Cataclysm Beta - Build 12942 Hunter Pet Changes
This build revamped most of the pets abilities with a very simple goal, make pets useful. The result is a more active pet for Death Knight, and an insane amount of possible raid buffs for hunters depending on what pet they have. Yes, they also have Heroism/Bloodlust if they're specced in Beast Mastery.

If you ever dreamed about your pet having tons of possible abilities, your dream probably looked a lot like this list.
Originally Posted by Blizzard Entertainment
Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Utility Abilities
(Pets with a - E are exotic pets tameable only by Beast Mastery Hunters)

Bloodlust / Heroism
  • Ancient Hysteria (Core Hound - E) - Increases melee, ranged, and spell casting speed by 30% for all party and raid members. Lasts 40 sec.
    Allies receiving this effect will become Sated and be unable to benefit from Bloodlust or Time Warp again for 10 min. / Instant, 6 min cooldown

Healing
  • Spirit Mend (Spirit Beast - E) - The Spirit Beast heals the currently friendly target for {1237.75+((RAP*0.35)*0.5)} plus an additional {475.97+((RAP*0.35)*0.335)} over 10 sec. / 25 yd range, Instant, 40 sec cooldown

Stat Boost (BoK)
  • Embrace of the Shale Spider - Fills all friendly party and raid members with the Shale Spider's embrace, increasing Strength, Agility, Stamina, and Intellect by %. / Instant

Stamina Buff

Critical Strike Buff
  • Furious Howl (Wolf / Dog) - The wolf lets out a furious howl, increasing the critical strike chance of all party and raid members by 5%. / Instant, 45 sec cooldown
  • Terrifying Roar (Devilsaur - E) - The devilsaur lets out a terrifying roar, increasing the critical strike chance of all party and raid members by 5%. / Instant, 45 sec cooldown

Casting Speed Reduction
  • Lava Breath (Core Hound - E) - Your pet breathes a double gout of molten lava at the target, reducing the target's casting speed by 25% for 10 sec. / 30 yd range, Instant, 8 sec cooldown (No longer deals damage)
  • Spore Cloud (Sporebat) - Dusts nearby enemies with spores, reducing all enemy targets within 6 yards casting speed by 25% for 9 sec. / 6 yd range, Instant, 12 sec cooldown

Attack Speed Reduction
  • Dust Cloud (Tallstrider) - Your tallstrider kicks up an obscuring cloud of dust, causing all enemies within 10 yards to have their melee and ranged attack speed reduced by 20% for 8 sec. / 5 yd range, Instant, 40 sec cooldown
  • Tailspin - Your fox twirls its tail around, kicking up an obscuring cloud of dust, causing all enemies within 10 yards to have their melee and ranged attack speed reduced by 20% for 8 sec. / 5 yd range, Instant, 40 sec cooldown

Movement Speed Reduction
  • Ankle Crack (Crocolisk) - Snap at the target's feet, reducing movement speed by 50% for 6 sec. / 5 yd range, Instant, 10 sec cooldown (Replaces Bad Attitude)
  • Frost Breath (Chimaera - E) - Your pet simultaneously breathes frost and lightning at an enemy target, slowing the target for 5 sec. / 30 yd range, Instant, 10 sec cooldown (No longer deals damage)
  • Time Warp (Warp Stalker) - Slows time around the enemy, reducing their movement speed by 50% for 6 sec. / 25 yd range, Instant, 15 sec cooldown

Healing Debuff
  • Monstrous Bite (Devilsaur - E) - Your devilsaur ferociously bites the enemy, reducing the effectiveness of any healing received by 25% for 8 sec. / 5 yd range, Instant, 8 sec cooldown

Root
  • Venom Web Spray (Silithid - E) - Sprays toxic webs at the target, preventing movement for 5 sec. / 30 yd range, Instant, 40 sec cooldown (Up from 4 sec, no longer deals damage)
  • Web (Spider) - Encases the target in sticky webs, preventing movement for 5 sec. / 30 yd range, Instant, 40 sec cooldown

Silence / Interrupt
  • Serenity Dust (Moth) - The moth's wings produce a cloud of dust that interrupts the enemies spellcasting and preventing any spell in that school from being cast for 2 sec. / 25 yd range, Instant, 1 min cooldown

Armor Reduction (Sunder Armor)
  • Tear Armor (Raptor) - Tears at the enemies armor with the raptor's talons, reducing it by 4%. Stacks up to 5 times. Lasts 30 sec. / 5 yd range, Instant, 6 sec cooldown
  • Corrosive Spit (Serpent) - Spits poison at an enemy, corroding their armor, reducing it by 4%. Stacks up to 5 times. Lasts 30 sec. / 30 yd range, Instant, 6 sec cooldown

Increased Bleed Damage
  • Gore (Boar) - Your boar gores the enemy, causing it to take 30% additional damage from bleed effects for 15 sec. / 5 yd range, Instant, 10 sec cooldown
  • Tendon Rip (Hyena) - Tears at an enemy's legs, increasing damage taken from bleed effects by 30% for 15 sec. / 5 yd range, Instant, 10 sec cooldown

Increased Magic Damage
  • Fire Breath (Dragonhawk) - Breathes Fire on the target, increasing magic damage taken by 8% for 45 sec. / 40 yd range, Channeled, 30 sec cooldown
  • Lightning Breath (Wind Serpent) - Breathes lightning, increasing magic damage taken by 8% for 45 sec. / 40 yd range, Channeled, 30 sec cooldown

Increased Physical Damage
  • Acid Spit (Worm - E) - Your worm spits acid, causing the enemy target to take an increased 4% physical damage for 25 sec. / 20 Focus, 30 yd range, Instant, 10 sec cooldown
  • Ravage (Ravager) - Violently attacks an enemy, causing the enemy target to take 4% increased physical damage for 25 sec. / 5 yd range, Instant, 15 sec cooldown

Stun
  • Sonic Blast - Emits a piercing shriek, stunning the target for 2 sec. / 20 yd range, Instant, 1 min cooldown (No longer deals damage)
  • Sting (Wasp) - Your wasp stings the target, stunning them for 2 sec. / 5 yd range, Instant, 45 sec cooldown

Physical Damage Reduction
  • Demoralizing Roar (Bear) - The bear roars, reducing the physical damage caused by all enemies within yards by 10% for 15 sec. / 5 yd range, Instant, 10 sec cooldown

Disarm
  • Clench (Scorpid) - The scorpid clenches the enemy's weapon with its talons, and disarming their main hand and ranged weapons for 10 sec. / 5 yd range, Instant, 1 min cooldown

DPS Abilities
  • Bite - Bite the enemy, causing {187.74+((RAP*0.35)*0.40)} damage. / 25 Focus, 5 yd range, Instant, 3 sec cooldown
  • Claw - Claw the enemy, causing {187.74+((RAP*0.35)*0.40)} damage. / 25 Focus, 5 yd range, Instant, 3 sec cooldown
  • Smack - Smack the enemy, causing {187.74+((RAP*0.35)*0.40)} damage. / 25 Focus, 5 yd range, Instant, 3 sec cooldown

Cataclysm Beta - Build 12942 Death Knight Pet Changes
I already mentioned that the Death Knight's ghoul is already getting an overhaul in this patch. Unholy Death Knights can pick the Shadow Infusion and Dark Transformation talents.

If the Death Knight uses Death Coil 5 times and activates Dark Transformation, the ghoul gains a 100% damage buff and a new set of skills for 30 seconds.
Originally Posted by Blizzard Entertainment
  • Gnaw becomes - Strike an enemy with a smashing attack, dealing 125% of normal melee damage and stunning for 4 sec.
  • Huddle becomes - Unleash a fortifying roar, reducing all damage taken by 50% for 10 sec.
  • Claw becomes - Rakes an enemy with deformed claws, dealing 150% of normal damage to the target and up to 2 additional targets.
  • Leap becomes - Charge an enemy, interrupting spellcasting and immobilizing them for 2 sec.




Golden King Video Preview
Kody released a short video preview of the Golden King, the Alliance lion guild mount. It currently costs 200 gold and require your guild to have the Dungeon Diplomat achievement. The blank spot on the lion is supposed to display your guild tabard but it is currently bugged on beta realms.



How Archaeology works
Ghostcrawler explained how Archaeology works on official forums, there is also a very nice post from MortalWombat on our forums with a couple of extra information and tons of screenshots.

Originally Posted by Ghostcrawler (Blue Tracker)
Archaeology just went in this build for the first time and we don't yet have any of the support around it to teach players what to do. It has been informative to watch players learn to swim by drowning, but we thought it was time to offer a little more direction.

Digsites
Once you train archaeology, you can see digsites on your map (not your minimap - your map). There are always 4 digsites per continent. These will not change until you dig one out. Most of the time, you're probably only going to be concerned with the 4 sites on your current continent, but at higher character and archaeology skill levels, there will be 16 sites active at one time (4 each in Eastern Kingdoms, Kalimdor, Outland and Northrend.)

You will only find sites in zones of your level or lower. A level 25 player will have all 4 sites per continent in level 25 zones. (This means Outland and Northrend will have no sites at this time.) A level 80 player will have all 4 sites in any zone. A low level Kalimdor player might have sites in Ashenvale and Stonetalon, while a level 82 might have Uldum, Ashenvale, Stonetalon and Silithus.

Sites are race specific. You can usually guess the race by the location. Kalimdor tends to have a lot of night elf ruins. Eastern Kingdoms tends to have a lot of dwarf ruins.

Some races are only available on some continents (such as orc and draenei on Outland). You need to have a minimum character level and a minimum archaeology level to use these. Currently you can see them if you are a certain character level but can't gather from them until your archaeology skill is higher. For Outland, the skill is 300. While somewhat consistent with other gathering skills, we think this is confusing and we will change it so that you don't even see the digsites until your archaeology skill is sufficiently high. Tol'vir artifacts are the most rewarding, but also require near max archaeology skill to recover.

Some players are reporting some issues with digsites not showing up correctly. We'll look into these bugs.

Unlike other gathering skills, digsites are player-specific. Other players will be searching in different locations. There is no competition for digsites.

Fragments
Each digsite can be searched 3 times before it despawns and a new site spawns. If there is a digsite somewhere too far away from you or otherwise inconvenient, just ignore it and hit the closer ones. You won't run out.

To search a digsite, use the Survey ability. The survey tool will spawn and point in the approximate direction of the artifact. Red means you're far away. Yellow means you're close. Green means you may be within 40 yards or so. When you discover your find, you'll get fragments specific to a particular race.

There are two main strategies to surveying. You can attempt to triangulate by moving around the outer edge of a digsite. (Like quest blobs, the digsites are not necessarily circular.) Other players just keep surveying, heading in the direction the tool points until they strike paydirt.

Remember, the thing you uncover is yours. There is no competition with other players and nobody can gank your node.

Artifacts
Whenever you get a new fragment for a race, you'll start a research project. You can only work on one artifact per race at a time. When you have enough fragments, click Solve to complete that artifact. You won't waste excess fragments -- they will just start the next project. You can be working on one project for each race at a time.

Most artifacts are common. These give you a little bit of lore or flavor text and an item you can sell for a small profit (presumably to a museum!) The profit increases as the value of the artifact increases. You can estimate this by the number of fragments needed to finish the artifact. You will only find cheaper artifacts at low level, but you can find cheap and valuable artifacts at higher level (the reason for this is we want players to be able to find all the artifacts if they want to). You won't find a second copy of a common object until you have found all the artifacts of that race. If you get stuck at a certain skill level of archaeology or character level, you may find an artifact more than once until you reach the next tier.

Some artifacts are rare. These always make a blue or purple item. Many of these have no in-game power and are toys or for flavor. Some of them are actual weapons and armor. The latter items are all bound to account. They aren't heirlooms in that they don't scale, but you can pass them around. So if you are level 80 and you find a level 60 axe, you can always have another character use it when they are level 60. You will never get a rare artifact more than once.

The future
We designed archaeology to be easily expandable, so we plan to add much more content in future patches, including new races to research (though to be fair, there's a sizable amount of content already). We also have a feature that is not available on beta yet, that allows you to use your archaeology skill for a slight (think Fish Feast-level) bonus in the Cataclysm dungeons.
Random Character Services Buttons
Originally Posted by Zarhym (Blue Tracker)
In the latest build players will notice paid character services buttons appear next to characters at random on the Character Selection screen. These are the buttons you would normally see after purchasing any service, such as race, realm, or faction changes, or character customization. If a character service button shows up next to one of your characters, you can click it to make use of a free race change or character customization (faction change coming soon). You can make use of these buttons as often as you like, but the services for which you’re selected are randomly chosen for you and will update every hour. So, say if you don’t want to change your race but would like to customize your appearance on a specific character, you will need to wait for the right button to appear.

Please note that these buttons are only for beta testing purposes and are not intended to be released for free on live realms. We want beta testers to stress test our paid services so we can ensure they are operating smoothly when World of Warcraft: Cataclysm is released.

New Flight Skill
Just in case you missed it.
Originally Posted by Zarhym (Blue Tracker)
We’ve added a new flying skill called Flight Master's License. When World of Warcraft: Cataclysm is released, players who purchase the expansion will see this skill available from flight trainers for 250 gold once they reach level 60. This new skill is required for flying around all Kalimdor and Eastern Kingdoms zones, including the new level 80-85 zones.

Battleground Titles and Achievements
Originally Posted by Zarhym (Blue Tracker)
Honor titles have been added into World of Warcraft: Cataclysm. These titles are earned when specific Battleground Achievements are completed, and are triggered when specific Battleground rating milestones are met. The titles remain the same as the original PvP titles, however, players who obtained these titles from the original Battleground ranking system will not lose them. The Feats of Strength associated with the original titles have been altered slightly to denote that they were earned under the old system, although the titles themselves remain the same.

As of now, the first ranks -- Private for Alliance and Scout for Horde -- are earned when a player reaches a Battleground rating of 1100. The ranks increase every 100 rating points, up to Grand Marshal/High Warlord at 2400 rating. Titles earned through the new system are yours to keep and will not be wiped with each season.

In addition, all-new titles and Achievements will be added for top performers. Hero of the Alliance and Hero of the Horde will be awarded to players who finish a season in the top .5% of the rated Battleground ladder. These titles will be wiped at the end of each new season, however, a new Achievement will be awarded to players who earn this title each season. Let’s see how many seasons in a row you can stay in the top .5%!

Blue Posts
Originally Posted by Blizzard Entertainment

Player vs. Player
Rated Battlegrounds Min Level
It's limited to 85's. (Source)

"Old" Battleground Titles back in Cataclysm
As you noted in your edit, the original titles are not going to be taken away from players who already have them. The Feats of Strength associated with the old titles will be changed slightly to more clearly distinguish them from the Achievements associated with the returning titles.

Here's a brief rundown of how the rated Battleground titles will function in Cataclysm, and how the original titles can be earned by players who did not have a chance to participate in the original ranking system:

As of now, the first ranks -- Private for Alliance and Scout for Horde -- are earned when a player reaches a Battleground rating of 1100. The ranks increase every 100 rating points, up to Grand Marshal/High Warlord at 2400 rating. Titles earned through the new system are yours to keep and will not be wiped with each season.

In addition, all-new titles and Achievements will be added for top performers. Hero of the Alliance and Hero of the Horde will be awarded to players who finish a season in the top .5% of the rated Battleground ladder. These titles will be wiped at the end of each new season, however, a new Achievement will be awarded to players who earn this title each season.

Let’s see how many seasons in a row you can stay in the top .5%! (Source)

Guild Leveling / Perks
Guild Perks on Beta
All guild perks should be working as of today's build except for Happy Hour and Chug-A-Lug. These will both be active in our next build. (Source)

Mobile Guild Bank requirements
You need Friendly guild faction to use the mobile guild bank. That is updated in the tooltip for the next build. There is currently a bug where it is set to friendly. (Source)

Guild Raids & Dungeons Achievements
In general we require 80% of the group to be comprised of guild members. There are exceptions to this case though like 40 man raids and arenas. All the gritty details below are below.
4/5 - dungeons
8/10 - 10 player raid, 10 player BG
20/25 - 25 player raid, 25 player BG
10/40 - 40 player raid
12/15 - 15 player BG
2/2, 3/3, 5/5 - Arenas (Source)

Guild leveling on beta
This feedback is extremely useful guys, please keep it coming. A few things to note:

-XP is currently not being earned for all the dungeons, only Throne of the Tides, Blackrock Caverns and The Stonecore are giving XP. In our next build, ALL dungeons going back to classic will give guild XP. Guild XP gained from bosses is based on the bosses level and is modified by things like the number of players in your party/raid and if the encounter is heroic or not.

-XP is currently not being given out for rated BG's. (obviously, since they are not on beta)

-XP is currently not being given out for Achievements. This will also be implemented in our next build. Note that guild achievements give large amounts of XP at a time and for this reason, they will not respect the daily cap.

-XP for quests if working correctly and most of your leveling has been based off of this alone so far.

-As far as rep gain goes, you need to remember that rep gain is based on your guild xp contribution. As you can see from my notes above, you currently only have one way to contribute, quests. Once our next build goes live and you can earn guild XP from boss kills, this rate should increase. You can expect a similar increase from rated BGs. Before you ask, guild achievements do not grant guild rep since they are earned by the entire guild.

Hope this helps and keep that feedback coming! (Source)

Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Arcane Blast changes in Build 12942
It goes a little beyond that, as the arcane blast debuff only affects arcane blast. Essentially, arcane blast is the highest sustained dps (but unsustainable in terms of mana), followed by arcane barrage, followed by arcane missiles (which is very close to arc barrage in dps, and free of course).

So, from the standpoint of a boss fight arcane is less about a constant rotation, and more about optimizing your mana bar to the fight you're involved in (with a little rng in the mix). (Source)

Combustion
In the next beta build combustion's instant damage is guaranteed to crit. Not only does this mean ignite is guaranteed to be instantly re-applied but also that you have a shot at a hot streak to re-apply pyro. (Source)

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Selfless Healer
The damage buff to Selfless Healer is intended to make using Word of Glory less of a dps loss. It's just giving you back some change. It isn't intended to be a mandatory talent, and it would be hard to keep the buff duration up all the time time anyway. (Source)

[...] If you had read a little more before running to the forums (armed with only data-mined information I might add), you would have seen that using Selfless Healer will still be a dps loss. That is the intent. The change is just to make it less of a dps loss than it was previously. Giving up a Templar's Verdict is a lot for a paladin. (Source)

Inquisition
You should use Inquisition when you need to AE tank, since it will boost the damage on Consecrate and the Holy portion of Hammer of the Righteous. You should use Shield of the Righteous on single targets. If you get a proc, you might decide to use Shield of the Righteous even on larger groups. (Source)

Holy Paladin "nerf"
What you call nerfs (and buffs) I call class balancing that is being done during beta. End result will be a working class that can fulfill it's role.
Yeah, pretty much this. Since you don't really have anything to compare it to (in that you aren't seeing your character on live suddenly healing for less than she did the day before), it's hard to get too upset over seeing numbers go down. Some of the numbers are just too high right now. It will all even out before we're done. (Source)

[...] We wanted going to melee to benefit from Seal of Insight to be an option you might consider on some fights. With the previous numbers, you would be stupid to play any other way, which was not our intent.

We were seeing too many paladins use nothing but Holy Shock -> Word of Glory and be effective at doing so. The intent was to give paladins more healing spells to use in Cataclysm, and this mechanic was dominating too much. It will still be quite effective.

The other concerns seem to be about mana and throughput number changes. It's too early to worry about those yet. It will be some time before we feel like the numbers are stable enough. We'll make sure paladins have about the same mana regen as the other healers. (Source)

Does Haste affects Judgement of the Wise/Bold?
Yes. (Source)

Sanctified Wrath (Yep, I screwed up. Rank 3 didn't change = didn't show up on my side. You can call me stupid)
* Sanctified Wrath is now a Tier 4 talent, down from Tier 5. Now increases the critical chance of Hammer of Wrath by 20/40%, down from 25/50% and reduces the cooldown of Avenging Wrath by 20/40 secs, down from 30/60 secs.
I *think* this is a data-mining error. This implies we removed rank 3, which we have not done. It's still 60% / 60 sec at max ranks. (Source)

Seal of Command
It improves the damage of these 3 Seals. The cleave only applies to Righteousness. (Source)

Art of War Change
The overall damage is lower than TV now, which was the goal. (Source)

Retribution Mana management
Ret doesn't need a lot of mana to do the basic rotation. They were getting so much mana that they were doing things like casting Exorcism a lot, using Consecrate on cooldown and using expensive heals. A little of that is okay, but it should be a bonus when you get a lot of mana, not something you do all the time. (Source)

Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Shield Slam Damage
We need to shift some of the damage from Shield Slam to Devastate and Revenge. It's fine that it hits like a monster, but it shouldn't totally dwarf everything else. (Source)

Heroic Strike in SMF on Beta = Bug
Heroic Strike doesn't interact with either Bloodsurge or Single Minded Fury.

Bloodsurge can only be proc'd by Bloodthirst. SMF only affects Slam (and damage). The latter just has some goofy tooltip bug in your build. (Source)

Haste scaling
Not everything needs to scale with haste (or crit for that matter). They just need to scale well enough that A) the stat isn't viewed as garbage on gear, or B) that Fury (in this case) doesn't blow past Arms at high gear levels.

[...] Haste does not affect Rend ticks. Our general philosophy is that melee dots do not need to be sped up. Melee benefits from haste by generating more resources. Thus, there should be no Taste for Blood losses with haste. Rend can crit however.

Since I can probably guess the question that will get asked next, Slam also won't scale with haste. However, we have changed Blood Frenzy from being passive haste to a chance that your autoattacks will generate extra rage. This should help Arms scale with haste a little better, as well as give Arms a slightly less predictable rage income (in the way that crit used to deliver, but without the crit scaling problems).

We're not worried about Heroic Strike ever beating Slam. If that happens, it's just a tuning problem easily solved.

[...] We want haste to apply to as close to 100% of your damage as possible. For casters it always applied to cast time spells. Now it also applies to dots. For melee, it improves your auto attack damage but also grants you more resources, therefore improving your special attacks as well. (Source)

Cataclysm Zone Q&A: Ashenvale
Originally Posted by Blizzard (Blue Tracker)

Q. What was the original concept for the zone?
A. The concept for Ashenvale was to show the effects of the Cataclysm while taking the opportunity to streamline the zone's level design. There were areas of Ashenvale that were pretty unfriendly in terms of accessibility and quest flow. The level designers and quest designers worked together to alleviate the problem areas and highlight the big changes.

Q. Who will be using this zone (what levels/factions)?
A. Both Horde and Alliance players, roughly from levels 20–25. We anticipate that this will be a well-traveled zone in terms of general player flow.

Q. Without giving up any spoilers, what's the general storyline for this zone? How has it changed from the original design?
A. Among other catastrophes, an enormous volcano has erupted in central Ashenvale. As the night elves struggle to deal with the chaos caused by the Cataclysm, the Horde is seizing what it perceives to be a golden opportunity. Garrosh Hellscream's forces are now bearing down upon the night elves and have overtaken several key positions that once served as Alliance strongholds. There is a definite feeling that the balance of power in this region now teeters on a goblin tripwire….

These changes also mean that Horde players will have much more to do in Ashenvale.

Q. What do you think is the most exciting new feature of the zone?
A. Visually, it has to be the volcano. It's stunning, and it provides a great landmark in a place otherwise known for its dense forest. Thematically, the tension present in the zone gives it a whole new feel. The Horde is barricaded inside the walls of Splintertree Post under a massive assault by the night elves and their allies. Meanwhile, Astranaar is desperately fighting off waves of Hellscream's forces. Practically everywhere you go in Ashenvale, it's impossible to escape the fact that it has become a warzone.

Q.What goes into redesigning a zone like this?
A. A bit more than meets the eye, we think. Ashenvale is deceptively large, and previously there were many issues in terms of quest flow and Horde/Alliance content balance. Soon after we rolled up our sleeves and broke ground, we realized that our work was cut out for us. There were numerous quests we wanted to keep, but there were also a great many that no longer fit or didn't play out efficiently. We also needed to create a variety of new quests, especially ones "For the Horde"™.

Q. What was the most challenging aspect about implementing these changes?
A. It can actually be a bit tougher to come in and "do surgery" to an existing zone than it is to completely gut it and start from scratch. Given our ambitious time constraints, trying to determine what stays, what goes, and what other changes to make is certainly a challenge.

Q. What should players do or go see first?
A. Horde players should visit the Mor'shan Rampart first. There's a new Horde contingent there who is fighting hard to make sure that no night elves escape Hellscream's onslaught -- not that they'd make it far into the Northern Barrens! Alliance players who come down from Darkshore will want to help defend Maestra's Post and Astranaar as both settlements struggle to keep from falling under Hellscream's control.

Q. Who seems to have the upper hand in the zone: the Horde, the Alliance, or the elementals?
A. The Horde and the Alliance are throwing themselves at each other on many fronts; neither has a clear upper hand here. The elementals in Ashenvale are a minor nuisance in comparison to the faction struggle.

Q. Should we expect any changes within Blackfathom Deeps?
A. There are no significant changes planned for Blackfathom Deeps at this time.

Q.What has happened to Silverwind Refuge?
A. The Horde has happened!

Q. What has changed the most: the storyline or the terrain?
A. The amount of change has been pretty equal between storyline and terrain. The terrain is much less frustrating than before, and the visual results of the Cataclysm tell the story as much as the quests do. Story-wise, the theme hasn't changed so much as its intensity has.
This article was originally published in forum thread: Hunter & DK Pet Changes, Archaeology, Blue Posts started by Boubouille View original post
Comments 151 Comments
  1. bethofwow's Avatar
    So no flying in Azeroth without the expansion. Boooo
  1. Schaden's Avatar
    Quote Originally Posted by Epsi View Post
    It's not about a fucked up roster or raid composition. It's about that hunters will have a guranteed raidslot, always. And you're trying to say that a 5% crit buff, 8% spelldamage debuff, 4% physical damage, increased bleed damage wont make a difference when you dont have it in the raid? It's more utility than one single class in wow could ever bring, and if they still consider hunters a "pure" class, while treating others with the damage tax then fuck it.
    The point, you've missed it.

    Hunters wont be the only class to bring those buffs. Missing that 8% spell damage? Bring an unholy DK or boomkin if hunters are the bane of your existence. The point is to make these buffs even more available, this HELPS people, especially casual or 10-man guilds. And its only ONE BUFF AT A TIME. I doubt a raid leader, especially of a guild with a solid roster is going to go "Oh, we're missing buffhere! I could either recruit or bring a hunter for that slot or I could bring someone of that class/spec. Ahh, I'll just bring a hunter because who cares if this means I'm missing that other spec/class anyway - its a hunter!"

    Besides, check WoL and other parses - hunters are rarely at the top of the DPS charts (that's reserved for Fire mages and Fury warriors and skilled feral druids who get chain fed Power Infusion/Tricks/Hysteria). For a "pure" class, hunters are actually behind several classes for over all damage. We've been a utility class as opposed to a "pure" dps class for a while now. We're swiss army knives and you're trying to exaggerate us into sub-orbital laser canons.
  1. The Last DJ's Avatar
    Goddammit, Blizzard. I'd almost decided that I was going to reroll my troll hunter as a druid and now you pull this on me. :| Considering my hunter was my first level 60/70 and spent all 4 years as BM (minus when Survival blew everything out of the water and I had to be Surv to put out decent numbers), I'm glad to see BM hunters getting some tricks. I'm not completely satisfied with the Focus system, as early on it seemed to break the smoothness of a DPS rotation/priority system. However, they may have tweaked it so that it's less choppy and there's less time spent Steady-Shotting to regain enough Focus to fire off a special. I didn't enjoy being what equated to a ranged Feral Druid. I will however miss my Devilsaur Thud becoming astronomically large with Monstrous Bite and Bloodlust, even after they reduced the size increase on MB. The Devilsaur Ass-Pull was many a hysterical wipe in early Naxx.
  1. OtisJay's Avatar
    Quote Originally Posted by Lihonessa View Post
    When I read that Mages would get their own Bloodlust, I grumbled, but I didn't protest.
    Now, however, I feel that a huge border is being crossed.



    WHAT
    THE
    HELL?!


    What on earth is wrong with Blizzard?! Hunters do not need a Bloodlust. Hell, they don't deserve one!
    Bloodlust is one of the very few remaining key spells left which make the Shaman stand out, and I am strongly against handing it out to all the other classes out there. Sure, Shamans were considered OP once, but this was back in Vanilla when Frost Shock was still strong! We've passed that point, yet still they continue to take abuse over, and over, and over...

    And for you sceptics who say that Shamans still have totems, who cares if they do? The buffs they give are only mediocre, we only really use a handful of the thouzands of totems we recieve, and they die in one hit.

    While I (reluctantly) allow Mages to have Bloodlust, I'm going to have to make a stand here.
    SAY NO TO HUNTERS WITH BLOODLUST!!!
    /Agree...
  1. mmocef71e99c15's Avatar
    Quote Originally Posted by bethofwow View Post
    So no flying in Azeroth without the expansion. Boooo
    Seriously, why would anyone want to play WoW without the expansion? It's like wanting to play baseball without a bat.

    You pay $180 per year to play the game. Every two years you have to pay an additional $40 or so for the x-pac. If you can't afford that, then you should probably not pay the annual $180 either.
  1. crazy23's Avatar
    Quote Originally Posted by RageFireSpazm View Post
    Fellow hunters, just to let you know. They will nerf the hell out of this. I guarantee it. So don't get your hopes up just yet. The Shamans will QQ enough to get get the job done for us.
    Trust me.
    LOL. Fellow hunters please ignore this. Blizzard have stated pets will not benefit from player buffs in cataclysm. So the pets bring the buffs. This will go live. Shaman QQ, to be honest I have seen more Mage QQ to the corehound getting heroism, than shamans.
    Blizzard KNOW that hunters need some more buffs that are not easily cancelled by another buff. So this is an overall good change for them.
  1. Kenai's Avatar
    Quote Originally Posted by Keristrasza View Post
    Funnier still, its only the shaman crying. "Boo hoo! Now I have to be good at my class to get into a group, not just because of my buff!" Personally I love this buff to core-hounds (I play a hunter AND a shaman)with this change I won't just be drug around on my shaman 24/7 because of her buff. I can play something DIFFERENT. (Like my main)
    I think whining about Heroism is dumb, but only Shaman whining? Really? In this thread full of Mage QQ? And that's just for Hero/BL! How often do we get a blue post update without a wall of Paladin tears?

    Too many people are still in WotLK mentality and it shows. I want to play other jobs besides my shaman and mages and hunters with heroism means I won't be forced to come shaman every time a 10 man group forms. I also have been seeing this as an excellent opportunity to finally get rid of that amazingly stupid hybrid tax excuse for dps disparity. And the final builds are still unknown, I can't wait to see more.
  1. WaitingforSWTOR's Avatar
    Nice to see that Blizzard gives the DK pets a transformation option
    Screw the transformation, i want ghoul VOICES back!!!
  1. Usagi Vindaloo's Avatar
    Okay, perhaps I'm missing something here, but did they just turn Devilsaurs into PVP pets?

    It sure looks like it, what with the mortal strike debuff... that would only really be useful in PvP or against mobs/bosses that heal themselves (suppose there's a lot of trash that does, but raid bosses?). It has the +crit, but that can be gotten from wolves as well (though I'm not sure what their second ability is, or if they have one).

    I'm just a little paranoid as my devilsaur Goldblum has been a constant companion for my hunter throughout WOTLK (meaning I stayed BM even when raiding... the guild didn't want me to put away "their" mascot ) and I'm worried that Devilsaurs will end up subpar for PvE compared to other pets. I already went through one expansion of that, don't want to do it again.
  1. Archer's Avatar
    Quote Originally Posted by Lihonessa View Post
    When I read that Mages would get their own Bloodlust, I grumbled, but I didn't protest.
    Now, however, I feel that a huge border is being crossed.



    WHAT
    THE
    HELL?!


    What on earth is wrong with Blizzard?! Hunters do not need a Bloodlust. Hell, they don't deserve one!
    Bloodlust is one of the very few remaining key spells left which make the Shaman stand out, and I am strongly against handing it out to all the other classes out there. Sure, Shamans were considered OP once, but this was back in Vanilla when Frost Shock was still strong! We've passed that point, yet still they continue to take abuse over, and over, and over...

    And for you sceptics who say that Shamans still have totems, who cares if they do? The buffs they give are only mediocre, we only really use a handful of the thouzands of totems we recieve, and they die in one hit.

    While I (reluctantly) allow Mages to have Bloodlust, I'm going to have to make a stand here.
    SAY NO TO HUNTERS WITH BLOODLUST!!!
    Make the stand all you want, it's not your game and if you don't like it simple solution for ya: QUIT!
    Should hunters have made the "stand" when you totem dropping freaks were given ghost wolves?

    I for one welcome the change, no longer does my raid have to carry bad shamans just for BL, or find a retarded priest for fort. Now we can pick and choose.
  1. mmocb5e860bee1's Avatar
    Quote Originally Posted by talrob View Post
    If hunters, a "pure class" are getting all that utility. As a shadow priest I hope us "hybrid dps" get fing even dps potential with them...
    Since when pure classes couldn't have more than one raid buff? Pure classes can only fill one role which is DPS. It seems there even isn't "pure" and "hybrid" tax when DKs, palas and warriors are topping meters with their smournes. Now shush and heal my ass!

    Theres a difference between one class getting lust/hero to one spec (and it's one pet) and one getting it as base ability. This also brings something new and useful to hunters in PvE since all hunters did get for PvE before this was...umm...Steady Shot v1.5 aka Cobra Shot? Other new abilities was for PvP.
  1. Zadoc's Avatar
    Much QQing...

    Bear in mind that all the really useful buff beasts are Beast Mastery only (heroism, mend, BoM, BoK etc). Now, I haven't been fortunate enough to get a Beta key, so I don't know how BM spec is performing (and of course even then it is liable to change). But consider this. For players with even a modest ability, BM is currently by far the worst hunter raiding spec for WotLK. It seriously handicaps your DPS. In present Live Server conditions, it just isn't an option. Chances are that it will continue to be the "intro" spec and not deal top damage. So there you are in your 10/25 man raid, yes, you are buffing the raid, but your DPS is poo. Hunters are rapidly going to get the Huntard name again. I could understand it if we had 3 specs now, but is it really going to be strong enough to remove Survival from the dual spec?
  1. bingolotta's Avatar
    Is it just me, or are the hunter pets actually turning into Pokémons?
  1. Spike`'s Avatar
    Quote Originally Posted by TobiasX View Post
    Then may I ask what class does? Because all buffs appear to be present on 3 or more classes now.
    Priests probably will not concur with you
  1. Eviscerate's Avatar
    It's funny how noobs can overreact to everything without even reading or understanding properly.

    The fact is, only Beast Mastery Hunters are getting the most useful or OP pet buffs. For MM or Survival. the pet buff they are getting aren't that great at all.

    So if you are a hunter, you have to make a choice if you want to go BM and get your own bloodlust for raiding. Also, take note that BM spec was a failed spec in ICC raiding. So unless BM turns out to be a competitive spec, I wouldn't say that they are OP. Personally, the way things are right now for hunters, MM is still the best raiding spec for Cata.

    BM Hunters getting their own BL isn't worth QQ'ing. They are just gonna get a better chance of joining a raid. Just like how shamans are right now in ICC, they can give BL, but can never be on the top of the DPS chart.
  1. mmoccc2c4457a1's Avatar
    Quote Originally Posted by Falcio View Post
    No offense, but if you think the only thing that makes the Shaman stand out was its ability to be guaranteed a raid spot (skilled or not) because of an oft-considered important buff to the raid itself, then I'm afraid you don't deserve the buff, either.
    Not to say there aren't really good Shaman out there. I'm just saying that I would rather be put on standby because we had a Shaman that was, for all intents and purposes, better than me than being put on standby because a Shaman is required with lust in order to clear the boss we're at currently. That is a situation we all would rather be in, I think.

    In the end, Hunters could very well never need to use Blust. I very rarely end up in a group that doesn't have either a Mage or a Shaman, but if I do, then I would gladly switch my spec to BM with a corehound in order to give the raid that buff. The only time we gain a benefit from it is when a Shaman or Mage is not in the group. If they are, then we're either using a different pet or using a different spec entirely, because there would be no point.

    Tying the ability into a pet that requires a spec to use is more like saying "Hey, we're backup lust in case there is no Mage or Shaman in the group currently." It's not a game-breaker, and I can assure you that the Corehound will not be our top DPS pet. Not by a long shot. Even as BM, if we have a choice, we will probably still go with a Devilsaur if we don't need to provide lust, if the current game is any indication.
    I have a few things to say about this.
    Like I said before, Bloodlust is a class-defining ability. It is one of the very few abilities of the Shaman that are currently still unique. In fact, almost all of our totems are overwritten by other skills from other classes; in some cases, this causes Bloodlust to be the only unique thing we bring to a raid! Because of this fact, I'm certain that if Blizzard continues with giving their unique abilities to other classes, they will become an obsolete class. And I don't want to have to reroll to a class I don't like, just so I can actually play the game!
    Let me give an example. If a raid group were to pick an evenly geared Shaman or Mage for a raid, who would they pick? Naturally, they would pick the Mage; Not only do they have their unique raid-wide buff, they also deal more damage then Shamans with equal gear level! As for PvP, the same applies - Shamans have very few ways of getting away, while Mages have many. Now, let's include the Hunter on this list: While I believe that they have about the same damage output as Shamans in equal gear, in PvP they have a lot more survivability due to their talents and playstyle, which still makes them preferred over a Shaman in that aspect!

    Quote Originally Posted by Archer View Post
    Make the stand all you want, it's not your game and if you don't like it simple solution for ya: QUIT!
    Should hunters have made the "stand" when you totem dropping freaks were given ghost wolves?

    I for one welcome the change, no longer does my raid have to carry bad shamans just for BL, or find a retarded priest for fort. Now we can pick and choose.
    The same applies for you, Archer. And no, Hunters don't have to make a stand about Ghost Wolves. Why? Only Enhancement spec gets them, they only last for a number of seconds, they aren't controllable by the player itself, and they have a long cooldown! Does your pet have all that? I don't think so. Ghost Wolves are of no competition to Hunter pets at all.
    As for quitting, I still like this game. That is why I pay money for it. Yet for that money I also expect to get something in return, instead of my preferred class being made obsolete by stupid and unneccesary changes like this! And like I said before, I do not want to reroll to a class I don't like just so I can actually play the game.
    With all due respect, making that comment practically showed how unexperienced you are with playing a Shaman. Believe me when I say this; In our current state of affairs, Bloodlust is a neccesary spell for Shamans. Giving it to other, more powerful classes without getting anything new and unique in return it just going to ruin the class... I'd easily compare it to removing Hunter pets from the game, It would just make them worthless!
  1. Riboflavin's Avatar
    yes it's terrible that other classes have tremor totem....wait what..
  1. Falcio's Avatar
    Quote Originally Posted by Lihonessa View Post
    I have a few things to say about this.
    Like I said before, Bloodlust is a class-defining ability. It is one of the very few abilities of the Shaman that are currently still unique. In fact, almost all of our totems are overwritten by other skills from other classes; in some cases, this causes Bloodlust to be the only unique thing we bring to a raid! Because of this fact, I'm certain that if Blizzard continues with giving their unique abilities to other classes, they will become an obsolete class. And I don't want to have to reroll to a class I don't like, just so I can actually play the game!
    Let me give an example. If a raid group were to pick an evenly geared Shaman or Mage for a raid, who would they pick? Naturally, they would pick the Mage; Not only do they have their unique raid-wide buff, they also deal more damage then Shamans with equal gear level! As for PvP, the same applies - Shamans have very few ways of getting away, while Mages have many. Now, let's include the Hunter on this list: While I believe that they have about the same damage output as Shamans in equal gear, in PvP they have a lot more survivability due to their talents and playstyle, which still makes them preferred over a Shaman in that aspect!
    And I say again, if the only thing that makes the Shaman stand out is a spell that, for some fights, is required in order to even clear the fight, then there's a really big problem here.

    A class should be able to feel unique, but they shouldn't feel like they should get special treatment because of that one thing that only they can bring, and that's really how the Shaman class is now. If I'm vying for a spot against a Shaman, why should they take me when the Shaman has a buff that is required for some fights to succeed? No matter how much DPS I do over the Shaman, I would be cut for him, because his buff benefits every single raid member. It's completely unfair, and something that's been said since Wrath beta with the advent of "bring the player, not the class."

    It's not fair to other players that the Shaman would always edge out on them not due to skill, but due to utility. It's a completely terrible design.

    To go on your example, let's also put up the example that the Shaman is a good player that has a cool attitude and disposition and pulls out really good numbers, while the pure DPS Mage has a very lousy attitude and complains about every single detail from other players while assuming that they cannot make any mistakes at all, but also pulls good numbers. In this example, I would honestly pick the Shaman.
    On the flipside, let's say that my raid group consists of 24 really great DPS, but we have to have a Shaman who refuses to play by the rules, continuously AFKs, and his only real benefit to the raid is the unleashing of lust after much hassling. In this current raid environment, the raid leader will either try and find another Shaman to replace him, or just deal with him with the logic that he's bringing a buff that is needed for the encounter at hand. In the Cataclysm environment, the Shaman in my example can no longer act like that and not expect a real punishment in the form of not being able to raid half-heartedly.

    Of course, these examples are two extremes. There are going to be cases where a Mage and a Shaman, both with good attitudes and good gear, will be vying for a spot in a raid and one of them will be cut. It's just how things work, and it'll be a tough decision for a lot of people, too.

    Look, I understand your plea. I get that you think it'll create a problem in the natural balance of the game. But trust me when I say that, in all intents and purposes, it's good for the game. Blizzard, I would hope, is not doing this change to harm Shamans, but to help the raid groups on a whole. And because of the lost must-have-in-raid utility, it creates a drive to them to make sure that Shamans stay competitive in both healing and DPS. Trust me, if you really do love the class, then you can remain that class. If you're a strong player and your attitude is sound for your raid leader, then you will get your spot. It creates a drive of excellence to know that you must perform to your class's best to be given that raid spot. It makes you appreciate that class more.
  1. Anium's Avatar
    Quote Originally Posted by Lihonessa View Post
    When I read that Mages would get their own Bloodlust, I grumbled, but I didn't protest.
    Now, however, I feel that a huge border is being crossed.



    WHAT
    THE
    HELL?!


    What on earth is wrong with Blizzard?! Hunters do not need a Bloodlust. Hell, they don't deserve one!
    Bloodlust is one of the very few remaining key spells left which make the Shaman stand out, and I am strongly against handing it out to all the other classes out there. Sure, Shamans were considered OP once, but this was back in Vanilla when Frost Shock was still strong! We've passed that point, yet still they continue to take abuse over, and over, and over...

    And for you sceptics who say that Shamans still have totems, who cares if they do? The buffs they give are only mediocre, we only really use a handful of the thouzands of totems we recieve, and they die in one hit.

    While I (reluctantly) allow Mages to have Bloodlust, I'm going to have to make a stand here.
    SAY NO TO HUNTERS WITH BLOODLUST!!!

    You're a fool.
  1. informedcitizenry's Avatar
    So what do people think of Archeology? Reading the description it looks very complicated, which surprises me because I figured Blizz has been making this game more accessible to the casual player. I can see a lot of new people to this game taking up this prof and dumping it pretty quickly. I'm still not even sure if it's a gathering or crafting prof. Are people in Beta doing this? Is it worth it?

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