• by Published on 2010-09-05 10:17 AM

    Stormwind Improvements - New Textures
    Stormwind has been improved once again in the latest beta build and I have to admit, the new textures on the floor look really nice.

    Cathedral Square

    Pop Up Image Pop Up Image Pop Up Image

    Dwarven District

    Pop Up Image Pop Up Image

    Trade District

    Pop Up Image Pop Up Image

    Old Town

    Pop Up Image Pop Up Image


    Blue Posts
    Originally Posted by Blizzard Entertainment

    Leveling makes you "weaker" in Cataclysm
    Your primary stats go up, but your combat ratings go down. The reason for this is that those ratings convert to percentages. If you started with say 50% crit chance, and then gained a level and your new gear had say +4% crit chance instead of +2% crit chance, then you'd quickly get to 100% crit and stay there. This was the reason we implemented combat ratings in the first place. (You can blame Blackhand's Breadth.)

    This particularly gets to be a problem when you reach max level. The reason is because you are going to go through several tiers of gear without increasing your character level, so we need to have enough space in the numbers for them to increase. We figure out what the highest say crit and haste chance the game can handle and then work backwards giving each tier a meaningful upgrade (or getting new gear won't be fun) and that determines the combat ratings on the starting gear.

    We definitely understand the confusion / weird perception issues this causes and we've talked about some ways to completely revamp the game's combat equations so that we didn't need to use percentage-based stats influenced by ratings with diminishing returns. That is too large a change for Cataclysm, but something we might do in the future (when we aren't also tackling talent and glyph revamps).

    Also remember that if you are leveling to 85, you are skipping over a lot of potential quest rewards that you can't get yet. The item leaps among levels are pretty large at level 80-85, which we had to do to make the upgrades feel meaningful. (Imagine the alternatives where you could go to Twilight Highlands directly from Icecrown and do okay.) Once those quest items are in, you'll be more powerful as you level. (Source)

    Tuning abilities numbers
    A lot of you are focusing on numbers, which are just such easy things to tweak at this stage that we haven't turned our attention to them yet. If a "fun" ability for you is synonymous with "one that hits hard" then what you find fun is liable to be random and switch from build to build.

    We have adjusted mob health and damage quite a bit in the beta and we're going to continue to do so. In LK, quest mobs got to be a bit of a joke, such that everyone was used to killing clouds of them with ease. We're trying to return to a world where you can generally handle one, but might want to think about using some of your crowd control or emergency buttons when you get an extra one or two. (Again, that's the intent. We're still adjusting things to get there.) (Source)

    Uldum and Twilight Highlands are hard!
    Unfortunately, this is the most salient point in the original post. Everything from mana cost to tank damage are designed around having the correct gear. Doing an 85 zone in 83 gear is much, much harder than doing a 75 zone in 73 gear. Why? Because with only 5 levels, we made the level to level jump in item stats really high. That also means mobs also jump up a lot in power from level 73 to 75.

    Almost every "Wow, things are hard" thread I have read on this and other forums are a direct result of not having Uldum and Twilight gear yet. We thought long and hard about whether it was a good idea to bump the level cap without that gear in place. In the end, we thought it was worth getting feedback on the quest design and some of the encounter design. But encounter balance is enormously dependent on having the right gear. Just keep that in mind. Things will feel better when you have ugrades available. (Source)

    Healing throughput
    Throughput won't go up enormously, but it will go up. Regen will go up. Most importantly, tank health and total dps will go up a lot. You won't be able to top anyone off in a GCD, but nobody will die so quickly that you'll need to. In all of our dungeon tests, tanks don't die in 2 or 3 hits unless they are doing something very wrong in the encounter. (Source)


    Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Dark Simulacrum
    There' still some polish needed on Dark Simulacrum. We are going to try and let it affect everything we possibly can, but there have to be some limitations. Copying pets and the like is just something we can't handle really well. We also need to make sure that some effects have a duration. It's probably okay to copy Shadowform, but Shadowform itself has no duration and the DK version needs to. (Source)

    Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Hammer of the Righteous
    I think if Hammer of the Righteous went back to its old design of hitting 3 targets, you'd see the forums swarming with paladins in a few weeks demanding some way to AE, such as... removing the cooldown on Consecrate again. There is no way to change the Prot paladin rotation up without changing some core abilities, and we are committed to changing the Prot rotation up.

    We have some room to experiment with the proc rates for Grand Crusader, but remember that the more often it procs, the weaker it has to hit. (Source)

    Tanking in Cataclysm
    Generally, you should use Inquisition when AE tanking, since it will boost the Holy portion of Hammer of the Righteous as well as Consecrate. You should use Shield of the Righteous when fighting single (or perhaps 2-3) targets, because it's going to hit a lot harder.

    Beyond that, you have a few options. You can glyph Avenger's Shield to focus on one target if you'd like. You can switch to Shield of the Righteous even on group targets when you get Sacred Duty procs. You can use Grand Crusader procs to focus on the targets you are already in melee with, or use Avenger's Shield on additional targets to help hold threat. Consecrate isn't the "threat glue" is used to be, nor does it have 100% up time, so you're going to have some choices about when and where you use it. (Source)

    Words of Glory
    The main strength of Word of Glory is its cost. No matter how strained mana might get, you're always going to have ample usage of an instant, free heal. (Source)

    Healing Mods Talents
    It's difficult to offer talents that mod the other heals. If you have a talent that makes Flash of Light more cost effective or Divine Light faster, then those aren't really filling those niches anymore. We had a lot of problems like this in the past where a combination of talents, glyphs or set bonuses made Flash of Light or Holy Light the obvious heal for paladins, and the other one just died. We want to use all 3 of the cast-time healing spells in Cataclysm, but we're offering the most gameplay around Holy Shock and Word of Glory, because those are what make Holy paladins feel the most different from other healers. (Source)

    Beacon of Light
    As others have pointed out, Beacon just can't stay as "I heal at 200% effectiveness" in the Cataclysm healing model. It will still give you extra healing, particularly with the Tower of Radiance component. (Source)

    AE Healing
    We're not worried about the AE healing situation. In Lich King there were situations, especially in raids, where healers were called upon to instantly heal multiple targets at once or someone was going to die. With the larger health pools in Cataclysm, those situations are just going to be very rare. AE damage, and sometimes raid-wide AE auras, will still exist, but your tools are more than adequate to handle them. No, Light of Dawn may not take 5+ targets from 50% damage to 0% damage, but it also doesn't need to. You'll have time to top them off with single target heals, or just wait until the next AE heal is available. We just don't think spammable AE heals are that fun. If we wanted them to be a big part of the game, we'd need to make actual AE healing rotations that did more. The LK scenarios of hitting Wild Growth and Circle of Healing on cooldown are not something we want to go back to (plus, we've increased those cooldowns). (Source)

    Healing and Mana management
    Right. Another way to think of it is Heal, Holy Light and Healing Wave are essentially your heal autoattacks. They won't do anything too impressive, but you can essentially do them forever. (Source)

    Holy Mastery Shield
    The paladin mastery should definitely replace a lower shield with a larger one. We're a bit hesitant to just let you continually stack the shield up to its max size. That feels more annoying if anything because then paladins would feel compelled to spam heals on a tank before the pull so they could start with a max strength shield and then drink to restore the mana investment. (Source)

    Guardian of Ancient Kings
    The Guardian of Ancient Kings shouldn't take damage or die. (Source)

    Exorcism
    As far as where things are supposed to be, we don't want Exorcism to be the largest source of your damage. There were a couple of bugs with the spell implementation (double dipping on AP for instance) and we also recently decided to change Ret's mastery to no longer affect Holy damage, since it was just propping up Exorcism too much. (Source)

    Templar's Verdict/Divine Storm without 3 Holy Power
    We think situationally you will want to use TV or Divine Storm with less than 3 stacks. However, if it's very efficient to do so, then players will never wait for 3 stacks because having 3 smaller hits is more valuable than having 1 large hit of the same total damage. (Source)

    Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Griefing friendly players with Leap of Faith
    Leap of Faith needs to be constrained to your group only. (Source)

    Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Enhancement
    In my experience, every time I read one of these "lack of focus" or "we don't have a role" threads, it's nearly always because the players are looking for something very different in the class than what it offers and are trying to steer things in a different direction. As such, we generally don't get much useful feedback out of these "existential crisis" kinds of discussions.

    Think really hard about what it is you're asking for. Are you trying to turn Enhancement into a Fury warrior? Are you trying to make a true hybrid that fills many roles at once? Do you just want to be the superhero that always saves your party? Or are you just busting with spell ideas that you'd like to see get implemented? Try and stick with the details and not the big picture from 10,000 feet high. What is the problem you're trying to solve? The intent of the spec design isn't something you need to solve. Figuring out the rough edge that don't feel right is where you can be more helpful.

    Enhancement is a spec designed around combining melee weapons strikes with spells. They also have totems and weapon enchants. Almost all of the talents in the tree support that direction. If half of your talents were trying to turn you into a healer and half of them were trying to turn you into a tank or something, then I'd understand the "no consistent direction" feedback. But that's not what the tree does at all. Stormstrike boosts weapon and spell damage. That is the tree in a nutshell. Other talents boost melee damage or spell damage or both. There are a few survival-oriented talents that should have even more use in PvE in the Cataclysm environment, but are still optional.

    Feedback on which abilities you like or dislike or talents you find useful or not useful is totally appropriate and appreciated. The whole "we're adrift at sea without a direction" nearly always comes across as QQ at best or "here is my pet list of talents" at worst (whether it was intended to or not) so my advice is just to avoid it.

    I'm not trying to shoot down the feedback. I'm trying to steer it into a format that is more likely to produce the kind of results that I sense you're really looking for. (Source)

    Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Icon Highlights
    The icon highlights for things like Overpower and Revenge need a little more polish so that they don't stay lit all the time or light up during a cooldown. (Source)

    Colossus Smash
    Colossus Smash is indeed still bugged and will make targets harder to kill. It required new tech to get this effect working at all, and it's going to take some time before it is working correctly. (Source)

    Heroic Leap
    The Thunder Clap portion of Heroic Leap was the subject of much derision on this very forum. If you liked it, you should have stuck up for it then. It's gone now.

    That sounds harsh, which isn't my intention, but it is really, really common on these forums to see a concerted effort among some players to say "Change X" and then when we do, other players come out of the woodwork to say "But we liked X!" I can't suggest a great solution to that except to pay attention to the kinds of discussions that are happening, and chime in if you disagree with something strongly. (Source)

    Damage Tuning
    We aren't focused on numbers tuning yet, so comments like "RB doesn't hit very hard" or "SMF doesn't compete with TG" just aren't going to be terribly useful posts at this stage. If your measurement of "fun" is "hits for big numbers" then you aren't going to be able to provide beta feedback that helps the developers much. (Source)

    Tooltips not showing "true" damage
    We'll make sure the tooltips reflect the actual damage being done. It's hard to know without looking at each spell individually whether the damage is wrong or the description. (Source)
    by Published on 2010-09-04 08:44 AM

    Muffins Presents Cataclysm Part 2: Eastern Kingdoms
    Muffins released a 2nd video preview of Cataclysm, it focuses on the Maelstrom/Eastern Kingdoms and is as good as the first one posted a few weeks ago.




    Grim Batol Screenshots and Dungeon Loot
    Grim Batol is now active on beta servers and players can explore the instance as they wish (flying mounts work there apparently), here are a couple of screenshots from this dungeon.


    Pop Up Image Pop Up Image Pop Up Image Pop Up Image
    Pop Up Image Pop Up Image Pop Up Image Pop Up Image
    Pop Up Image Pop Up Image Pop Up Image Pop Up Image
    Pop Up Image Pop Up Image Pop Up Image Pop Up Image
    Pop Up Image Pop Up Image Pop Up Image

    Now that all dungeons are now active on beta realms (more on that later), a lot of items have been discovered on PTRs. I cannot sort them by instance yet but lvl 85 normal instances are definitely dropping ilvl 333 loot. Couple of issues with the new in-game cache format, we'll stick to screenshots for the moment.

    Models aren't implemented yet.





    Blue Posts
    Originally Posted by Blizzard Entertainment

    Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Pestilence
    We're starting to think that the ship has just sailed on Pestilence. As I said, our original intent was that Blood Boil be the main AE attack, but now we're considering making Blood Boil more for tanking, letting Frost use Howling Blast and letting Unholy use Pestilence, because, you know, diseases.

    That is a really great idea. Have you given any thought as to how you would implement it? Like would Unholy be the only spec that could spread full strenght diseases?
    Something like that. Full strength might be too powerful, but we'll see. Unholy still has a few too many talents like Improved Icy Touch and Corrupting Strikes, so this might be a good replacement (though likely deeper than those two examples). (Source)

    Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Retribution Mastery
    We have actually changed Retribution's mastery. Having both it and Inquisition boost Holy damage was giving too much power to things like Exorcism (over which you have very little control) and not enough to things like Templar's Verdict (which is supposed to be the centerpiece of your rotation). The new mastery will emphasize Templar's Verdict more. (Source)
    Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Warlock Pets
    While we generally still want to adhere to the goal of Felhunter = Affliction, Felguard = Demo, Imp = Destro, we want everyone to use their other demons sometimes too. That involved making a lot of changes.

    For starters, their damage and survivability will move closer together. We want the decision to be more about utility of their abilities than dps or squishiness. Under the new scaling model, the Imp and Succubus have health, mana and armor not too far off from the Felhunter.

    We tried out the Imp doing friendly damage when he dispelled because we thought it was interesting for the demonic feel, but we have already removed it. We also tried an ability to knock allies out of CC that break on damage, but we now think that would be too powerful. Currently the Imp still does a dispel on allies.

    We wanted to split Devour Magic into offensive and defensive components or else we felt like the Felhunter would always be the obvious choice for PvP. Now you can choose between having an off-the-GCD silence / interrupt and an offensive dispel / purge -or- having a defensive dispel, increases health and an escape tool.

    Like everything else in beta, these are subject to change. We're close to being able to get more max-level PvP feedback and will buff or nerf abilities accordingly. (Source)
    by Published on 2010-09-03 06:49 AM

    New Website Design - Feedback Needed!
    My lovely new tech team is working on a new design for the site and I figured it could be nice to ask for your opinion while things are still in development. There is a dedicated post on the Suggestions & Feedback forum where you can give your opinion and complain about the annoying things before it goes live.


    Important
    • No, we're not reducing the amount of news posts on the front page to 2, it will remain the same old super-long front page.
    • I'm mostly looking for people who have good idea on how to improve things, if you really hate something try to elaborate and offer ways to do things better. (Please post in the Feedback Thread)
    • It's a 1680x1050 screenshot because this is the most used resolution on the website, it should work fine on lower res.



    WoWTal.com Updated to Build 12857
    Had a few hiccups with the latest build because of the server migration but the cataclysm talent calculator is now updated to the latest beta build.



    New Race Introduction Cinematics
    TotalBiscuit compiled all the new introduction cinematics added to the game in the latest beta build. All races character creation cinematics have been updated to reflect all the recent changes to the lore, including upcoming changes, and you might want to check them out.

    Disclaimer: There are a couple of major spoilers there





    Cataclysm Glyphs
    Originally Posted by Ghostcrawler (Source)
    Prime glyphs aren't going to be exciting in a "change up your rotation" style. We want primes to be unambiguous dps (etc.) increases so we figured they might as well be easy to understand rather than something so convoluted that everyone would just go to a fansite to see which 3 to pick.

    The majors are more interesting, because they are either not dps increases at all, or dps increases in ways that are tricky to math out. We think players will debate and geek out more about which majors to use, and with the new glyph design, swapping them out once in awhile isn't very painful.

    Minors are basically convenience or fun.

    We don't want glyphs to change rotations. We feel that was a mistake in LK. Talents should affect your rotations, and glyphs should just provide a little bit of customization and power. We fixed some class problems with glyphs in LK, which was an easy solution to do at the time, but now is the time to undo all of that and let the classes stand on their own without the glyphs.

    I'm not sure I agree with this. I can understand wanting to keep it simple, but like someone else said, if you're going to have 3 glyphs that we're always going to have with no variation, and none of them have any effect on the rotation... couldn't we just stick with minor/major glyphs, and just remove the prime glyphs entirely?

    First, it would be a weird world in which a warrior say could glyph Charge and Battle Shout but not Mortal Strike. It might make sense to savvy players who thought through it, but I'd wager you'd also see a lot of "Why don't they make glyphs that affect the buttons I care most about? Blizzard is dumb." (And to be clear, the point of that is not to defend ourselves against agitated forum posters, but that if something in the game is confusing like that in can get in the way of having fun.)

    Second, gaining power when you level up is fun. Hitting a milestone where you get a noticeable damage bonus is fun. There is also some mildly interesting decisions about which prime glyph to use first. In other words, don't view everything through the lens of the maximum level player.

    Third, not everything in the game needs to be a nail-biting decision. We don't for example really want Fury warriors to stress about whether to choose Raging Blow or not, nor we do we make it particularly challenging to choose your weapon enchant. Sometimes easy decisions make players feel more comfortable rather than every potential decision having a host of invisible pitfalls. This isn't an issue of catering to the dumb players -- it's more about there being a few safe places in the game. [I feel nearly certain after re-reading that paragraph that it's going to be hard to understand and I will end up having to clarify it for months to come.]

    Finally, I'd argue that the popular glyphs on live today already were the no brainers because in most cases they led to a consistent dps increase (for dps specs of course). When everyone uses those glyphs, then you aren't making some interesting decision about how to use your abilities -- you're just doing what every other warrior out there is doing. The only way to deviate from that is to have two glyphs that affect your primary abilities in two totally different but equal ways. That's a very tall order, because more than likely we'll end up having to constantly adjust around that. "Encounter #4 in Grim Batol is unfair to warriors who use the Glyph of Furious Mortal Strikes instead of the Glyph of Meaty Mortal Strikes." What I mean is that we end up having to support multiple play styles within one tree. We're willing to do that to a limited extent (the TG vs. SMF Fury warrior for example, or the FFB mage), but it's hard enough to develop 1-2 viable rotations per spec. We don't want every important glyph bifurcating that rotation even more.

    Blue Posts
    Originally Posted by Blizzard Entertainment
    Your ICC gear is going away in Uldum (LVL 84-85)
    What gear? Uldum has zero quest rewards and the creatures are not itemized. When Uldum is itemized every single quest should offer you an upgrade, regardless of what gear you have from ICC+. (Source)

    Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Paladin Glyphs
    That Avenging Wrath glyph no longer exists. It's far too obvious a dps increase to be a major under the new paradigm.

    The Seal of Truth one is on the bubble. It's still in for now, but it's pretty much a no-brainer given the stat savings it offers. (Source)

    Selfless Healer
    We're fine with Selfless Healer. It's not going anywhere. We are slightly sympathetic to the concern that the opportunity cost is too high given that you're giving up a Templar's Verdict and that's the kind of thing we might mess with. However, if the idea of having a talent focused solely on healing (and not self preservation) offends you, then skip the talent. It's intended to be optional. There are paladins out there who like the concept of being able to help out healing in a 5-player dungeon or like being able to save lives once in awhile, and the talent is aimed at them. (Source)

    Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Warrior Glyphs
    Some of those glyphs don't look correct. Colossus Smash is a major. Hamstring doesn't do that anymore. Shield Wall provides 60% damage reduction but on a longer cooldown. That's just off the top of my head. (Source)
    by Published on 2010-09-02 02:18 AM

    Cataclysm - Glyph Interface Preview
    The new interface for Glyphs is finally available and it comes with a couple of very interesting improvements.
    • The biggest change, Glyphs are no longer a consumable item. You learn them and can swap them at any time after that, without having to buy them again.
    • Prime Glyphs slots have been added
    • All Glyphs are now listed, including the one you didn't learn yet.
    • You can search for Glyphs, and filter them.

    Pop Up Image Pop Up Image Pop Up Image
    Pop Up Image Pop Up Image


    Originally Posted by Blizzard Entertainment

    Blue Text - Cataclysm Glyphs
    Grey Text - Old Glyphs (Wrath of the Lich King)

    Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    • Mana Shield *New* - Reduces the cooldown of your Mana Shield by 2 sec.
    • Conjuring *New* - Reduces the mana cost of your Conjuring spells by 50%.
    • Monkey *New* - Your Polymorph spell turns the target into a monkey instead of a sheep.
    • Pyroblast *New* - Increases the critical strike chance of your Pyroblast spell by 5%.
    • Cone of Cold *New* - Increases the damage of your Cone of Cold spell by 25%.
    • Dragon's Breath *New* - Reduces the cooldown of your Dragon's Breath by 3 sec.

    Rogue (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    • Backstab - Your Backstab critical strikes grant you 5 energy. (Your Backstab increases the duration of your Rupture effect on the target by 2 sec, up to a maximum of 6 additional sec.)
    • Blade Flurry - Reduces the penalty to energy generation while Blade Flurry is active by 50%. (Reduces the energy cost of Blade Flurry by 100%.)
    • Fan of Knives - Increases the radius of your Fan of Knives ability by 50%. (Increases the damage done by Fan of Knives by 20%.)
    • Garrote - Increases the duration of your Garrote ability's silence effect by 2 sec. (Reduces the duration of your Garrote ability by 3 sec and increases the total damage it deals by 20%.)
    • Revealing Strike *New* - Increases Revealing Strike's bonus effectiveness to your finishing moves by an additional 10%.
    • Gouge - Your Gouge ability no longer requires that the target be facing you. (Reduces the energy cost of Gouge by 15.)
    • Hemorrhage - Your Hemorrhage ability also causes the target to bleed, dealing 40% of the direct strike's damage over 24 sec. (Increases the damage bonus against targets afflicted by Hemorrhage by 40%.)
    • Killing Spree - Increases the bonus to your damage while Killing Spree is active by an additional 10%. (Reduces the cooldown on Killing Spree by 45 sec.)
    • Preparation - Your Preparation ability also instantly resets the cooldown of Kick, Dismantle, and Smoke Bomb. (No longer affects Blade Flurry, but affects Smoke Bomb)
    • Sap - Increases the duration of Sap against non-player targets by 80 sec. (Increases the duration of Sap by 20 sec.)
    • Sinister Strike - Your Sinister Strikes have a 20% chance to add an additional combo point. (50% proc from critical strikes only)
    • Tricks of the Trade - Removes the energy cost of your Tricks of the Trade ability. (The bonus damage and threat redirection granted by your Tricks of the Trade ability lasts an additional 4 sec.)
    • Vanish - Increases the duration of your Vanish effect by 2 sec. (Increases your movement speed by 30% while the Vanish effect is active.)
    • Vendetta *New* - Increases the duration of your Vendetta ability by 20%.

    Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    • Chain Heal - Increases healing done by your Chain Heal spell to targets beyond the first by 15%, but decreases the amount received by the initial target by 10%. (Your Chain Heal heals 1 additional target.)
    • Earthliving Weapon - Increases the effectiveness of your Earthliving weapon's periodic healing by 20%. (Increases the chance for your Earthliving weapon to trigger by 5%.)
    • Elemental Mastery - While your Elemental Mastery ability is active, you take 20% less damage from all sources. (Reduces the cooldown of your Elemental Mastery ability by 30 sec.)
    • Fire Nova - Increases the radius of your Fire Nova spell by 5 yards. (Reduces the cooldown of your Fire Nova spell by 3 seconds.)
    • Ghost Wolf - Your Ghost Wolf form grants an additional 10% movement speed.
    • Healing Stream Totem - Your Healing Stream Totem also increases the Fire, Frost, and Nature resistance of party and raid members within 30 yards by 150. (Your Healing Stream Totem heals for an additional 20%.)
    • Hex - Reduces the cooldown of your Hex spell by 15 sec. (Increases the damage your Hex target can take before the Hex effect is removed by 20%.)
    • Lava Burst - Your Lava Burst spell deals 10% more damage. (Your Lava Burst spell gains an additional 10% of your spellpower.)
    • Totemic Recall *New* - Causes your Totemic Recall ability to return an additional 50% of the mana cost of any recalled totems.
    • Lightning Shield - Your Lightning Shield can no longer drop below 3 charges from dealing damage to attackers.
    • Grounding Totem *New* - When your Grounding Totem absorbs a spell, it attempts to reflect that spell on its caster, but the cooldown of your Grounding Totem is increased by 45 sec.
    • Arctic Wolf *New* - Alters the appearance of your Ghost Wolf transformation, causing it to resemble an arctic wolf.
    • Shamanistic Rage *New* - Activating your Shamanistic Rage ability also cleanses you of all dispellable Magic debuffs.
    • Water Shield - Increases the passive mana regeneration of your Water Shield spell by 50%. (Up from 30%)

    Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    • Bloodthirst *New* - Increases the damage of Bloodthirst by 10%. (The old Glyph of Bloodthirst is still there, and renamed to Bloody Healing)
    • Heroic Throw *New* - Your Heroic Throw applies a stack of Sunder Armor.
    • Overpower - Increases the damage of Overpower by 10%. (Adds a 100% chance to enable your Overpower when your attacks are parried.)
    • Slam *New* - Increases the critical strike chance of Slam by 5%.
    • Shield Slam - Increases the damage of your Shield Slam by 10%. (Increases your block value by 20% for 10 sec after using your Shield Slam ability.)
    • Raging Blow *New* - Reduces the cooldown of Raging Blow by 1.5 sec.
    And because I know that shamans will ask.



    Heroic Shadowfang Keep and Heroic Deadmines released with Cataclysm
    Blizzard changed its mind about Heroic SFK and Deadmines, they will be shipped with Cataclysm.
    Originally Posted by Valnoth (Source)
    Heroic Shadowfang Keep and Heroic Deadmines WILL be released with Cataclysm. You will not have to wait for a later patch.
    by Published on 2010-09-01 04:53 AM

    Mini blue posts update while we wait for the beta realms to go online.

    Level Cap is now 85
    Originally Posted by Valnoth (Source)
    Twilight Highlands and Uldum are now open and ready for testing. You will need to do both zones to reach max level. It should also be noted that neither zone is 100% complete. Please refer to the quest forum for feedback:

    http://forums.worldofwarcraft.com/th...753&sid=2000#0

    Zul'gurub gone as a raid in Cataclysm
    Originally Posted by Valnoth (Source)
    Zul'Gurub is gone as a raid instance come Cataclysm.

    Streaming Launcher Improvements
    Originally Posted by Lylirra (Source)
    We recently released a new Cataclysm beta launcher that allows you to stream game data while you play. We've received a lot of feedback from you regarding this new feature, and that feedback has allowed us to improve the player experience significantly.

    In the next beta patch, you'll receive a new Cataclysm beta launcher that includes several updates to in-game streaming. Here's a quick preview of some of the upcoming changes:

    • Improved three-stage progress bar
    • Download speed improvements
    • Detailed peer-to-peer connection information
    • Bandwidth detection, which will improve the play experience of those with low bandwidth
    • New UI with a Cataclysm-inspired theme
    • Many bug fixes

    We encourage you to continue posting your feedback about the streaming launcher, as we're constantly looking for ways to get you into the game faster and more smoothly.

    Thank you!


    Blue Posts
    Originally Posted by Blizzard Entertainment

    Dungeons testing
    All dungeons should be available for testing. (Source)

    [Feedback] Twilight Highlands
    Twilight Highlands is ready for testing. It is not yet fully implemented, so you will run into stopping points. Please keep all feedback in this thread.

    • Level 84-85 (though for this push of the beta minimum level for quests has been set to 83. Enjoy getting pounded!)
    • Breadcrumbs from Stormwind and Orgrimmar (speak to Varian/Garrosh to begin) (Source)

    [Feedback] Uldum
    Uldum is ready for testing. It is not yet fully implemented, so you will run into stopping points. Please keep all feedback in this thread.

    • Level 83-84
    • Breadcrumbs from Deepholm (Reliquary and Explorers' League NPCs in Temple of Earth).
    • Quests start in southwestern Tanaris at the caravan. (Source)

    Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Attacks Scaling
    Most of these attack still scale from weapon damage. We just changed them from say 200% weapon damage to 100% weapon damage with a higher attack power component. We want weapon damage to matter, but not quite as much as it does on live.

    As an example, Chimera Shot now says: "An instant shot that causes weapon damage plus N, refreshing your Serpent Sting and triggering an effect depending on the venom on the target...". (Source)

    Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Seal of Insight
    Seal of Insight will improve your mana regen and self healing. It will give you a little of each if you only Judge and give you more (but not a broken amount) if you're ever in a position where you can melee the target. There is also a glyph to improve your healing while Insight is active. I'll concede that running a Seal is probably more important for a Ret or perhaps even Prot paladin than a Holy paladin, but there's still no reason not to do so. (Source)

    Seal of Justice / Righteousness
    Seal of Righteousness and Seal of Justice didn't merge. Seal of Righteousness is unchanged. We just added a little damage to Seal of Justice so that paladins didn't have to give up all Seal damage (and talents etc. that affect them) in order to get the Justice effect. (Source)

    Selfless Healer change
    We buffed it to 50/100% more healing when used on others (up from 30/60%). These numbers are unlikely to be final. (Source)

    Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Thunderstorm removed from Elemental Reach
    It buffed Thunderstorm from 10 to 12 yards, which is pretty hard to even notice. (Source)

    Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    New Life Tap
    Life Tap scaling with spellpower was proving hard to balance. We buffed Drain Life as well, so you should be able to Life Tap once and then Drain Life your way back up. (Source)
    by Published on 2010-08-31 08:31 AM

    Update
    11:00PM CET - Hey look, a new Beta Build is being deployed on beta servers!.


    Cataclysm Beta - Build 12857 (Codename Ninja)
    A new beta build has been deploye... Actually, no, a new build appeared out of nowhere and was never deployed on beta servers. I have absolutely no idea why, but, hey, it's still a beta build!

    Disclaimer - This build is NOT ON BETA SERVERS, I have no way to confirm strange values by checking in-game and a lot of temporary stuff might be there. I strongly suggest that you don't even try to complain about changes in this build on official forums, and if you plan to do it, you'd better do it in a very nice and constructive way if you don't want to get your ass kicked.
    Disclaimer #2 - Most of the tooltips don't work for the moment. Working on it.

    Player Achievements
    Originally Posted by Blizzard Entertainment
    General
    Feats of Strength
    Raids & Dungeons
    Professions

    Guild Achievements
    There are so many added in this build that I had to split them in a different category. Enjoy!
    Originally Posted by Blizzard Entertainment

    General
    Raids & Dungeons
    WoW Classic Raids
    The Burning Crusade Raids
    Wrath of the Lich King Raids
    Cataclysm Raids
    WoW Classic Dungeons
    The Burning Crusade Dungeons
    Wrath of the Lich King Dungeons
    Cataclysm Dungeons
    Reputation
    Player vs. Player
    • Are You Not Entertained?! - Earn a 2200 rating in the arena with a team composed entirely of guild members.
    • Now That's an Achievement - Earn 5000 guild achievement points.
    • Kill Squad - Get 500,000 honorable kills.
    • Guild Gankers - Get 1,000,000 honorable kills.
    • Creepjackers - Get 2,500,000 honorable kills.
    • City Attacker - Kill 500 enemy players in any Horde home city.
    • City Attacker - Kill 500 enemy players in any Alliance home city.
    • Active Duty - Win 500 Battlegrounds while in a guild group.
    • Call of Duty - Win 1000 Battlegrounds while in a guild group.
    • Tour of Duty - Win 1500 Battlegrounds while in a guild group.
    • 5-Cap Crew - Win 10 Arathi Basin matches while controlling all 5 flags in a guild group.
    • Horde Slayer - Complete the slayer achievements listed below.
    • Alliance Slayer - Complete the slayer achievements listed below.
    • Orc Slayer - Get an honorable kill on each of the level 85 Orc races listed below.
    • Human Slayer - Get an honorable kill on each of the level 85 Human races listed below.
    • Night Elf Slayer - Get an honorable kill on each of the level 85 Night Elf races listed below.
    • Dwarf Slayer - Get an honorable kill on each of the level 85 Dwarf races listed below.
    • Draenei Slayer - Get an honorable kill on each of the level 85 Draenei races listed below.
    • Worgen Slayer - Get an honorable kill on each of the level 85 Worgeni races listed below.
    • Tauren Slayer - Get an honorable kill on each of the level 85 Tauren races listed below.
    • Undead Slayer - Get an honorable kill on each of the level 85 Undead races listed below.
    • Troll Slayer - Get an honorable kill on each of the level 85 Troll races listed below.
    • Blood Elf Slayer - Get an honorable kill on each of the level 85 Blood Elf races listed below.
    • Goblin Slayer - Get an honorable kill on each of the level 85 Goblin races listed below.

    Professions
    Professions
    Originally Posted by Blizzard Entertainment

    Archaeology
    • Bone Gaming Dice - Dwarves love gold and dwarves love drinking, so gaming seemed like a natural fit for both. These dice appear to have been carved from sheep bones. What might be dried blood is still visible on the 5 pip.Creates Item #63112.
    • Ceramic Funeral Urn - Some dwarves sealed their deceased in tombs. Those with a concern for the undead might be more apt to cremate remains. This urn is chipped and cracked, its ashes long since lost. The word 'Thunderbolt' is visible in Dwarven printed on the underside.Creates Item #63409.
    • Pewter Drinking Cup - \"If there\'s one thing dwarves love, it\'s drinking. And fighting. Two things.\"This cup may have belonged to a minor noble or wealthy merchant. It\'s heavy enough to bash in someone\'s brains, and residue suggest it may have been used for just that.Creates Item #63408.
    • Silver Neck Torc - Dwarves are famous metalsmiths. While they produce many implements of war, they are adept at working with softer metals as well. This piece of jewelry was sized for a lady with a very thick neck.Creates Item #63411. /
    • Stone Gryphon - Gryphons have long been allies of the Wildhammer dwarves, who brought their noble steeds to the rest of the Alliance. This small figurine was expertly carved from alabaster. The talons are sharp enough to pierce leather.Creates Item #63410. /
    • Worn Hunting Knife - This weapon has a notched blade and a handle fashioned of elk or ram horn. The initials 'W. G.' are carved near the pommel.Creates Item #63110. /
    • Cloak Clasp with Antlers - This clasp is fashioned of lacquered wood carved to resemble stag antlers. On the reverse is engraved the name 'Pyramond' in Darnassian.Creates Item #63407. /
    • Feathered Gold Earring - The feathers are probably from scarlet and green macaws, though they have been well preserved. The gold is twisted to appear like thorns or veins. The pin used to pierce the ear looks particularly painful.Creates Item #63413. /
    • Fossilized Hatchling - When you finished assembling this tiny skeleton through some eldritch magic, the little critter sprang back to life. He's a pretty good pet. Since he's a skeleton he doesn't eat much.Creates Item #60955. /
    • Jade Asp with Ruby Eyes - This tiny figurine could possibly be a representation of High Priest Venoxis, though snakes of all types are venerated throughout troll culture. The delicate jaws on this figurine can be closed, presumably to draw blood from a finger.Creates Item #63412. /
    • Moltenfist's Jeweled Goblet - Even among dark iron dwarf kings, Moltenfist's avarice was legendary. This goblet, while once of high craftsmanship, has seen better days. It has been partially melted by exposure to lava or dragon fire.Creates Item #63414. /
    • Belt Buckle with Anvilmar Crest - Modimus Anvilmar was the high king of the dwarves before the War of the Three Hammers and is depicted by the great statue at the gates of Ironforge. This brass buckle might have belonged to a member of his house guard or a servant.Creates Item #63113. /
    • Black Trilobite - Trilobites are exctinct crustaceans that apparently were once quite diverse and numerous across Azeroth. Myths persist of living trilobites of supposedly epic proportions.Creates Item #63109. /
    • Fetish of Hir'eek - Hir'eek is one of the animal spirits worshipped by southern trolls. Hir'eek's totemic animal is the bat. Jeklik, a high priestss of Zul'Gurub was one of Hir'eek's most famous followers.Creates Item #63120. /
    • Highborne Pyxis - This is a small box of delicate ceramic, probably used to store cosmetics, jewelry or other small items belonging to a Highborne lady. The clasp is of silver and fashioned to look like two acorns and a holly leaf.Creates Item #63129. /
    • Inlaid Ivory Comb - While the most valuable jewels have gone missing, this cosmetic item must have been worth a small fortune back in its day. A series of tiny nautilus shells decorate one side, while the inscription 'Lament for lost Zanara' is visible on the other.Creates Item #63130. /
    • Lizard Foot Charm - This is a small, mummified foot of a jungle lizard. Any magic it once contained has long since been drained.Creates Item #63118. /
    • Preserved Fern - Ferns are primitive plants that have stems, leaves and roots but no seeds or flowers. They reproduce via spores, much like mushrooms. In ancient times, ferns occupied the niche that flowering plants do today.Creates Item #63121. /
    • Scrap of a Silk Dressing Gown - This mesh is finely woven, possibly of spider silk. The scrap is a silvery white that subtly shifts color in the light. It's a wonder that it has endured years of being buried in the earth.Creates Item #63131. /
    • Voodoo Doll - Little is known about the emergence of voodoo among the trolls. The troll belief system is complex, full of dark spirits and primal often animalistic gods, known as loa.Creates Item #63115. /
    • Wooden Whistle - A small whistle carved from oak. It might have been used to summon a pet or mount or possibly used as a child's toy. It appears to have been chewed on by an animal or young dwarf.Creates Item #63111. /

    Inscription

    Spell Diffs
    Originally Posted by Blizzard Entertainment

    Mounts
    • Dark Phoenix - Summons and dismisses a rideable Dark Phoenix. / 1.5 sec cast
    • Goblin Mini Hotrod - Rides and parks a Mini Goblin Hotrod. / 1.5 sec cast

    Companion Pets
    • Dark Phoenix Hatchling - Right Click to summon and dismiss your baby dark phoenix. / Instant
    • Rustberg Seagull - Right Click to summon and dismiss a Rustberg Seagull. / Instant
    • Armadillo - Right Click to summon and dismiss your Baby Armadillo. / Instant

    Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Blood
    • Blood Boil now deals [ 8% of AP + 297 ] damage, up from [ 6% of AP + 223 ].


    Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Balance
    • Hurricane base damage increased by 33%.
    • Innervate now regenerate mana equal to 20% of the casting Druid's maximum mana pool, down from 33%.
    • Starsurge now has a 40 yards range, up from 30 yards.
    • Entangling Roots now has a 2 sec cast time, up from 1.5 sec.
    • Starfall now has a 40 yards range, up from 30 yards. Base damage increased by 33%.
    • Lunar Shower now increases damage done by your Moonfire by 15/30/45% (Up from 2/4/8%)
    • Force of Nature now has a 40 yards range, up from 30 yards.
    • Solar Beam now has a 40 yards range, up from 30 yards.
    • Lunar Guidance no longer increases the radius of your Solar Beam.
    • Moonglow now reduces the mana cost of all your damage and healing spells.
    • Nature's Majesty now increases the critical strike chance with all spells.

    Feral
    • Thrash now has a 6 sec cooldown, up from 5 sec.
    • Swipe (Bear) base damage increased by 33%.
    • Swipe (Cat) now deals 215% weapon damage, up from 125%.
    • Furor now increases your maximum mana by 5/10/15% instead of increasing your intellect by 2/4/6%.

    Restoration
    • Lifebloom now heals over 10 sec, up from 7 sec. Costs 7% of base mana, up from 5%.
    • Omen of Clarity is now properly flagged as Passive.
    • Regrowth HoT effect reduced by 60%, now heals over 6 sec instead of 21 sec. Cast time reduced from 2 sec to 1.5 sec.
    • Natural Perfection is now a Tier 5 talent, down from Tier 6.
    • Swift Rejuvenation is now a Tier 6 talent, up from Tier 5.
    • Revitalize revamped - When you periodically heal with your Rejuvenation or Lifebloom spells, you have a 8/16/24% chance to instantly regenerate 3% of your total mana. This effect cannot occur more than once every 6 sec.
    • Heart of the Wild no longer increases maximum mana by 5/10/15%, now increases Intellect by 2/4/6%.

    Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Beast Mastery
    • Viper Venom and Scorpid Venom seems to be gone.
    • Widow Venom no longer mentions "Only one Venom per Hunter can be active on any one target.", I guess the 2 previous venoms are indeed gone.
    • Focus Fire now has a 15 sec cooldown. Down from 30 sec.
    • Improved Kill Command now Increases the critical strike chance of your Kill Command by 5/10% instead of reducing its cooldown.

    Marksmanship
    • Kill Shot now deals 150% weapon damage (down from 200%) and scales with 30% of your Attack Power (down from 40%). Base damage reduced by 50%. Cooldown increased from 6 sec to 10 sec. Focus cost removed.
    • Multi-Shot - Fires several missiles, hitting your current target and all enemies within yards of that target for x% of weapon damage. / 40 Focus, 5-35 yd range, Instant
    • Aimed Shot no longer deals 300% of weapon damage, now deals [ 40% of RAP + 681 ] damage. Cast time increased from 2 sec to 3 sec.
    • Arcane Shot base damage reduced by 60%, now scales from 19% of Attack Power, up from 17%.
    • Chimera Shot no longer deals 190% weapon damage, now deals [ 24% of RAP + 401 ].

    Survival
    • Serpent Spread - Targets hit by your Multi-Shot are also afflicted by your Serpent Sting equal to 6/9 sec of its total duration.
    • Point of No Escape no longer affects Freezing Arrow.


    Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Arcane
    Fire
    • Flamestrike base damage increased by 33%.
    • Hot Streak now affects the next Pyroblast cast within 15 sec, up from 10 sec.
    • Blast Wave base damage reduced by 25%.

    Frost
    • Blizzard base damage increased by 33%.
    • Brain Freeze additional effect - When Frostfire Bolt is instant, it can benefit from Fingers of Frost.


    Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Holy
    • Divine Plea now let you gain 10% (down from 25%) of your total mana over 15 sec. Cooldown changed to 2 min, up from 1 min.
    • Consecration now scales from 22% of AP and 22% of Spell Power, down from 32%.
    • Exorcism mana cost changed from 20% base mana (up from 8% of base mana). Cooldown removed.
    • Lay on Hands cooldown reduced from 20 min to 10 min.
    • Tower of Radiance now procs from Holy Shock, Flash of Light, Holy Light or Divine Light.
    • Blessed Life now has a chance to proc whenever you take direct damage. (Old - "All attacks against you")
    • Illumination is gone.
    • Denounce revamped - Reduces the mana cost of Exorcism by 25/50%. In addition, you have a 50/100% chance when casting Holy Shock to make your next Exorcism spell instant and cost no mana.
    • Enlightened Judgements is now a Tier 4 talent, up from Tier 3. Healing value increased by 30%.
    • Healing Light renamed to Blazing Light - Increases the damage of your Holy Shock and Exorcism by 10/20%. (No longer affects Word of Glory's healing)
    • Arbiter of the Light no longer affects Holy Light.
    • Conviction is back as a Holy Tier 5 talent - Gives you a 1/2/3% bonus to damage and healing for 15 sec after causing a critical effect from a weapon swing, spell, or ability. This effect stacks up to 3 times.
    • Daybreak (Tier 3) *New* - Your Flash of Light, Holy Light and Divine Light have a 15/30% chance of resetting the cooldown on your Holy Shock.

    Protection
    • Seal of Justice now deals [ 0.5% of MWS * AP + 1% of MWS * Spell Power ] additional Holy damage on each hit.
    • Vindication now has a chance to reduce physical damage done by the primary target of the skills. (Old - All targets)
    • Grand Crusader now only procs from damage dealt to your primary target.
    • Sanctuary now also reduces all damage taken by 3/7/10%.

    Retribution
    • Selfless Healer now has a 50/100% chance to proc, up from 30/60%.
    • The Art of War revamped - Your melee attacks have a 7/14/20% chance to reduce the cast time by 100%, reduce mana cost by 60%, and increase damage by 60% of your next Exorcism.
    • Pursuit of Justice additional effect - You have a 50/100% chance to gain a charge of Holy Power when struck by a Stun, Fear or Immobilize effect.

    Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Holy
    • Hymn of Hope now restores 2% mana, down from 3%. Increases maximum mana by 15%, down from 20%.
    • Holy Nova base damage increased by 33%.
    • Holy Word: Chastise now disorients the target for 3 sec instead of immobilizing it for 2 sec.
    • Revelations Serenity (Heal) base healing effect increased by 65%. Cooldown reduced from 45 sec to 20 sec.
    • Holy Concentration now increases the amount of mana regeneration from Spirit.
    • Twirling Light now heals for for 30/60% less. (Old - 30/60% of the amount)

    Shadow
    • Shadowfiend now gives 3% mana when the Shadowfiend attacks, down from 5%.
    • Mind Control now has a 2.5 sec cast time, up from 2 sec.
    • Sin and Punishment now affects enemy targets within 10 yards, up from 6 yards. Additional effect - When your Mind Flay critically hits, the cooldown of your Shadowfiend is reduced by 10/20 sec.
    • Veiled Shadows now reduces the cooldown of Shadowfiend by 30 sec/60 sec. (Down from 1 min/2 min)
    • Masochism *New* - When you take a damaging attack equal to or greater than 10% of your total health or damage yourself with your Shadow Word: Death, you instantly gain 4/8% of your total mana.

    Discipline
    • Aspiration is gone.
    • Twin Disciplines no longer increases the damage absorbed by Power Word: Shield.
    • Strength of Soul *New* - When you heal a target with your Heal spell, the duration of the weakened soul debuff on the target is reduced by 2/4 sec.
    • Inner Focus is back as a Tier 3 talent.


    Rogue (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Combat
    • Combat Readiness is now trained at level 81. Down from 83.
    • Fan of Knives now deals 80% of weapon damage, up from 60%.
    • Kick now costs 15 energy, down from 25 energy.

    Subtlety
    • Redirect is now trained at level 83. Up from 81.
    • Cloak of Shadows now increases your chance to resist all spells by 200%, up from 100%.


    Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Elemental
    • Magma Totem base damage increased by 33%.
    • Fire Nova base damage increased by 33%.
    • Rolling Thunder is now a Tier 3 talent, down from Tier 4. Mana regeneration increased from 1% to 2%.
    • Improved Fire Nova moved to Enhancement.
    • Elemental Reach no longer increases the range of Thunderstorm, now affects the range of all your Shock spells. (Old - Just Flame Shock)

    Enhancement
    Restoration

    Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Affliction
    • Seed of Corruption base AE damage increased by 33%.
    • Drain Mana mana cost reduced from 17% of base mana to 12% of base mana.
    • Drain Life now restores 5% total health to the caster every 1 sec regardless of damage done. Soulburn now reduces cast time by 50%, down from 60%. Mana cost reduced from 17% of base mana to 12% of base mana.
    • Life Tap changed to - You Life Tap for 20% of your total health, converting 75% of that into mana.
    • Corruption now has a 40 yards range, up from 30 yards.
    • Haunt now has a 40 yards range, up from 30 yards.
    • Soul Swap now has a 40 yards range, up from 30 yards.
    • And I think Dark Pact is gone, but since I also screwed up with Soul Link last time, I strongly suggest that you assume I'm stupid until it's confirmed.

    Demonology
    • Soulburn now lasts 20 sec, up from 15 sec.
    • Unending Breath is back.
    • Nemesis is gone.
    • Hand of Gul'dan's range increased from 30 yards to 40 yards and revamped - Summons a falling meteor down upon the enemy target, dealing 1597.26 to 1886.4 Shadow damage and erupts an aura of magic within 4 yards, causing all targets within it to have an increased 10% chance to be critically hit by any of your demons for 15 sec.
    • Ancient Grimoire is now a Tier 5 talent, up from Tier 4.
    • Demonic Rebirth has a 2 minute cooldown.
    • Aura of Foreboding (Tier 4) *New* - When your Hand of Gul'dan lands, all enemies within 4 yards will be rooted for 2/3 sec and stunned for the same duration if they are still within the Curse of Gul'dan aura 6 sec afterword.

    Destruction
    • Shadowflame no longer fears the targets.
    • Hellfire base damage increased by 33%.
    • Rain of Fire base damage increased by 33%. Range increased from 30 yards to 35 yards.
    • Immolate range increased from 30 to 40 yards.
    • Chaos Bolt range increased from 30 to 40 yards.
    • Empowered Imp now has a 2/4% chance to proc from your Imp's Firebolt.
    • Soul Leech now restores 1/2% of your total health and mana, down from 5/10%.
    • Backdraft now reduces the casting time of Shadow Bolt, Incinerate, and Shadow Bolt by 10/20/30% for 15 sec. No longer has 3 charges.

    Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
    Arms
    • Sweeping Strikes now lasts 30 sec instead of lasting 5 attacks. Cooldown not changed yet.

    Fury
    • Inner Rage now increases damage caused by all abilities by 15% (Down from 50%) and increases rage costs by 50% (Up from 15%). Values are just inverted and this is most likely a bug.
    • Die by the Sword is now a Tier 4 talent, down from Tier 5.
    • Meat Cleaver is now a Tier 5 talent, up from Tier 4.
    • Improved Execute is now a Tier 2 talent, down from Tier 3.
    • Enrage is now a Tier 3 talent, up from Tier 2.

    Protection

    Page 1 of 22
    1 2 3 11 ... LastLast