they in turn don't care much about their melee weapon. Furthermore, the hunter doesn't get the same kind of stat budget out of their primary weapon that the melee guys do. Believe me, we have had many meetings just to discuss the ranged slot. We don't have a solution yet that we think is better than the current Cataclysm implementation, but it's the kind of thing we're going to keep working on for a long time. (Source)

Class "roles"
We try not to divide classes / specs into such discrete buckets. Our overriding design is to try and have classes feel diverse, such that rerolling or adding a new class to your group feels interesting, but still give you the tools to fill your role. If any healer is too good at one thing, they tend to get stacked, and if a healer is too weak at anything, they risk being unwanted.

Put another way, we used to have this design that say DKs were the magic tank and paladins were the AE tank. The thought was that if you had a paladin in your group you were happy when you had an AE fight but that you'd be fine with anyone else. In reality, this didn't play out so well. Players felt compelled to swap players in and out of their groups, or be reluctant to run a 5-player dungeon with the "wrong" tank. We decided that tanks need to be tanks.

Likewise, our model for healers for a long time has been that everyone has their little niche. We now think healers should just be healers. We just have to make sure that they still feel different enough that you'd prefer to have as many different healers as you can. The big difference is that raids have more healers than tanks, so we have a little bit of room to make the healers more differentiated from each other than the tanks are. But only a little bit, and that space is going to be even smaller in Cataclysm than it was in LK. (Source)

Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Moonkin Form
We've had a lot of discussions about Moonkin form, as you might guess. We know opinions range among the player base from "cut it" to "make me stay in my adorable form all the time." At first we were trying to make it more of an option, so that cuddly-hating Balance druids could choose the spec without the shapeshift. After much discussion though, we're going to go back to a Balance druid = Moonkin Form design. We'll put some more damage into the Moonkin Form. (Source)

Restoration
As far as the history goes here, we thought at the time (and still think!) that the Resto druid wasn't going to be well served as a "I only care about hots and nothing else" healer. It's just too extreme a design. Any time when hots are good (by which I mean both individual encounters and periods in the game as a whole) the druid is going to dominate. Any time when hots are terrible, so will be druids. We probably, in retrospect, didn't push Nourish enough, because we still ended up in a raid healing situation where druids used Rejuv and Wild Growth and were loathe to use any other button.

We are going to push even harder in Cataclysm. Druids will still have exceptional hots, but will need to cast direct heals as well. I usually get a lot of responses after such a post from druids saying "But I only want to cast hots!" I'm not sure how to respond to that, because we just don't think it works.

As far as the AE healing goes, it's definitely something to keep an eye on, but we're not worried about it yet. We are trying to cut back (yet again) on the dominance of the smart AE heals. The cooldowns of CoH and WG need to stay high. We do have some room to lower the mana cost on WG, and probably will.

It's also worth mentioning that Efflorescence does some great AE healing, and is probably overpowered at the moment.

One change we are going to make is reintroducing the talent that lowers Rejuv to a 1 sec GCD. Since haste affects Rejuv ticks and since druids will be casting cast-time spells that benefit from haste, we're not as worried about druids turning up their noses at haste. This will let you get Rejuvs up on more people when you want to, though it still should be mana-inefficient to just do so at random. We think hots are going to be enormous in the Cataclysm healing model just because they won't be overhealing nearly as much as they are now.

We like the way Nourish interacts with hots. Yes, it's different from the way priests, paladins and shaman use their heals, but we do want the classes to play differently, as long as those differences aren't so extreme that you can't use a druid on some dungeon or raid fights.

I suspect we won't end up keeping the snare on Tree of Life. We knew that we could try snare and then remove it. We would have a hard time trying no snare and then adding one. Our intent was to make you think about when was the best time to push ToL rather that just hitting it the second it's off cooldown. In practice though we just think it feels crappy so even if it accomplishes our goal, it's probably not worth it.

We're still working on the Resto tree (and druids in general). You were missing the talent to lower the cast time of Nourish and Healing Touch, which is a pretty painful thing to live without. We're also considering changing Furor to provide intellect to caster form too so it is attractive to both caster trees. We agree that too much of the early Resto tree felt like it was there for Feral.

I'm talking PvE in almost all of this, since that was the original thrust of the thread. (Source)

This seems really at odds with the increase in Rejuv's mana cost. We're not supposed to pre-HoT the raid, but you're adding in a talent designed to let us do exactly that? I'm very confused by this.
We don't like prehotting (or pre-shielding) as a general strategy. On certain fights where you know that the damage is going to come fast and furious then maybe it's appropriate, but we don't want the current LK style to continue. I've healed a lot as both Resto and Disc, so I know the power of prehealing, though it's not as if you need first-hand experience to understand how useful and powerful it is.

On the other hand, if a lot of people take damage at once, we have no problem with getting a Rejuv out on several of them at once, and a lower GCD will help there. It's still possible to screw that up (by which I mean we want healing to have some player decision-making as part of the gameplay) by using too much mana on Rejuvs or casting too many Rejuvs when the situation called for something else. (Source)

I am still concerned about the proc-rate of Efflorescence, however, and hope it isn't underpowered at lower gear levels and then overpowered in higher gear levels.
It's okay -- to a point -- if some talents are more useful at different gear levels than others. It's interesting if you consider changing talent specs rather than having one that serves you well in almost all stages of the game. But we don't want the extremes either, where it never procs as you're leveling and is up 100% of the time so that you fish for it in the endgame. Definitely something to keep an eye on. We also might take the wounded restriction off of Nature's Bounty, so that Regrowth just crits a lot. (Source)

I'm going to assume that the lowered GCD is to allow for situations where Players A, B, and C got him by a small AOE and were taken down to 70% health. Nourish is too slow to heal all three, Regrowth is too expensive for that little damage, and Wild Growth costs too much for just three targets. So instead you just toss a Rejuv on each of them and move on. This is much different than the current model where you would just keep as many players Rejuv'd as possible with WG on cooldown.
Yes! (Source)

Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Silencing Shot damage gone
We're going to take the damage off of Silencing Shot. It's supposed to be a situational utility ability, not something you macro into every shot. (Source)

New Call Pet
Here is the way the new Call Pet works.

At some higher level (25?) you get "Call Pet 2." If you have a second pet (e.g. Festus), it will change the spell name to "Call Festus" instead. You can then call either pet 1 or 2, so long as you dismiss the other one first. Dismissing no longer affects happiness because we want you to be able to do it often.

Eventually you will get Call Pet 3-5 as well. If you ever want more pets than you are able to call, you need to visit the stable and swap some into "deep storage."

We are discussing just giving you Call Pet 2-5 at the same level, to make this a little less confusing. Getting the ability to swap from a fourth to a fifth pet isn't nearly as exciting as getting the ability to call a second one.

The Call Pet button is a flyout. You can put this button on your bar and expand it to pick a particular pet. In this way, you only sacrifice one button to calling all your pets. If you like having all your pets separately, then you can either drag the individual pets to your bar. You can even drag them from the Call Pet flyout.

Warlocks work almost exactly the same way with regard to the flyout. Warlocks have no dismiss button, but instead summoning takes a cast instead of being instant like with the hunter. (Source)

Hunters in Cataclysm
We're still following this discussion. Some players are making some good points and we have addressed some of these in our most recent builds. Here is a quick update on some of the issues being discussed:

Focus -- We think we're in a much better spot for focus regen now. Our goal has been for focus to be a resource you spend on your higher damage shots, which is regenerated passively at a rate lower than energy regen, but faster than energy if you are using Steady / Cobra (which can only be done while stationary). At the lower regen rates, we found it felt bad if you couldn't Steady / Cobra rather than Steady / Cobra feeling like a bonus. We think we're closer to the sweet spot now, but please let us know (preferably after you've actually tried it rather than prophesizing doom).

Aspects -- We're not happy with the way the Hawk vs. Fox choice is playing out. We think that ultimately either damage or focus regen is going to win out and the other aspect won't get much use. For now, we are going back to Hawk being used for damage and regen. We'll discuss other potential uses for Fox. Changing Aspects will not affect focus regen.

Mobile damage -- This is always a touchy subject. In our testing, we found that it wasn't fun with the current implementation when hunters had to move around a lot, especially in PvP. This is why we are giving up on the current Aspect of the Fox design. We also significantly reduced the focus cost per damage of Arcane Shot, so that it is usable under almost all circumstances. We've also removed the focus costs on several utility abilities (e.g. Concussive Shot, Intimidation, Bestial Wrath, Scatter Shot, etc.) One potential use for Aspect of the Fox is to generate additional focus when you take damage, but we don't want to get back into a world where you are "aspect twisting" when someone comes into melee with you in PvP.

Survival -- We're still iterating a lot on this tree in particular. We agree it's probably the least polished of the hunter trees so far. The reason is that we just have it in for Survival hunters.

Pets -- As I posted in another thread recently, a pet scaling pass is underway. We still plan to do passes on the hunter pet talents and abilities as well. With the design that allows you to swap pets often in the field, we want to make sure that there are some interesting choices in which pet you use for a given situation. Provided they are all crabs.

In case I need to say it, the last two sentences of the last two paragraphs are not meant to be taken seriously. (Source)

Pet Scaling
Pet scaling is getting a massive overhaul at the moment. For starters, we still intend for pets to scale with all of the master's stats for things like hit, haste and crit. For the big stats, our current plan is something like this:

Ferocity (damage) -- 50% of master's AP, 40% health, 50% armor
Tenacity (tanking) -- 35% of master's AP, 50% health, 70% armor
Cunning (utility) -- 40% of master's AP, 40% health, 60% armor

Warlock pets will be getting a similar pass. In general, we want pet dps to be 20-30% of player dps. Note that this is a lot lower than current BM and Demo lock numbers. Pet damage as BM will still be higher than Marks or Survival though, and we want BM to be competitive overall with Marks and Survival. (Ditto for locks.) (Source)

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Enlightened Judgement
Enlightened Judgements does not affect hit rating, but the Holy passives do that. (Source)

Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Desperate Prayer
Desperate Prayer isn't gone. It's just back in the talent tree. We don't have a new level 10 Holy ability in this build (it's not Sanctuary). (Source)

Shadow
Phantasm -- Having a 2 sec immunity is something we may consider, but we also don't want snares in PvP to be quiet as prevalent as they are today.

Mind Melt -- The timing of the Mind Melt buff interaction with Mind Spike sounds like a bug and will be fixed.

Shadowy Apparition -- It sounds like there are a lot of bugs still with the implementation. The way we intend for it to work is that the Apparitions are shades of your character and will attack the correct target (the one with SW:Pain on it). We have already fixed several bugs relating to Shadowy Apparition interacting with Shadow Orbs and Mind Blast. (Source)

Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Pet Scaling (See Hunters)
Warlock pets will be getting a similar pass. In general, we want pet dps to be 20-30% of player dps. Note that this is a lot lower than current BM and Demo lock numbers. Pet damage as BM will still be higher than Marks or Survival though, and we want BM to be competitive overall with Marks and Survival. (Ditto for locks.) (Source)

Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Inner Rage
The numbers on Inner Rage are very easy to adjust. I wouldn't obsess over the current ones too much.

We don't want warriors to sit around autoattacking until they proc Inner Rage all of the time. We also don't want them to be bummed when they slip into it. It's there so that if you get 100 rage and can't spend it fast enough that you aren't overly penalized. I realize some of you think that can't ever, ever happen with the new numbers, but we haven't seen enough high-end PvP or raiding to be convinced yet.

The numbers just need to be such that you play normally until you get Inner Rage and continue to play normally if it happens. Changing your behavior to try and hit it ASAP or avoid it isn't what we're going for. (Source)

Protection Warrior
I'm not sure why you feel that the new Shield Spec is required. If you struggle with rage it might be nice, but there are other solutions to that too. We left it as 3 points because it's a nice talent for backfill potential. If you have 1 spare point, you get a little bit of benefit out of it (compared to say talents that have a 33/66/100% chance to work with 1/2/3 talent points).

I would get Toughness and Shield Mastery, no question. You either need 2/3 Incite or 2/2 Hold the Line and then 2 more talent points to get deeper.

In the deeper tiers, I would consider Last Stand, Bastion of Defense, Devastate, Sword and Board and Shockwave to be non-negotiable. Heavy Repercussions, Improved Revenge and Warbringer are very close to being non-negotiable. The others are up to debate or your individual style. (Source)
This article was originally published in forum thread: Cataclysm Build 12759 Class Changes and Blue Posts started by Boubouille View original post
Comments 157 Comments
  1. Orochiro's Avatar
    I don't understand how anyone can like the look of the current moonkin form, its hideous and Im fed up with the model after playing balance for nearly 5 years now, they really need to add some significant bonuses to it if they want to keep it and also do the cat/bear form treatment as soon as possible.
    Its also nice to see that Soothe is becoming more useful now, for both PvP and PvE.
  1. Pachycrocuta's Avatar
    I just hope that the Hand of Reckoning and Hammer of Justice changes aren't permanent. I thought they increased the damage done by HoR to improve the spell. Did all the warriors and death knights and druids complain that our taunt did damage? I use that spell all the time while doing Loremaster to either 1-shot the mobs or cause them serious hurt. Now the only way to damage a creature (again) is to get within 10 yards of it and whack it with judgement. And no, Avenger's Shield is not a good spell to use for this because of the retarded mana cost of it (at present, I have 6k mana in prot spec and it costs me about 1500 mana to cast that spell) and the long 1-min cooldown.
  1. phlagus's Avatar
    Quote Originally Posted by Maneken View Post
    Nobody ask for "less thinking tool", ret paladins survivability is as day and night on beta compared with Wotlk, im not child ask for some skill which will do their job instead of me, but removing magic dispel ability, by changing range classes "slowing" skills with big hole in mobility department as ret your chances on on open field fight as bg is very very low.
    P.s. ty for correcting me on my grammar mistake, im not from english native language country, not offended.
    I think that country is called England. Just a thought.
  1. Daez's Avatar
    Quote Originally Posted by kiphemyst View Post
    "The idea isn't for you to be in Godmode, mowing through everything in your path. The idea is - in fact - for you to have to stop to rest, bandage, heal, every once in awhile. If you are reckless you will absolutely die. This is intended."

    I like where this is going!
    I don't. Lets be honest. We were in god mode a long time ago (even when creatures were still doing more damage). If they don't want us to be in god mode then they should add in some elite mobs that we have to actually work to kill. I'm against anything that requires a group outside of instances from 1-84. However, some elites that are doable solo (maybe duo) if you actually work for it would do a better job of ending the god mode and mix the fights up enough to add some actual variance.

    ---------- Post added 2010-08-15 at 12:23 PM ----------

    Quote Originally Posted by Lord Lichfury View Post
    The mind blast stun buff. Absolutely the best change by far. /drool.
    Its not a stun its a snare. It says unable to move not unable to perform actions.
  1. Aranes's Avatar
    As if shadow priests needed any more tools against melee... *sigh*
  1. Daez's Avatar
    Quote Originally Posted by AgentBuckwald View Post
    Well, then don't make shitty Sigils, Librams, Idols, etc etc...
    I'll have to wait and see how it works. It might be for the better.
    Would you like to desgin them for them? Seriously, they have only hit the mark around 2-3 times since TBC. Before TBC there were quite a few of them, and that allowed for more diversification. If they didn't go with the stat stick idea, they would have needed to add more for each spec per tier.

    ---------- Post added 2010-08-15 at 12:29 PM ----------

    Quote Originally Posted by jsz View Post
    What does this mean? That unless I am constantly tricks'ing the tank, After my initial tricks the mob/boss is gonna turn and splat me? Or is it a nudge in the direction of "let the tank get aggro first, then tricks the other rogue"?
    Actually, its more towards the direction of...

    Tricks the Tank when he needs a threat boost, but its his job to maintain his threat not yours.

    ---------- Post added 2010-08-15 at 12:33 PM ----------

    Quote Originally Posted by AgentBuckwald View Post
    Well, if you are snared, frozen, stunned or sheeped, you can use your PvP trinket immediately, judge the offender and chase them down. Don't just expect Blizzard to hand you tools and not make you work at something... oh wait...
    You do realize Blizzard has already said they are removing the "PvP Trinket" from the game right? They are in the process of removing all talents and abilities (including items) that remove cc effects. Then they are going to actually bother to balance CC vs CC resistance.

    ---------- Post added 2010-08-15 at 12:34 PM ----------

    Quote Originally Posted by phenom568 View Post
    so they are keeping moonkin form cause people want to be a moonkin, however even though people want to be in treeform that doesn't matter and they are cutting it anyway. Moonkin form brings nothing and neither does tree form. Add to this the fact that dps cds are very useful while healing cd usually get wasted. So why in gods name are they changing tree form again?????????

    Pure hypocrisy blizz....only proves how much you talk out of your ass
    very well said!
  1. wildi's Avatar
    Originally Posted by Blizzard Entertainment
    Warlock pets will be getting a similar pass. In general, we want pet dps to be 20-30% of player dps.
    right now warlock pets are a joke, warlock pet dmg is 5% of player dps.
    Quote Originally Posted by Lazertrooper View Post
    Right so what you are saying is, you want warlocks to take less skill because you slack, having 20-30% of their dps coming from ai controlled pet.
    No, I'm saying that warlock pet damage is a joke because warlock pet dmg is 5% of player dps. YOU are talking about lack of skill for whatever reason. Maybe if you go afk then your pet dps will be higher. It's not my fault that pets don't scale properly, thats what I'm saying.
  1. Daez's Avatar
    Quote Originally Posted by nosoup4crr View Post
    Everything I've heard thus far about how classes are competing in PvP says that priests are currently bottom-rung. Of course there will be more passes. So we can't know. But, if your only gauge is how well they're doing in WotLK in addition to the number of buffs they get, it might not be an accurate assessment.
    I really wouldn't mind if priests stayed at bottom rung, and yes I play one. They have been at top rung without really working for it for two expansions just by speccing discipline. They have been the perfered pvp healer for 2 expansions. Its time for them to take a back seat or to work really hard to maintain that position.

    ---------- Post added 2010-08-15 at 12:49 PM ----------

    Quote Originally Posted by huldu View Post
    "[...]Im guessing elemental shamans, shadow priests, moonkins and mages
    Mages won't have downtime if they play correctly (you don't stand toe to toe with mobs as a mage). Elemental shamans, shadow priests and moonkins have never had downtime if played correctly, and now they will have better gear. Increasing mob damage isn't that big of a deal when you have ways to get mana back quickly and heals.

    My point is, downtime is bad, especially in dungeons while leveling. The classes hit the most by this are of course dps mana users. The only class you'll ever wait for in a dungeon is a healer, you'll never wait for a dps getting his mana back. I dont play in the beta so i have no idea how it all works it all works there while leveling. I just hope they dont make the game "boring", yeah, downtime *is* boring. I guess we'll see how it all turns out.
    Make trash borderline deadly and make it a dps race and I guarantee you people will start waiting for dps to have mana. Also, you always wait before each boss, and boss dps maters much more. By level 65 (when this change comes into affect), if you are having mana issues you have problems. They do need to address the fact that melee dps blows caster dps out of the water (and hell the casters normally can't even keep up with the tank on trash at this point and time) for the first 60 levels (easily) though.

    ---------- Post added 2010-08-15 at 12:54 PM ----------

    Quote Originally Posted by deplorable View Post
    although i doubt we'd go back to vanilla where 1 tree (holy) was useful, or tbc (you want to tank?, but you're a paladin.. go heal) or wrath (paladins are balanced, nerf them). But... we'll see how it goes
    Retribution and Protection was still playable in Vanilla. It just wasn't as enjoyable. In TBC, plenty of paladins tanked. They were the prefered trash tanks. They were most definitely the prefered 5 man tank. They just had to understand how to gear themselves, and the ones that thought they geared like warriors were fail. For the better half of WotLK (if not the whole thing) there was nothing at all balanced about retribution. It was the most overpowered class by far. It might still be in PvE since it does very little work to get very big numbers.

    I thought you played a retribution since 1.9 (which was in Vanilla where you just claimed there were not retribution paladins); however, you seem to have a very light grasp of paladin history.
  1. DarkSpectrum's Avatar
    Quote Originally Posted by Pachycrocuta View Post
    I just hope that the Hand of Reckoning and Hammer of Justice changes aren't permanent. I thought they increased the damage done by HoR to improve the spell. Did all the warriors and death knights and druids complain that our taunt did damage? I use that spell all the time while doing Loremaster to either 1-shot the mobs or cause them serious hurt. Now the only way to damage a creature (again) is to get within 10 yards of it and whack it with judgement. And no, Avenger's Shield is not a good spell to use for this because of the retarded mana cost of it (at present, I have 6k mana in prot spec and it costs me about 1500 mana to cast that spell) and the long 1-min cooldown.
    HoR change was because Ret pallies were taunting in PvE for the large amount of damage it can provide and the new mastery would only make it worse. They are also trying to tone down tank threat so having a taunt that forces the target to attack you AND does a high amount of threat is a bit off from their ideas on tanking.

    As for the HoJ change, they're doing the same thing to druids so i'm guessing they want to move away from HoJ working as a stun and an interrupt and just let ret pallies use rebuke for the interrupt (and druids use skull bash).
  1. Daez's Avatar
    Quote Originally Posted by Neichus View Post
    What it came down to was that while it felt reasonable for a DPS class to give up healing most of the time it felt awkward for a Restoration Druid to give up a significant amount of Balance utility (and also nuking with the new scheme) to turn into a tree...
    Don't get me started on the new "scheme." If I wanted to dps, there is a spec for that. However, if even everything you said made 100% perfect sense, what you are overlooking is that trees can now cast dps spells(check out the tooltip). So, if they made this change because they want restoration druids to be able to be more offensive, then please explain to me why they made one of the best offensive cool downs part of tree form and allowed trees to cast damaging spells in tree form.

    ---------- Post added 2010-08-15 at 01:00 PM ----------

    Quote Originally Posted by netwar_ View Post
    Glyphs being permanent ? Another reason to drop this (&/"*&/ profession
    Yes, because off hands and trinkets sell worth crap, eh? Since they are doing a lot of work to make DMF cards all the rage for pretty much every teir for every class, I don't think you could actually say that inscription won't be ranking in the money. Lets just see if they actually accomplish what they said they wanted to do with the profession.

    ---------- Post added 2010-08-15 at 01:04 PM ----------

    Quote Originally Posted by deplorable View Post
    something that's been bugging me, will we be able to skin Worgen players in PvP
    Can you skin taurens? You just answered your own question!

    ---------- Post added 2010-08-15 at 01:15 PM ----------

    Quote Originally Posted by Pachycrocuta View Post
    I just hope that the Hand of Reckoning and Hammer of Justice changes aren't permanent. I thought they increased the damage done by HoR to improve the spell. Did all the warriors and death knights and druids complain that our taunt did damage? I use that spell all the time while doing Loremaster to either 1-shot the mobs or cause them serious hurt. Now the only way to damage a creature (again) is to get within 10 yards of it and whack it with judgement. And no, Avenger's Shield is not a good spell to use for this because of the retarded mana cost of it (at present, I have 6k mana in prot spec and it costs me about 1500 mana to cast that spell) and the long 1-min cooldown.
    Judgements are becoming a base range of 30 I believe, which totally throws your entire argument.
  1. Rifee's Avatar
    Quote Originally Posted by Vasz View Post
    Ret pallys nerfed HARD. Ret aura no longer gives anything. 20% speed buff, 3 % damage buff ... all gone. Seals nerfed into oblivion. And in the same patch, fury warriors got a huge buff.

    Are you serious? Ret paladins were godmodeds on beta accoriding to people posting on forums who play one on, well, beta. YOU don't know how they are do you? Stop applying the current game state to these changes please. For pvp: they got less immunity to kiting (cleanse gone) but got a speed boost and longer judgement. They got new attacks (replaced old ones) , an interrupt (praise the lord eh?), actually more dmg and less "free survivability". It's shaping up to become a good spec for skilled players, and not so insanely SIMple to play. Time to distinguish the good from the bad rets (not that there aren't any now, but..)

    ---------- Post added 2010-08-15 at 01:17 PM ----------

    Quote Originally Posted by Shadowdream View Post
    What? Holy pallies lose their cone heal... for a shitty % increase to healing? Fuck you, Blizzard.
    Learn to read, seriously. It's shamefull dude.

    ---------- Post added 2010-08-15 at 01:19 PM ----------

    Quote Originally Posted by willjones410 View Post
    Boub, I hope that one of your (or Blizzard's) potential foul ups in these notes is this crap about Hot Streak. No longer affects Pyroblast? Great! So what the hell is it suppose to do besides cease being a fire mage's best single target DPS mechanic?
    you too, learn to read:P

    It says "Pyroblast no longer affects hot streak" , not "hot streak no longer affects pyroblast".

    In an earlier build, pyro crits could contribute to getting a new hot streak, which was obviously Insanley OP:P





    PS. The increase in lavaburst dmg is justified, believe it or not:P On beta it actually hit for less then on live sometimes:P
  1. FattyXP's Avatar
    Quote Originally Posted by Neichus View Post
    I'm betting that they're going to make glyphs significantly more expensive to make.

    Right now glyphs are cheap because Blizzard has some expectation that we swap repeatedly. It would be stupid if they were extremely expensive, especially since many of the glyphs are situational. But if Blizzard makes them permanent they'll probably increase their cost of production, and hence cost of purchase, significantly. Probably not to the level of a crafted item, but perhaps more in line with things like epic leg thread/armor.

    Edit: Rukari, your sig made me smile. See Fundamental attribution error.
    Even if they did make the new ones more expensive to make, its not like they can remove the ones made with old world mats. I might exclusively use northrend mats for base materials currently but I trade them in for the lower stuff at the ink trader as many of the good glyphs are lower level. They can't make the skill unlevelable so making them 'more expensive to make" just doesn't work.
  1. willjones410's Avatar
    Quote Originally Posted by Rifee View Post

    you too, learn to read:P

    It says "Pyroblast no longer affects hot streak" , not "hot streak no longer affects pyroblast".

    In an earlier build, pyro crits could contribute to getting a new hot streak, which was obviously Insanley OP:P]
    No, I'm pretty sure it says "hot streak no longer affects pyroblast". I think one of us is having a bit of reading deficiency, that's for certain. Go back and check, and stop being a douche. :P

    But if it really is that HS can't proc off Pyroblast anymore like people are implying, that's cool.
  1. Makeblessing's Avatar
    Vampiric Touch no longer deals damage if dispelled.

    There goes the dot protection and here comes the continuous dispelling again I do note the horror inflicted after it is great since the vampiric touch damage was pretty disapointing to begin with.

    Mind Spike revamped - Blasts the target for 1082.81 to 1144.05 Shadowfrost damage, and increases the critical strike chance of your next Mind Blast on the target by 30%. Stacks up to 3 times.

    If I'm correct Mind spike damage was not enough to fit in a rotation, the instant mind blast was nice for pvp though. right now it's become something entirely useless, at least for pvp as someone would want to apply mind blast right away to make sure the healing debuff is there.

    Paralysis *New* (Tier 5) - When you critically hit with your Mind Blast, you cause the target to be unable to move for 2/4 sec.

    This is nice since it deals with the immobility of shadowpriests however considering we wont start with the haste values we have now anymore it'll be harder to cast and especially when a rogue/dk/warrior is on you and ready to interupt, this also makes the immobilize(presumably not a stun) useless since it takes too much time to get away when afflicted by poison/hamstring etc that you'll enjoy about 1-2 seconds at most since shadowpriests are always the target.

    It'd be nicer if there was a more passive way to survive like druids with their buff to cast roots on an attacker or maybe in the light of a shadowpriest something that absorbs damage instead.
  1. nosoup4crr's Avatar
    Quote Originally Posted by Daez View Post
    I really wouldn't mind if priests stayed at bottom rung, and yes I play one. They have been at top rung without really working for it for two expansions just by speccing discipline. They have been the perfered pvp healer for 2 expansions. Its time for them to take a back seat or to work really hard to maintain that position.[COLOR="red"]
    Well, in fairness, we were referring to shadow priests. And, absent the last couple of months, they've been really awful. I'm not suggesting that they deserve to be overpowered (although, if any spec DOES deserve it, it's Spriests or moonkins), but I'd hope to see them stay viable in a 3's setting.
  1. ostjaevel's Avatar
    # Frenzied Regeneration now Increases maximum health by 30%, increases health to 30% (if below that value), and converts up to 10 rage per second into health for 20 sec. Each point of rage is converted into 3% of max health.
    This is epic win.

    10 rage * 3%/sec * 20 seconds = 30% per second * 20 seconds = 600% HP gained.
  1. Snorri's Avatar
    Shouldn't the talent calculators have been updated by now?
  1. Calsifar's Avatar
    Nobody say nothing about the change of Savage roar i hope this was only a try. On this built SR increase only autoattack damage by 50%. No rake,rip,mangle,sherd,ravenge end FB. A lot of damage loss for a 20% on autoattack ridicolous
  1. Dawn Falcon's Avatar
    Quote Originally Posted by Orochiro View Post
    Its also nice to see that Soothe is becoming more useful now, for both PvP and PvE.
    By "more useful", you mean "Druids will get stuck with that duty". With mana, you can repeatedly cast it from range. Hunters need to use Focus, and can very easily be in a situation where they can't quickly tranq (especially if two are needed), while Rogues need to be in melee range.

    I'm not complaining as a Hunter, but I also have a druid and am rolling my eyes over that.
  1. Crosis's Avatar
    Quote Originally Posted by willjones410 View Post
    No, I'm pretty sure it says "hot streak no longer affects pyroblast". I think one of us is having a bit of reading deficiency, that's for certain. Go back and check, and stop being a douche. :P

    But if it really is that HS can't proc off Pyroblast anymore like people are implying, that's cool.
    Thats what its implying but its horribly worded.

Site Navigation