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by Published on 2010-08-25 09:11 PM

BlizzCon 2010 World of Warcraft & StarCraft II In-Game Items
The Blizzcon 2010 Pet is another Murloc to add to your collection! Will try to get a better picture when the shiny little murloc appears in my game files.
Originally Posted by
"Death will rise from the tide!" Level 80 Elite Tauren Chieftain once warned -- and at BlizzCon 2010, the band's dire musical prophecy will finally come to pass. Everyone who attends this year's BlizzCon or purchases the BlizzCon Virtual Ticket will receive an exclusive set of murlocalyptic in-game items for World of Warcraft and StarCraft II: Wings of Liberty. World of Warcraft players will be joined by Deathy, a murloc companion decked out as Deathwing and doing his best to strike fear into the hearts of Azeroth's crustacean population. You'll also be able to display your tidal pride in StarCraft II with a Murloc Marine character portrait and a pair of deep-sea decals to emblazon on your units, each with a different terran, protoss, and zerg design.

BlizzCon 2010 takes place on October 22 and 23 at the Anaheim Convention Center. For further details or to order the BlizzCon Virtual Ticket, visit
by Published on 2010-08-25 08:17 AM

Throne of the Four Winds - Skywall Raid Instance
Let's post something new today! The Throne of the Four Winds is the raid instance in Skywall, the elemental plane of Air. It will feature 2 encounters:

  • A fight against the "Conclave of Wind", a Djinn council. (The Djinn model in the game files is the one used by Siamat)
  • A fight against Al'akir, the Elemental Lord of Air. (No models yet)

The instance looks similar to the Vortex Pinnacle, the 5-man dungeon of Skywall and players will move between platforms with their flying mounts.

Blue Posts
Originally Posted by Blizzard Entertainment
Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Volley removed
I know I'm going to regret posting in this thread again, but I think it's the right thing to do so I'll take one for the team.

We think Multi-Shot is a more interesting ability and can fill the hunter AE niche (along with Explosive Trap). We'll have to change Multi-Shot from the current version to get it there. I'm very sorry if for some unusual reason Volley was your favorite spell as a hunter. We've been trying to consolidate abilities and free up some bar space and having multiple AEs that competed with each other seems like a good area to hit up. The Volley and Multi-Shot niches were very similar, which resulted in the latter being dead. We wanted to pick one and we though Multi-Shot felt more huntery and less "clunky" (to use a favorite Wow forums term).

Do consider that you won't be AE'ing yourselves through Cataclysm content the way you do currently. When you do need to AE, hunters will have the tools to do so. In situations where you do have to AE, you are probably not also trying to CC. When you're back to the level of trivializing lower level content, nobody is going to say "Don't bring a hunter. Their AE spam isn't spammy enough." We don't consider easily breaking rogues out of stealth a good reason to keep Volley around.

I think that hits most of the reasonable concerns. I care much less about addressing the unreasonable ones.

As always, those of you whose sole contribution is to post very inane or derogatory things will be banned.

Man, have we come a long way from "AE is only for trash." (Source)

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
One Man Army
Yes. Many of the problems we've had with Ret are of the "one man army" category, where a paladin can do a lot of damage, then go defensive and heal themselves up. We love the kit of the paladin who can heal as well as do damage, but it needs to be tightly controlled. Word of Glory gives us that control. We have the room to make the spell really powerful because we know its on a tight cooldown and you sacrifice dps to use it. We can't do that today with say Flash of Light, because once you can cast one strong FoL, you can cast a bunch of them until you go OOM (at which point you Judge or Divine Plea, and you're going again). Similarly, we can make Selfless Healer nearly overpowered because you can't use it on yourself and because even with it you're not going to out compete a Holy paladin in healing. If you can occasionally contribute to group healing in tight spots, then that's great. That's some utility you can provide. (Note: Don't oversell this as "I'll get brought to raids because of my healing.") (Source)

Class balance and RNG
That's the wrong view to take though. The equivalent would be "I'm balanced around getting a crit every swing, so when that doesn't happen, RNG screws me." You get a Templar's Verdict every 3 Crusader Strikes. Sometimes you get lucky and need fewer. You of course need to pay attention for when that happens and be able to react to it and alter your immediate plans. That right there is the element we think is most missing from today's Ret paladin. (Source)

Words of Glory
The amount it heals is most definitely balanced around how good it will be for Holy.
Those numbers don't have to be the same though. The new talent tree design affords us a lot more flexibility in that regard. Part of the reason Word of Glory is so useful to Holy is because it costs no mana. Ret doesn't really care about mana, because it comes and goes easily, but a Ret generally won't be able to sit there and queue up several Holy Lights in a row. They will be able to sometimes use a Word of Glory though. (Source)

New World of Warcraft Fan Wallpaper
The World of Warcraft Fan Wallpapers have been updated with a new wallpaper titled "Cataclysm" by Kenvd.

by Published on 2010-08-24 06:55 AM

Blizzard's PowerAuras - Updated Arts/Icons
I posted about the Power Auras/Spell Procs interface in Cataclysm a few days ago, the feature isn't really implemented on beta servers yet and even if a lot of people are already excited because of how useful it will be, you have to admit it looked ugly.

I have a good news for you, the final version of the spell activation UI will be pretty, very pretty. Apparently, Blizzard will deploy graphics specific to each skill and most of them look just awesome. Keep in mind that it's a beta, all skills might not be implemented yet, etc etc etc ...

Cataclysm Beta - Welcome to the Machine! Spoilers
You thought that The Day Deathwing Came was an awesome quest? Well I'm sure you will like this one even more, I know the people on the forums did.

Blue Posts
Originally Posted by Blizzard Entertainment
Removing prereq talents
Designing as a player typically means trying to change the game's design in ways that make your character more powerful. "Hmm. I have to get talent X in order to get talent Y. But I don't want to get talent X, because then I couldn't get these other talents I want. Therefore, Blizzard should change the talent tree so I can get Y without X." I would say something like 95% of the posts in the role forums are from players wishing their character was more powerful, or other players arguing against those sentiments. I wasn't saying anything about whether designers or players are better people. Just consider your forum suggestions as to whether they would benefit the entire game or if you're really just making them to better your dude.

Players wanting to remove the prereqs is almost always because they want the bottom thing but don't want to also have to get the top thing. In essence, the talent tree design is cramping their style and not letting them just cherry pick whatever talents they want. But that isn't the intent of talent trees. The intent is that you make some choices, and sometimes that means having to spend extra points to get a talent you really want. (Source)

[...] You can take the cynical point of view that every time a player complains about a talent prereq then the prereq is actually accomplishing something. If they don't complain about it, it's probably because it isn't really affecting their decision -- perhaps they would have gotten both talents anyway.

Yes, sometimes talent A is needed for B (because B affects A), but to be honest, we face the same issue when we want to talent an ability that you get at higher level, and what we do in that case is just bundle the talent with something else. It isn't strictly necessary to link the two with a prereq arrow in those cases.

Some of you are sounding defensive, but it wasn't my intention to insult anyone here. I was just trying to challenge you to think about *why* those arrows are there. They aren't random or arbitrary. If they are forcing you to think about things differently, then they are doing their jobs. (Source)

Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Volley removed from the game (And of course when I don't report a missing skill because I think it's a bug, it's actually gone for real)
It's gone. We want to make Multi-Shot the spell hunters use for AE.

Channeling a spell that makes arrows fall out of the sky doesn't feel like a hunter ability and doesn't even really match the name of the spell.

Only class with a minimal range and now without volley only class without an aoe /shakes head
You realize "only class" claims are viewed as a success by the developers. The classes are too similar as it is. (Source)

Most seem to think they simply removed it & that we will be using multishot instead.
Yep. Volley was edging out Mult-Shot, even though we think the latter is the more interesting ability. Volley felt too much like a magic spell and not something a hunter was doing with her bow or gun. (Source)

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Holy Paladin Talents
We do think the Holy paladin tree has a few too many mainstream (meaning as apposed to situational) healing-focused talents. The next build or so should have a tree with more freedom. (Source)

Eye for an Eye
Eye for an Eye will only reflect direct damage spells, not dots. [...] We want the talent (Eye for an Eye) to be situational or at least subjective and not a no-brainer. As an active ability, every paladin would feel compelled to take it, which then gives you fewer points to spend elsewhere. (Source)

Optional Talents
Talents like Eye for an Eye, Selfless Healer and Acts of Sacrifice are designed to be choices. No half-decent paladin is going to skip over a major talent like Sanctified Wrath. But we are trying to design the trees so not every talent is Sanctified Wrath. If part of what attracted you to the paladin class was being able to occasionally throw out a heal to save your friends in a 5-player dungeon, then Selfless Healer might be attractive. If you like having lots of utility in PvP, then Acts of Sacrifice might be a better choice.

It's okay -- intended even -- that some of you would skip over these talents. It's only a problem if everyone does so. We imagine a cookie cutter Ret build would tell you to absolutely take Sanctified Wrath and Zealotry, but to spend a few points where you want. (Source)

Templar's Verdict with one Holy Power
This would be a pretty big dps loss under most circumstances. A 3 charge Templar's Verdict hits so much stronger than a 1 charge, that it's not worth it using Templar's Verdict to fill holes. (Source)

Holy Power generation and skills rotation
It seems to me you are saying there are these abilities that sometimes grant you a charge of Holy Power, but that in order to get Holy Power as fast as possible you need to get lucky several times, so therefore the abilities should just always give you Holy Power.

The rotation is designed around 3 Crusader Strikes. Sometimes it takes fewer than that and you get to use Templar's Verdict sooner. You're not balanced around a maximum efficiency that is dependent on the stars randomly aligning. You're balanced around average efficiency that corresponds to the averages generated by the appropriate random numbers.

I think there is some tension between Exorcism potentially generating Holy Power such that you're not sure what to do when you have 3 charges -- use the Templar's Verdict and potentially waste the Exorcism Holy Power, or use the Exorcism and delay the next Templar's Verdict -- but that seems like an isolated problem (and perhaps not even a major one) and not a reason to make Holy Power generation more consistent. Consistency is what we're trying to downplay in the Ret rotation because it doesn't allow great players to outperform merely good ones. (Source)

Using every GCD
This specific feedback is a tricky thing to handle because a lot of Ret paladins are used to mashing buttons every GCD, and any time they aren't in that state they are going to feel a lack of "rhythm" (as you put it). Yet if you look at rogues and Feral druids, they can't hit a button every GCD because they don't always have the energy to do so.

We don't want classes / specs to use every GCD. We don't think that's good for the game, as I've mentioned before. (Casters do their waiting while casting rather than in between abilities.) The trick is to fill "enough" holes with something. For some players, especially some Ret players, that "enough" is going to feel weird for them unless it means every single hole. That's not what we're going for though. Wasting every other GCD is too extreme and isn't what we're going for either. (Source)

Words of Glory
I usually reget getting into the "what is my role supposed to be?" discussions because players then feel like they're supposed to use that as a constitution to interpret whether their class is performing correctly or not. Let us worry about that. If Word of Glory is so weak that you'd never consider using it, then that's good feedback. If it needs to heal for 50K before you'd ever consider using it, then that's good feedback too (because it either means we're barking up the wrong tree, or you personally aren't the correct audience for that talent). The fact that you have talents that affect a heal should be ample evidence that we want you to situationally cast it. The fact that you have only a couple of talents (and one really aimed at Holy sub-speccing) should suggest that we want to keep it situational. (Source)

Hammer of Wrath
Hammer of Wrath hits too hard to be a rotational ability. We'd have to make the proc really rare or nerf the Hammer of Wrath damage. You might notice we dropped Execute from the Arms warrior rotation for the same reason -- it actually neutered Execute rather than making it a fun ability. (Source)

Retribution mana usage
Ret is designed to be able to hit basic abilities with enough mana. You don't have infinite mana. You'll find that casting heals other than WoG will be really difficult and Consecrate is probably not going to happen unless you situationally find yourself with a lot of mana. In that environment, being able to do something other than dps might be attractive. I think it gets way overplayed on the forums, but it's often nice to offer something other than "I bring damage!" to a group, because everyone brings damage. (Source)

We're going to add a little bit of damage to Justice just because there are several talents that improve Seals in the trees and we don't want those to be completely unattractive to a PvP Retribution paladin. I think it's far too early however to be able to place judgement [sic] calls on whether damage or the movement limitation of Justice is the obvious choice. You can't do much damage if you can't get to melee and typically autoattack-based damage isn't nearly as valuable in PvP. (Source)

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Restorative Totems
Restorative Totems isn't long for the world. It's a poster child for the kind of talent we're trying to prune. We just haven't finalized a suitable replacement yet. (Source)

Telluric Currents
We want Telluric Currents to be optional. It won't be an effective way to restore your mana, but it might make you feel less guilty about throwing out a Lightning Bolt in a world where mana is more precious. (Source)

Wrath of the Lich King Launches in Mainland China August 31
We finally have a release date for the expansion! It's just not the one most of us are waiting for. ^^
Originally Posted by Blizzard (Blue Tracker)
The shadow of Icecrown Citadel grows longer, and the armies of the Scourge prepare for battle on a new front.... We're pleased to announce that World of Warcraft: Wrath of the Lich King will be released in mainland China on August 31! For more information, check out our recent press release.
by Published on 2010-08-23 03:06 AM

Cataclysm Mounts - Drakes of the Wind, Stone Drakes, and Camels
Mounts didn't get a lot of love on the front page since the beginning of the beta. A lot of stuff was implemented in-game during the latest beta update and we now have a decent idea of what to expect in-game. I tried to restrict it to the mounts that we will most likely see in-game, more recolors are available but they aren't always linked to an item, etc ... Let's keep it simple for the moment.

This is not a complete list of all the mounts added to the game with Cataclysm, I'll do that a little later when most of them are added to the game.

Drakes of the Wind
The only known drop location is the Reins of the Drake of the East Wind rewarded from Glory of the Cataclysm Raider achievement.

Stone Drakes
Only 2 stone drakes seems to be implemented for the moment, the only known drop location is the Reins of the Volcanic Stone Drake from the Glory of the Cataclysm Hero achievement.

Last but not least, camels! Absolutely no idea where they are from, but they will most likely be linked to Uldum. No animations yet = No video needed.

Blue Posts
Originally Posted by Blizzard Entertainment

Crowd Control spells cast time increased to 2 sec
Pretty much. The crowd control spells were never designed around the existence of haste. Asking anyone to interrupt a 1.1 second Polymorph isn't reasonable. Health pools are going to be a lot larger, so control is going to play a larger role than burst compared to the live environment. On the other hand, dispels are more expensive in Cataclysm and you can waste a dispel now if there is nothing there to dispel.

So I'm right in my sentiment that, instead of correcting haste affecting utility spells, we now all get to suffer even further exacerbated haste dominance?
I never follow this line of thinking. Yes, making it harder to have a [very fast] cast time requires more haste. But you have to make a big trade off for that haste, such as having a lower crit chance for your damage spells. That seems like a reasonable enough trade off that you'll at least have to consider it.

You can argue that haste is over-valued in PvP because of the risk of interruption, which is much less of a big deal in PvE. Therefore making the cost per stat of haste higher in PvP seems perfectly reasonable. I wouldn't call that "exacerbated dominance." I'd say it's adjusting it to its actual value in PvP compared to other stats. (Source)

Buffs improvements in talents
There is no difference between "talents that increase potency of buffs" and "talents that increase range of buffs". In both cases you must spend talent points to bring a buff up to par with something other classes offer. In both cases, the baseline buff has something about it that's inferior. So if there's some sort of difference that I'm missing here, please share with the class. No one else can see the difference either.
That's not our definition. If you bring an 8% attack power buff and someone else brings a 10% attack power buff, then the other guy will generally be more desirable. If you have an 8% attack power buff but a talent that brings it up to 2% (and only that), then you have a talent you probably don't want to spend and feel dumb spending whenever the 10% guy isn't around. This is the case with many talents in Lich King, such as Improved Blessing of Might. These are the class of talents that we said we would remove (and then proceeded to do so).

Once you get beyond the buff itself, there are a variety of ways it is produced by a character. Sometimes it's a base spell. Sometimes it's a talent. Sometimes it's a passive aura. Sometimes it's a proc. Sometimes it goes away when the dude dies. Sometimes it lasts for a duration. We're not interested in making all of these parameters identical, and we think the game would suffer from a pervasive sameness were we to do so. We also think most raiders are sensible enough not to disqualify someone because his buff isn't produced in the absolute most convenient way possible. "Our dps would go up 2% if we had 10% attack power instead of 8% attack power" seems like a reasonable sentiment. "Our dps would go up if the range on this buff were longer" seems like you're really down in the weeds of things to actually worry about. (Source)

Goblins & Worgens DK on Beta
Both goblin and worgen will be unable to finish the DK starting zone until we get back to it and add the goblin/worgen "Special Surprise" quests. Until then you'll be stuck. (Source)

Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Rhumba removed from the game
We were sad to see this talent go, because we thought it was cool too. However, BM just had too many damage-oriented talents, which was preventing those hunters from being able to pick up the utility or fun talents, which in turn violated a major goal of the talent tree revamps. (Source)

Swapping pets
If our pet dies, can we use Feign Death, drop combat, and instantly bring out one of our 5 different pets in that short window of being out of combat in an Arena Match?
No, because you have to dismiss a pet before you can summon a new one. You also need to rez a dead pet before you can dismiss it. It's possible that allowing all of that in combat is fine since it would take so long to actually pull off and in the meantime you could just have rezzed your pet (or healed an injured one rather than dismissing it).

On the other hand, dismissal no longer affects happiness in any way since the new model is you can swap them more regularly. Your pets just have to learn not to get all emo about it. (Source)

Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
How to make lightwell work: Change clicking range to 15y, Make clicking it not change target
As I have said previously, this is the plan. We just haven't been able to test it yet, and the talent has enough baggage that it's hard to get players to even try it. (Source)

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Elemental shamans
Elemental Reach affects all shocks. (Elemental only).

Totemic Reach increases the range of Searing Totem. (Tier 2 Enhance, so available to all shaman.)

If you're fighting a shaman with a bunch of Lightning orbs and you're worried about damage, just go hit the shaman. That still removes the orbs.

Rolling Thunder is 2% mana return, not 1%.

[...] Yes, we have made further changes to the tree since the build that you have available now. They are predominantly talent changes and not gameplay changes. Earth Shock was the big one. (Source)

Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Demonic Rebirth
Demonic Rebirth has a long cooldown. (Source)

The MMO Report
It's monday, and it's time for my weekly answer to people who point out that this site can't be called MMO-Champion if it only talks about WoW. Thank you MMO Report!

Dark Legacy Comic #252 and Teh Gladiators #160 + #161 are out!

by Published on 2010-08-20 11:45 PM

Update 01:00AM PDT - Just for fun, here is a list of 8000 items datamined in this build. Most of them are dev/internal items, with a couple of Cataclysm goodies such as Essence of the Underworld (NYI), Reins of the Grey Riding Camel, Reins of the Drake of the North Wind etc ... at the end. The HTML file is quite big, you might want to use Chrome to open it if your browser struggles.

Update 11:30PM PDT - Ok, Soul Link is still here, it just doesn't show up in the spellbook before you train it, I guess I'll just hug the trainers for future beta builds, looks like spellbook "alerts" and spells are implemented separately. Also, the hunter dead zone is confirmed to be a bug.

Also, a couple of people reported a deadzone on ... Mind Sear, I'll just assume it's also a bug. (But this kind of stuff is impossible to confirm on my side, that's not misinformation, only Blizzard knows what's bugged and what isn't :/)
Originally Posted by Ghostcrawler (Blue Tracker)
To clear up a lot of misinformation...

Soul Link is a trainable ability.
Hunters still have a minimum range.
Demonic Rebirth has a significant cooldown.
Warlocks still have a cast time to summon demons, but can dismiss them instantly.
Hunters can summon pets instantly, but have a cast time to dismiss them. They cannot switch pets in combat.
Call Stabled Pet has been removed since hunters can call any of their 5 active pets.

Update 09:00PM PDT - Servers are up, updated Worgen creation screen, Rhumba is indeed gone.
Update - Removed Rhumba and Soul Link changes, might be a parsing bug. Will wait and see in-game.

Cataclysm Beta - Build 12803
A new build is being deployed on beta servers, stay tuned for more updates in the next hours.

Talent Calculator - Build 12803 has been updated to the latest beta build.

Worgen Creation Screen
The Worgen creation screen now displays both Worgens and Human appearances of your character. You cannot customize them separately (for the moment?).

Originally Posted by Blizzard Entertainment

Raids & Dungeons




Spell Diffs
Originally Posted by Blizzard Entertainment


Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Blood Strike now deals an additional 10% damage for each of your diseases on the target. Down from 12.5%.


Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Wild Mushroom changed, only 3 mushrooms can be placed at one time (Down from 5).
  • Cyclone cast time increased to 2 sec. Up from 1.5 sec.
  • Faerie Fire now has a 35 yards range, up from 30 yards.
  • Insect Swarm now has a 40 yards range, up from 30 yards.
  • Starfire now has a 40 yards range, up from 30 yards.
  • Entangling Roots now has a 35 yards range, up from 30 yards.
  • Thorns now lasts 20 sec, down from 10 minutes. Damage increased by 1400% (Deals 447 damage instead of 32)
  • Moonfire now has a 40 yards range, up from 30 yards.
  • Wrath now has a 40 yards range, up from 30 yards.
  • Moonkin Form now increases Nature and Arcane spell damage by 10%.
  • Starlight Wrath now reduces cast time by 0.15/0.25/0.5 sec. (Up from 0.1/0.2/0.3 sec)

  • Lacerate now stacks up to 3 times, down from 5 times.
  • Mangle (Bear) no longer has a cooldown.
  • Improved Feral Charge is now named Stampede
  • Heart of the Wild moved to Tier 1 restoration.
  • Furor is now a Feral Tier 1 talent - Gives you 33/66/100% chance to gain 10 Rage when you shapeshift into Bear Form, and you keep up to 33/66/100 of your Energy when you shapeshift into Cat Form, and increases your total Intellect by 2/4/6%.

  • Tranquility now heals every 2 sec, down from 5 sec. (Old tooltip bug?)
  • Rebirth now has a 40 yards range, up from 30 yards.
  • Revive now has a 40 yards range, up from 30 yards.
  • Empowered Rejuvenation (Tier 6) renamed to Swift Rejuvenation (Tier 5) and revamped - Reduces the global cooldown of your Rejuvenation by 0.25/0.5 sec.
  • Efflorescence now affects friendly targets within 4 yards, down from 15 yards.
  • Wild Growth mana cost reduced to 27% of base mana, down from 55% of base mana.
  • Fury of Stormrage moved from Tier 5 to Tier 4. Now also reduces the mana cost of your Wrath spell by 50/100%.
  • Gift of the Earthmother moved from Tier 5 to Tier 6. Rejuvenation spell instant heal increased from 3/6% to 5/10%.
  • Nature's Bounty now increases critical strike chance on Regrowth by 20/40/60% (Up from 10/20/30%) and now has a 33/66/100% chance to proc. (Up from 20/40/60%)
  • Empowered Touch now Increases the healing done by your Healing Touch and Nourish spells by 5/10%, and your Nourish spell has a 50/100% chance to refresh the duration of your Lifebloom on targets.
  • Naturalist moved from Tier 2 to Tier 1. Changed to 2-Ranks, down from 3-Ranks. Reduces the cast time of your Healing Touch and Nourish spells by 0.25/0.5 sec. (Up from 0.15/0.35/0.5 sec)
  • Natural Shapeshifter is now a 2 ranks talent, down from 3 Ranks.
  • Nature's Cure (Tier 5) *New* - Empowers your Remove Corruption spell to also remove a magic effect from a friendly target.
  • Heart of the Wild is now a Tier 1 Restoration talent - Increases your maximum mana by 5/10/15%. In addition, while in Bear Form your Stamina is increased by 3/7/10% and while in Cat Form your attack power is increased by 3/7/10%.

Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Beast Mastery

  • Aimed Shot now has a 40 yards range, up from 35 yards.
  • Concussive Shot now has a 40 yards range, up from 35 yards.
  • Steady Shot now has a 40 yards range, up from 35 yards.
  • Arcane Shot now has a 40 yards range, up from 35 yards.
  • Auto Shot now has a 40 yards range, up from 35 yards.
  • Chimera Shot now has a 40 yards range, up from 35 yards.
  • Marked for Death revamped - Your Arcane Shot and Chimera Shot have a 50/100% chance to automatically apply your Hunter's Mark ability instantly onto the target.
  • Bombardment no longer increases the critical strike chance of your Volley.
  • Silencing Shot no longer deals damage.


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

  • Polymorph now has a 2 sec cast time, up from 1.5 sec. (All forms of Polymorph affected)

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Healing Hands is now named Holy Radiance.
  • Denounce is now a Tier 3 talent, down from Tier 5.
  • Illumination is now a Tier 5 talent, up from Tier 3. Now 2 Ranks instead of 3 Ranks. you gain mana equal to 15/30% of the base cost of the spell. (Up from 10/20/30%)


Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Renewed Hope now increases critical effect chance by 5/10%, up from 3/6%.

  • Holy Word: Chastise *New* - Chastise the target for 563.9 to 632.71 Holy damage, and Immobilizing them for 2 sec. 15% of base mana, 30 yd range, Instant cast, 45 sec cooldown
  • Heavenly Voice is gone.
  • Binding Prayers is gone.
  • Holy Concentration moved from Tier 4 to Tier 3 and revamped - Increases the amount of mana regeneration while in combat by an additional 10/20%.
  • Serendipity now reduces cast time by 10/20% (up from 6/12%) and also reduces mana cost by 5/10%. Stacks up to 2 times, down from 3 times.
  • Surge of Light is gone.
  • Revelations (Tier 5) *New* - While in a Chakra state, your Holy Word: Chastise ability will transform into a different ability depending on which state you are in. Holy Word: Serenity (Heal) - Instantly heals the target for 3161.85 to 3730.47, and increases the critical effect chance of your healing spells on the target by 25% for until cancelled. 45 sec cooldown. Holy Word: Aspire (Renew) - Instantly heals the target for 2363.56 and another 4471.99 over until cancelled. 15 sec cooldown. Holy Word: Sanctuary (Prayer of Healing) - Blesses the ground with Divine light, healing all within it for 298.75 to 355.32 every 2 for 15 sec. Only one Sanctuary can be active at any one time.
  • Twirling Light (Tier 6) *New* - When you deal damage with Smite, Holy Fire, or Holy Word: Chastise your next Flash Heal is instant at 75% reduced mana cost, but heals for 30% of the amount. Lasts for 10 sec. When you deal damage with Smite, Holy Fire, or Holy Word: Chastise your next Flash Heal is instant at 75% reduced mana cost, but heals for 60% of the amount. Lasts for 10 sec.

  • Mind Spike now has a 35 yards range, up from 30 yards.
  • Mind Sear now has a 35 yards range, up from 30 yards.
  • Mind Control now has a 30 yards range, up from 20 yards. 2 sec cast time, down from 3 sec.
  • Devouring Plague now has a 40 yards range, up from 30 yards.
  • Mind Flay now has a 40 yards range, up from 30 yards.
  • Mind Blast now has a 40 yards range, up from 30 yards.
  • Darkness now increases Spell haste by 1/2/3% instead of increasing Shadow damage by 2/4/6%.

Rogue (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Smoke Bomb now has a 8 yard radius, down from 10 yards.
  • Serrated Blades now has a 10/20% chance per combo point to proc. (Up from 6/12%)

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Totemic Wrath is now a Tier 4 talent, down from Tier 5.
  • Unrelenting Storm is gone.
  • Fulmination (Tier 5) *New* - When you have more than 3 Lightning Shield charges active, your Earth Shock spell will consume any surplus charges, instantly dealing their total damage to the enemy target.
  • Rolling Thunder (Tier 4) *New* - When you deal damage with Lightning Bolt or Chain Lightning while your Lightning Shield ability is active, you have a 30/60% chance to recover 1% of your mana and to generate an additional Lightning Shield charge, up to a maximum of 0/9 charges.

  • Elemental Weapons reworded - Increases the passive bonuses granted by your Flametongue Weapon and Earthliving Weapon abilities by 20/40%, the damage of your extra attacks from Windfury Weapon by 20/40%, and the effectiveness of the ongoing benefits of your Unleash Elements ability by 25/50%.

  • Totem of Tranquil Mind now causes party or raid members within 30 yards to lose 30% less casting or channeling time when damaged.

Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Seed of Corruption now has a 35 yards range, up from 30 yards.
  • Curse of the Elements now has a 40 yards range, up from 35 yards.
  • Curse of Tongues now has a 40 yards range, up from 35 yards.
  • Drain Mana now has a 40 yards range, up from 35 yards. Now lasts 3 sec, down from 5 sec.
  • Bane of Doom now has a 40 yards range, up from 35 yards.
  • Curse of Weakness now has a 40 yards range, up from 35 yards.
  • Fear now has a 30 yards range, up from 20 yards. Cast time increased from 1.5 sec to 2 sec.
  • Bane of Agony now has a 40 yards range, up from 35 yards.
  • Drain Soul now has a 40 yards range, up from 35 yards.
  • Unstable Affliction now has a 40 yards range, up from 35 yards.
  • Drain Life now has a 40 yards range, up from 35 yards.
  • Doom and Gloom now increases critical strike chance of Bane of Agony by 4/8% instead of increasing its damage by 5/10%.

  • Summon Felhunter, Summon Succubus, Summon Felguard, Summon Voidwalker, Summon Imp now have a 6 sec cast time. Down from 10 sec.
  • Demon Soul now costs 15% of base mana instead of 1 Soul Shard.
  • Demonic Aegis revamped - Increases the amount of health generated through spells and effects granted by your Demon Armor by 25/50%, and increases the amount of health regenerated by your Fel Armor by 50/100%.
  • Master Summoner now reduces casting time of summoning spells by 0.5/1 sec (down from 2/4 sec) and mana cost by 50/100%. (Up from 20/40%)
  • Demonic Rebirth (Tier 2) *New* - If your summoned demon dies, you gain the Demonic Rebirth effect reducing the cast time of your next summon demon spell by 50/100%. Lasts for 10 sec.
  • Fel Armor spell power bonus no longer scales with Spirit.

  • Fel Flame now has a 35 yards range, up from 30 yards.
  • Incinerate now has a 40 yards range, up from 30 yards.
  • Soul Fire now has a 40 yards range, up from 30 yards.
  • Shadow Bolt now has a 40 yards range, up from 30 yards.
  • Bane of Havoc now has a 40 yards range, up from 30 yards.
  • Shadowburn now has a 35 yards range, up from 20 yards.

Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Nothing for you in this build it seems.

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