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by Published on 2010-07-26 09:12 AM

Dungeon Sets Preview - Cloth Armor Sets
Shanai posted an interesting posts on the forums a few days ago. The first dungeon sets have been added to the beta files and Cloth sets are now available.

They are dungeon sets (5-man gear), they are NOT class raid sets. These sets drop from 5-man dungeons and possibly aren't even real "sets" with bonuses

Screenshots from are pretty good, it looks like I'm not the only one in the world who is crazy enough to do that kind of stuff.

High-Res Picture

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Cataclysm Beta Build 12604 - NPCs Transcripts (Spoiler)
I'm not a huge fan of spoiling lore and dialogues but the requests for transcripts of sounds files have been overwhelming. From now on, I will list new sound files after each beta build and try to provide a transcript for them. (In this case I also included a couple of audio/videos, courtesy of Tural)

Obviously, do not read anything below if you do not like spoilers

Thanks to Marla for the transcripts of this patch.

  • VO_QE_Deathwing_Event01.wav - "Lifebinder. Do you presume that I am at your beck and call? I have a world to unmake."
  • VO_QE_Deathwing_Event02.wav - "Ha ha ha ha. End? Me? Lifebinder. You think life is yours to take away? Life is weak. Mortal. Fleeting. Fragile. Death is final. Death is eternal. Death is my realm. Look upon me, and you see death incarnate. The unmaker... of worlds."
  • VO_QE_Deathwing_Event03.wav - "Then witness my new gifts! Bestowed by this worlds TRUE MASTERS."
  • VO_QE_Deathwing_Event04.wav - "Just as all life ends in death, all order must end in chaos! Come! Embrace the inevitable... as I have!
  • VO_QE_Deathwing_Event05.wav - "The sun has set on this mortal world. Make peace with your end, for the hour of twilight falls!"
  • VO_QE_Deathwing_Event06.wav - "Argh. You think to entrap me?!"

  • VO_QE_SP_Sylvanas_GIEvent01.wav - "Enough!"
  • VO_QE_SP_Sylvanas_GIEvent02.wav - "Such a waste! That arrows poison was not meant to be spent on your whelp! We will meet again."
  • VO_QE_SP_Sylvanas_SPEvent01.wav - "Where is that ogre-headed buffoon."
  • VO_QE_SP_Sylvanas_SPEvent02.wav - "Ah. Speak of the devil."
  • VO_QE_SP_Sylvanas_SPEvent03.wav - "Warchief. So glad you could make it."
  • VO_QE_SP_Sylvanas_SPEvent04.wav - "With the death of the lich king, many more of the intelligent scourge... became unemployed. Those feens as you so put it, are mine now."
  • VO_QE_SP_Sylvanas_SPEvent05.wav - "And they are part of the reason I asked to see you."
  • VO_QE_SP_Sylvanas_SPEvent06.wav - "Very well, Warchief. I have solved the blight of the forasken."
  • VO_QE_SP_Sylvanas_SPEvent07.wav - "As a race, we forsaken are unable to procreate."
  • VO_QE_SP_Sylvanas_SPEvent08.wav - "With the aid of the Valkyr, we are now able to the corpses of the fallen, and create new forsaken."
  • VO_QE_SP_Sylvanas_SPEvent09.wav - "Agatha! Show the Warchief."
  • VO_QE_SP_Sylvanas_SPEvent10.wav - "Warchief! Without these new people, my people would die out. Our hold on Gilneas and Northern Lordaeron would crumble."
  • VO_QE_SP_Sylvanas_SPEvent11.wav - "Isn't it obvious, Warchief? I serve the horde."
  • VO_QE_Sylvanas_Event01.wav - "I have not always been the Banshee Queen."
  • VO_QE_Sylvanas_Event02.wav - "And my people have always been the Forsaken."
  • VO_QE_Sylvanas_Event03.wav - "Long ago, this land comprised the Northern Kingdoms of Lordaeron, ruled by King Terenas Menethil."
  • VO_QE_Sylvanas_Event04.wav - "Terenas, had a son named Arthas."
  • VO_QE_Sylvanas_Event05.wav - "Arthas. Even saying his name makes my body quiver in rage."
  • VO_QE_Sylvanas_Event06.wav - "This manchild, "Arthas", took for himself a cursed blade, known as Frostmourne."
  • VO_QE_Sylvanas_Event07.wav - "Through Frostmourne, Arthas killed his own father, and raised this land along with every creature in it."
  • VO_QE_Sylvanas_Event08.wav - "My own death, came at the hands of Arthas. When he and his army my homeland Quel'Thalas and murdered my people."
  • VO_QE_Sylvanas_Event09.wav - "In his vast cruelty, Arthas severed my spirit from my body, and raised me as a banshee to serve in his scourge army."
  • VO_QE_Sylvanas_Event10.wav - "A similar fate befell all that would die to the scourge warmachine."
  • VO_QE_Sylvanas_Event11.wav - "In death, they were reborn as mindless undead."
  • VO_QE_Sylvanas_Event12.wav - "But Arthas was not invincible. With each passing day, his power wained, his grip over the will of the damned loosening."
  • VO_QE_Sylvanas_Event13.wav - "It was when Arthas was at his weakest, that I struck."
  • VO_QE_Sylvanas_Event14.wav - "And though the hour of his atonement had come, the worm managed to escape his fate, returning to the frozen wastes of Northrend."
  • VO_QE_Sylvanas_Event15.wav - "With Arthas gone, so to was the control he held over the undead masses of Lordaeron after recovering my body, I freed the remaining scourge that were left behind."
  • VO_QE_Sylvanas_Event16.wav - "From the cruelty and mercilessness of Arthas the man who would be Lich King, the forsaken were born."
  • VO_QE_Sylvanas_Event17.wav - "Our goal, our sole purpose was to destroy the Lich King. We through our lot in with the Horde, and began our journey to redemption."
  • VO_QE_Sylvanas_Event18.wav - "Now, the Lich King is dead. And we have returned."
  • VO_QE_Sylvanas_Event19.wav - "The people that called the land their home in life, do so in death as well."
  • VO_QE_Sylvanas_Event20.wav - "But the Alliance does not recognise our rights, they claim this land is their own while attempting to invalidate the claims of the founders of this kingdom."
  • VO_QE_Sylvanas_Event21.wav - "I will never allow it. NEVER."
  • VO_QE_Sylvanas_Event22.wav - "Lordaeron belongs to the Forsaken. Always and forever."
  • VO_QE_Sylvanas_Hunt01.wav - "You can assure Garrosh, that this is a minor setback. Our victory in Gilneas will be absolute."
  • VO_QE_Sylvanas_Hunt02.wav - "You do well to watch your tone, general. Neither you nor Garrosh have anything to worry about. We've ceased all production of the plague, as he ordered. We'd never deploy it without his permission."
  • VO_QE_Sylvanas_Hunt03.wav - "Go with honor, General."
  • VO_QE_Sylvanas_Hunt04.wav - "What kind of question is that? Ofcourse we are deploying the plague, as planned. Let the Gilneans enjoy their small victory. Not even their bones will remain by tomorrow."

Sylvanas Dialogues

  • VO_QE_Garrosh_SPEvent01.wav - "This better be important, Sylvanas. You know how I detest this place and it's foul stench. Why have you called for me?"
  • VO_QE_Garrosh_SPEvent02.wav - "And more importantly, what are those scourge beigns doing here?"
  • VO_QE_Garrosh_SPEvent03.wav - "Get on with it, Sylvanas!"
  • VO_QE_Garrosh_SPEvent04.wav - "What you have done here, Sylvanas. It goes against the laws of nature. Disgusting is the only word to describe it."
  • VO_QE_Garrosh_SPEvent05.wav - "Have you given any thought to what this means, Sylvanas?"
  • VO_QE_Garrosh_SPEvent06.wav - "What difference is there, between you and the Lich King now?"
  • VO_QE_Garrosh_SPEvent07.wav - "Watch your clever mouth, bitch."
  • VO_QE_Garrosh_SPEvent08.wav - "Gro'mash, you stay behind and make sure the Banshee Queen is well guarded. I will be expecting a full report when next we meet."
  • VO_QE_Garrosh_SPEvent09.wav - "Remember Sylvanas, eventually we all have to stand before our maker, and face judgement. Your day may come sooner than others."
  • VO_QE_TI_Garrosh_Aggro01.wav - "I will show no mercy!"
  • VO_QE_TI_Garrosh_Aggro02.wav - " Lok'norosh!"
  • VO_QE_TI_Garrosh_ElEvent01.wav - "Don't talk back to me Troll, you know who was left in charge here. Haven't you stumped to ask yourself why Thrall chose me instead of you?"
  • VO_QE_TI_Garrosh_ElEvent02.wav - "You are lucky that I don't gut you right here, whelp. You are foolish to think you can speak to your warchief in such ways!"
  • VO_QE_TI_Garrosh_ElEvent03.wav - "And what exactly do you think you're going to do about it? Your threats are hollow. Go slink away with the rest of your kind to the slums. I will endure your filth in my throne room NO LONGER."
  • VO_QE_TI_Garrosh_ElEvent04.wav - "You have sealed your fate, troll."
  • VO_QE_TI_Garrosh_Event01.wav - "Hahaha! Yes I live! No Twilight dragon can keep this orc down!"
  • VO_QE_TI_Garrosh_Event02.wav - "Ah. There she is. The battle maiden of the Dragonmaw. Let me see your face."
  • VO_QE_TI_Garrosh_Event03.wav - "Blood and honor, hero. The horde welcomes you. Your people will be put to the test, as we obliterate twilight's hammer, and lay claim to this distant shore. But first, some unfinished business.."
  • VO_QE_TI_Garrosh_Greeting01.wav - "Hellscreams eyes are upon you."
  • VO_QE_TI_Garrosh_Greeting02.wav - "Leave by these words! Lok'tar ogar! Victory or death."
  • VO_QE_TI_Garrosh_Greeting03.wav - "Only the strongest may dwell in Orgrimmar."
  • VO_QE_TI_Garrosh_Greeting04.wav - "You will serve the horde, or be crushed beneath it."
  • VO_QE_TI_Garrosh_STEvent01.wav - "What have you done, Grom'gar?"
  • VO_QE_TI_Garrosh_STEvent02.wav - "My command?!"
  • VO_QE_TI_Garrosh_STEvent03.wav - "Was my command to murder innocent, Grom'gar?"
  • VO_QE_TI_Garrosh_STEvent04.wav - "Am I a murderer, Grom'gar?"
  • VO_QE_TI_Garrosh_STEvent05.wav - "Then I ask you again, WHAT HAVE YOU DONE?!"
  • VO_QE_TI_Garrosh_STEvent06.wav - "I sent you into Stonetalon Mountains with an army, your orders were to secure this land for the Horde."
  • VO_QE_TI_Garrosh_STEvent07.wav - "Instead, you layed waste to the land. Murdered innocents. Children even."
  • VO_QE_TI_Garrosh_STEvent08.wav - "I spent a very long time on Northrend, Grom'gar. I learnt much about the Horde in that time."
  • VO_QE_TI_Garrosh_STEvent09.wav - "While there, a wise old war hero told me something, that I would carry with me forever."
  • VO_QE_TI_Garrosh_STEvent10.wav - "Honor, Grom'gar. No matter how dire the battle, never forsake it."
  • VO_QE_TI_Garrosh_STEvent11.wav - "Overlord Grom'gar, you have disgraced the Horde!"
  • VO_QE_TI_Garrosh_STEvent12.wav - "You have brought shame to us as a people."
  • VO_QE_TI_Garrosh_STEvent13.wav - "By my right as Warchief, I hereby RELIEVE YOU OF DUTY."
  • VO_QE_TI_Garrosh_STEvent14.wav - "You. Are. Dismissed!"
  • VO_QE_TI_Garrosh_STEvent15.wav - "And you..."
  • VO_QE_TI_Garrosh_STEvent16.wav - "Mercy. Your wife and child were murdered. Your kin wiped out. Your home burnt to the ground."
  • VO_QE_TI_Garrosh_STEvent17.wav - "Mercy. Chieftain. On this day, I learn from you."
  • VO_QE_TI_Garrosh_STEvent18.wav - "Grom'gar's army is no more. Your rank no longer has meaning. If you wish to truly help the horde, your considerable power could be used in Desolace, or in the Southern Barrens."
  • VO_QE_TI_Garrosh_STEvent19.wav - "The choice is yours to make."
  • VO_QE_TI_Garrosh_STEvent20.wav - "Let honor guide you. Do not forget that Hellscream's eyes are always upon you."
  • VO_QE_TI_Garrosh_TILEvent01.wav - "Fellow warriors of the Horde, hear me now!"
  • VO_QE_TI_Garrosh_TILEvent02.wav - "Ahead hides our foe. Worshippers of chaos, who seek to remake our world. A new world is coming, friends. But it is not the world of their design. Together, we will crush the Twilight's Hammer. Raise their stronghold. Raise the earth, and burn the bodies. All will tremble by our might. Then we will stand (upon?) this world as its masters. United at our conviction. Unrivaled in strength. Behold into no one! (?) Today we will make the world, our world! FOR THE HORDE!"
  • VO_QE_TI_Garrosh_TILEvent03.wav - "The Alliance steams in close formation without escort. Air guard, attack! Strike them now while they can not manouvre! Hahahahahah!"
  • VO_QE_TI_Garrosh_TILEvent04.wav - "Get. Off. My. SHIIIIIIIIIIIIIIIP."

Garrosh Dismissing Krom'gar

Garrosh and Sylvannas

Garrosh + Vol'jin Talk

Arion (Bastion of Twilight)
  • VO_BT_Arion_Event01.wav - "Enough of this foolishness!"
  • VO_BT_Arion_Event02.wav - "Merely a whisper in the wind."
  • VO_BT_Arion_Event03.wav - "Wind. HEAR MY CALL!"
  • VO_BT_Arion_Event04.wav - "An impressive display."
  • VO_BT_Arion_Event05.wav - "Behold. Your. DOOOOM!"

Halfus (Bastion of Twilight)
  • VO_BT_Halfus_Event01.wav - "Cho'gall, we'll have your heads! All of them!"
  • VO_BT_Halfus_Event02.wav - "The worms bleed well tonight!"
  • VO_BT_Halfus_Event03.wav - "The burden of the damned falls upon you!"
  • VO_BT_Halfus_Event04.wav - "AAAAAAAAARGGGHGHHHHH"
  • VO_BT_Halfus_Event05.wav - "AUUAUWUWWHWHWUW"
  • VO_BT_Halfus_Event06.wav - "Beast! Strike at our enemiiiieees."
  • VO_BT_Halfus_Event07.wav - "Dragons to my side!"
  • VO_BT_Halfus_Event08.wav - "Drakes! Your master calls for you!"
  • VO_BT_Halfus_Event09.wav - "Whelps! Wash over our enemies as a swarm of death!"

Ignacious (Bastion of Twilight)
  • VO_BT_Ignacious_Event01.wav - - "You will die. For your insolence!"
  • VO_BT_Ignacious_Event02.wav - - "Ugh! More fuel for the fire!"
  • VO_BT_Ignacious_Event03.wav - - "BUUUUUURN!"
  • VO_BT_Ignacious_Event04.wav - - "The fury of the elements!"
  • VO_BT_Ignacious_Event05.wav - - "Behold your doom!"

Monstrosity (Bastion of Twilight)
  • VO_BT_Monstrosity_Event01.wav - "Behold your doom!"
  • VO_BT_Monstrosity_Event02.wav - "Annihilate!"
  • VO_BT_Monstrosity_Event03.wav - "Eradicate!"
  • VO_BT_Monstrosity_Event04.wav - "Impossible!"
  • VO_BT_Monstrosity_Event05.wav - "Feel the power!"

Siamat (Lost City of the Tol'vir)
  • VO_TV_Siamat_Intro01.wav - "I AM UNLEASHED!"
  • VO_TV_Siamat_Event01.wav - "Cower before the Tempest Storm!"
  • VO_TV_Siamat_Event02.wav - "Suffer the storm!"
  • VO_TV_Siamat_Event03.wav - "Your city will be buried. Your lives forfeit to the elements."

Theralion (Bastion of Twilight)
  • VO_BT_Theralion_Event01.wav - "The master was clearly speaking to you, Valiona. I am far to busy to attack anyone."
  • VO_BT_Theralion_Event02.wav - "How dare you call me worthless? You will see why I am mother's favorite child."
  • VO_BT_Theralion_Event03.wav - "Bare your soul to me, mortal!"
  • VO_BT_Theralion_Event04.wav - "I knew I should've stayed out of this!"
  • VO_BT_Theralion_Event05.wav - "You're not the boss of me, Valiona. I will engulf as I please."
  • VO_BT_Theralion_Event06.wav - "There is no escape from the fury of the Twilight Flight!"
  • VO_BT_Theralion_Event07.wav - "Writhe in agony! *cries*"

Sinestra (Bastion of Twilight)
  • VO_BT_Sinestra_Aggro01.wav - "We are fools to entrust an imbecile like Cho'gall with such a sacred duty. I will deal with you intruders myself!"
  • VO_BT_Sinestra_Phase01.wav - "I tire of this! Do you see this clutch amidst which you stand? I have nurtured the spark within them, but that lifeforce is and always will be mine! Behold, power beyond your comprehension!"
  • VO_BT_Sinestra_Phase02.wav - "This will be your tomb as well as theirs!"
  • VO_BT_Sinestra_Phase03.wav - "Enough! Drawing upon this source will set us back for months. You should feel honored to be worthy of this expenditure. Now die!"
  • VO_BT_Sinestra_Losing01.wav - "You mistake this for weakness? FOOL!"
  • VO_BT_Sinestra_Winning01.wav - "My brood will feast upon your essence!"
  • VO_BT_Sinestra_Death01.wav - "Deathwing. I have fallen. The brood is lost."

Blue Posts
Originally Posted by Blizzard Entertainment
Class Development Status
I'd say that at this point in time, the trees that are farthest along are mage, rogue, shaman and warrior. Paladin would be close except that things have changed so much that we still have to move talents around quite a bit. (Source)

DPS Classes Overhaul
Sure, and Fury is the kind of tree that needs a lot of adjustment because so many of the talents are "you do more damage" of various kinds (and there are still some we haven't been able to prune quite yet). But I've also seen a lot of posts where say a Shadow priest or Feral druid imagines they are getting a paladin-level overhaul with half of their spells new. Neither the Shadow or Feral trees are done yet, but the bones are there. You'll see talent slide around or maybe one or two new ones added, but they aren't getting new resources (unless you call the orbs a resource), and we aren't removing say Lacerate or Mind Flay. (Source)

Raid Buff Costs
The thing is, Rampage is a sizeable dps increase for 1 talent point. If all you ever do is raid and you know you'll always have another version, then I guess you're safer skipping it. If you ever solo or run 5-player dungeons, it's a nice benefit to have. If you have the luxury of spending your dual-spec on your solo Fury build, then again, Rampage might be a luxury. This is one of the reasons though that we are hesitant to offer more specs. At one talent point, Rampage should be a no brainer. If it cost 2 or 3 points for a buff someone else might bring, then I could see skipping it in a raid.

Likewise, if like the Frost mage, every Survival hunter, Ret paladin etc. decides that someone else will bring Replenishment, then nobody will have it.

Talent builds are supposed to be about evaluating the pros and cons of every talent. If you can quickly tailor your talent build to the other folks you are playing with, then you are just avoiding the cons. Situational talents can be skipped until you're in the situation that needs them. Dual spec was conceived so that players could tank or dps or raid and PvP, not so that you could skip over situational talents and yet still be able to use them as needed. For all the good that dual-spec has done, it has done some harm too. (Source)

Think of Vengeance like the way Tricks of the Trade works on live. It isn't the silver bullet that is supposed to solve all your threat problems. It's there to make sure that other classes don't outscale you as you keep piling on Stamina and they keep piling on damage.

Your normal threat rotation should be sufficient to keep aggro in most situations. Vengeance falling off periodically shouldn't be a big deal. Offtanks without Vengeance shouldn't be a big deal. We want you so still care, insofar as tanks ever care, about the damage you're doing. Vengeance is a cushion, not the solution to threat management. (Source)

Tanks and DPS Talents
It is particularly a challenge with tanks once they are ready to sub-spec into other trees. A Prot warrior for instance looks at the Arms and Fury tree and sees all these dps talents, and assumes he has to get all of those to hold threat. Yet, we can't very well make the top two tiers of Arms and Fury with no dps talents. Hopefully the way it will work out is that tanks will need "some" dps and can decide whether to get those talents in Arms, Fury and Prot, but won't feel the need to get them all.

There are some tanks who get some things "for free" while others need to talent into it. As long as the end result is similar it should feel okay. Part of what we are dealing with is all these brand new talents or old favorites that have changed a lot. You don't have the years fo experience and theorycrafting to fall back on so you don't know (yet) if say Thunderstruck is mandatory (it shouldn't be).

There will be some amount of dps talents in all trees. Some players will call any dps talent that doesn't require them to click something "passive and boring" but we also think there is a limit to the number of procs, stacking buffs, and using base spells in unusual ways that a player can manage. We'll have some of those talents for sure, but not 20 of them per tree. (Source)

Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Death Knight Rotations
One thing I'll throw out there is we're definitely trying to keep the feel of Unholy with a more predictable rotation and Frost with more of a priority system, since what ability to use next can't always be guessed in advance. DKs seem to like those play styles for the two trees respectively. (Source)

Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Hunter Redesign?
No, hunters are not undergoing any kind of massive redesign. We have spent our efforts lately on trying to make sure focus works as intended in both aspects and at low and high level. We're not there yet. We'll work on the talent trees a little more when we feel like focus is where we want it to be, since that will affect the talent design. (Source)

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Holy Power as Protection
It's entirely possible there isn't enough Holy Power to go around for Prot yet. We want you to be able to consider things like Inquisition and Word of Glory. Remember too that it's only 15% block. If it falls down from time to time, you're unlikely to drop dead. (Source)

Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Raging Blow / Fury in the Blood
Raging Blow -- We want this to be an ability that can't be used 100% of the time. We don't want Fury to have very static (and boring) rotations. We're going to try to keep Fury enraged a lot without it being 100% up time (somehwere in the 75% range sounds better). As such, we're not crazy about a design that lets you hit Raging Blow whenever you want. It just waters down the ability. (In fact, we feel the same way about Execute and are considering redesigning Sudden Death for Arms). We think we can make Fury's use of enrage predictable enough without being totally under player control that your dps won't fluctuate wildly from fight to fight.

Fury in the Blood -- I think a little bit of the "we won't be able to use our utility abilities correctly" is a little overblown. For starters, you don't need to use Bloodrage and Berseker Rage all that much. Fury has a lot of other ways to generate rage, and fears just aren't super common in PvE and you have other ways to break them in PvP. In those situations where they do come up, we think it's an interesting choice. Is the boss going to fear? Maybe you want to save your Berserker Rage for a few seconds and use it then. There are going to be very, very few fights where it's a true dps loss to delay or save your Berserker Rage for the right time. Frankly, we'd rather have encounters feel more different like this, where abilities are more valuable or have to be used differently sometimes. I compare it to Arcane's mana gem talent. Sometimes you want to use the gems for mana and sometimes spellpower and sometimes both. That makes the decision on when to use the gem deeper than just "on cooldown." (Source)

Now all of that is really just an endorsement of Raging Blow, not Fury in the Blood. In fact, with Raging Blow being the primary reason to stay enraged, we're just not sure we also need the bonus damage from the Fury in the Blood abilities. With say Enrage and Death Wish providing the enrage sometimes, you should have to fall back on Bloodrage and Berserker Rage less often, which should let you save them for emergencies more often (but not always, as I said above).

In short, we like Raging Blow, but not Fury in the Blood and will likely redesign the latter. (Source)

Intended use of Bloodrage
If you have to pop Bloodrage on cooldown for rage, then we've failed. It's there for emergencies, not as the primary way you gain rage. Hitting things is the primary way you gain rage.

Just because rage won't always be unlimited doesn't mean that it will go to always being limited either. If that was the case then we wouldn't need abilities like Heroic Strike or Inner Rage. (Source)

Dark Legacy Comic #248 and Teh Gladiators #152 + #153 are out!

by Published on 2010-07-25 08:05 AM

A few words on talent tree design
Originally Posted by Ghostcrawler (Blue Tracker)
Rather than derail threads on individual classes or specializations, I thought I would address some common questions or misperceptions in this one thread.

We don't consider "bloat" a bad word. Players typically say that when there are more talents than they can possibly get. That's the whole idea. When you run out of interesting talents, then that's when we think we have a problem.

Related, if we do our jobs right, you are going to run out of dps talents (or healing talents if you're a healer, or mitigation talents if you're a tank). We don't want every talent to feel mandatory since you are prohibited from getting them all. We want you to have choices.

We don't consider every talent that doesn't directly lead to higher dps to be a "PvP talent." Survivability is a big deal in Cataclysm. In that vein, talents that keep you alive (or help healers conserve mana) are indirectly dps talents.

Related, many trees lost a lot of true PvP talents, such as dispel resistance or mechanic duration reductions. These are the kind of talents I describe as "arms races," where you need a counter to the ability someone else is using to try to counter you. We'd rather reel the whole thing in a little and make things like crowd control or dispels as powerful or as weak as they need to be baseline rather than assuming you have talents that make them less powerful.

We are providing some damage talents for healers. For the most part, those are optional talents for leveling, soloing, PvP or times in dungeons or raids when you don't need to heal.

Likewise, we don't assume tanks need to pick up every single dps talent in order to generate sufficient threat. You'll likely need some threat talents, but since you're probably dipping into a dps tree to get some of those, you're going to find way more than you can afford.

In most cases, raid buff talents are cheap and often have selfish bonuses. If they lack a selfish bonus, it's because we consider the talent so compelling that you'd probably want it when solo anyway. We see a lot of "I'll skip that talent, because someone else will bring that buff," but obviously that logic starts to fail when everyone comes to that conclusion. Also make sure you're familiar with how some of the buffs and debuffs have changed for Cataclysm. We are trying to make it even easier to get the big ones, especially for 10-player raids.

We aren't designing PvP vs. PvE trees. Ultimately, we consider a talent specialization to be a stylistic choice. However, given the challenges of nailing both PvP and PvE balance, as a consolation prize it's nice when at least there are no dead trees. If Frost and Arms weren't raiding juggernauts, at least they did have a place in the game in Lich King. But Cataclysm represents an opportunity to try again, so we hope to see Arms and Frost raiding, and Fury and Fire in PvP.

We aren't overhauling every single class. We are changing paladins quite a bit, and the resource systems for hunters and warlocks and Balance druids have changed. I get the sense some of you are waiting for that magical build in which half of your talents have been scrapped in favor of new ones, and in many cases, those changes just aren't coming. That's not to say we're done with any tree.

We haven't been super concerned about numbers yet, and we aren't at all concerned about glyphs yet. It's helpful if you note abilities that seem to have lost a lot of damage compared to live, just so we can make sure it's intentional (as it is for many AE abilities). If you think you won't use some core spell just because it doesn't hit or heal for enough yet, then it's fine to bring that up, but you can also assume that the numbers just aren't quite right on it yet. Of course this also means that you may feel underpowered (or rarely overpowered, though players almost always feel underpowered) compared to someone else. This does not mean you're doomed in Cataclysm or that you need to SCREAM REAL LOUD to make sure the developers don't overlook it. Numbers are much easier to adjust once we're happy with the basic mechanics.

We've gotten a ton of great feedback already, and I want to personally thank you for that. We make changes every day that are the direct result of the feedback we receive, and that certainly includes this forum, the live forums, and many of the great websites out there were players discuss World of Warcraft design.

Quality of Beta Posts on Official Forums
Originally Posted by Ghostcrawler (Blue Tracker)
I hate to go all forum moderator on you guys, but we've seen a recent downward spiral in the quality of some of these threads and posts here on the beta forum.

Story time: I started posting heavily in the Lich King beta forums. It was a great experience and lot of players enjoyed the opportunity to be able to have intelligent conversations directly with the developers. I've heard over and over ever since then what a positive experience that was for a lot of players. It's for that reason that I am going to be fiercely protective of the quality of posts here in the Class Discussion forum.

If you see a locked thread, chances are we thought it crossed the line. If you keep making the kinds of threads that get locked, then you'll be removed from the beta and we will replace you with someone who can provide intelligent feedback. Sorry to sound like a jerk -- I hate making these kinds of posts. But we want participating in the beta to be a positive experience.

Blue Posts
Originally Posted by Blizzard Entertainment

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Shield of Righteousness removed from Beta
We have temporarily disabled Shield of Righteousness.

We're working on the basic Prot rotations right now, and with Shield of Righteousness in addition to Crusader Strike, Hammer of the Righteous, Consecrate, Avenger's Shield and Holy Wrath, there was just a lot going on. Shield seemed like the least interesting of those abilities -- really Shield and Hammer just seem to be single-target and multitarget versions of the same ability, especially without block scaling. Shield also felt like a duplicate of Shield Slam, which doesn't help in trying to differentiate the two Prot trees. Frankly, we'd rather make Avenger's Shield and Hammer of the Righteous cooler than they are today.

It's too early to call this a permanent change. We still have a lot to consider, such as the damage of Hammer vs. Shield, how different we want the AE vs. single-target Prot attacks to be, and how much Holy Power considerations occupy a Prot paladin.

If we keep Shield of Righteousness, we need to figure out its role relative to Hammer. We don't want it to be just swap one button for another for AE fights, and we don't want you to have to use both on cooldown since we are giving Prot paladins more things to manage in Cataclysm. (Source)

Paladin Gameplay
As far as the paladin changes go, we have made no secret that we haven't happy with the paladin gameplay on live, of all three trees, and the class was headed for a pretty radical redesign. There can be very few sacred cows as part of that process or we're not going to have the design space we need to fix the problems.

The current Cataclysm rotation is far from static and was in fact so frenetic that we had to scale back on some of the random procs and Holy Power generation or paladins were never going to have the bandwidth to do things like position the boss. It was far away the most complex tank rotation, and that's not what we were going for.

We're trying a lot of new ideas and it's going to take some iteration before we're happy with them. The current snapshot you are getting in beta is just a snapshot -- it's whatever the data happened to look like at the time when we made a build. (Source)

Righteous Fury / Threat
We recently made a change, that I suspect you don't have yet, to make Righteous Fury improve all threat and not just Holy threat. It's also possible attacks like Judgement, Crusader Strike and Hammer of the Righteous just don't hit hard enough yet. You lost a lot of passive Strength and damage in the talent trees and we haven't baked all of that back in yet. (Source)
by Published on 2010-07-24 12:32 PM

Muffins Presents Cataclysm Part 1: Kalimdor
Muffins released a pretty nice video of the Beta servers and this should give you a pretty good idea of how things changed in Kalimdor after the Cataclysm.

Forums Requiring Authenticator Code
Originally Posted by Bashiok (Blue Tracker)
As a part of our ongoing dedication to account security, players who utilize authenticators on their account will now be asked to enter it upon their first time logging into the forums, and then periodically thereafter. By ensuring that, even if their account is compromised, without the attached authenticator their login credentials can’t be used. This additional security layer helps to better protect players in all services accessed by logging in with their account and password.

We’d like to urge all players who don’t already use one to please consider attaching an authenticator to help protect themselves and their accounts. Information on how to obtain an authenticator as well as additional account security information can be found at:

BlizzCon 2010 Virtual Ticket Now On Sale
Originally Posted by Blizzard (Blue Tracker)
Want to experience the panel discussions, tournaments, game-related announcements, and all the excitement of BlizzCon from the comfort of your own home? The BlizzCon Virtual Ticket multi-channel Internet stream is now available to order around the world for $39.95 USD (pricing may vary by region). In addition, new DIRECTV subscribers in the United States who sign up for DIRECTV service between now and September 24 through will receive this year's BlizzCon Virtual Ticket coverage for free. Existing DIRECTV customers will be able to purchase the event on DIRECTV Pay Per View for $39.95 beginning October 9.

Anyone who orders the event will also receive this year's BlizzCon-exclusive World of Warcraft in-game item. In addition, for the first time, BlizzCon 2010 Virtual Ticket holders will have access to exclusive BlizzCon merchandise.

To order or learn more, visit the BlizzCon 2010 Internet stream or DIRECTV sign-up offer pages.

Blue posts
Originally Posted by Blizzard Entertainment

Increased HP on Cataclysm creatures
The speed at which a green geared level 80 coming out of Northrend kills creatures in these zones is more in line with what we expect for and from combat times. Raid geared level 80s will still kill level 80 NPCs in under 10 seconds, but at least they will be able to fire off a few abilities before the creature is killed.

Furthermore, upon completion of the first series of quests in Hyjal or Vashj'ir, quest geared level 80 from Northrend should see a significant jump in power due to quest reward itemization. (Source)

Optional and Situational Talents
Exactly. This is the kind of thing a lot of players are going to have to get used to, and frankly, it's a paradigm shift we are still adjusting too as well. We want there to be some talents where you say "Hmmm. I'm not sure I want that." The "Hmmm" is key. If everyone can instantly can dismiss a given talent as garbage, then it's not a decision. It's also not a decision if you are comparing say Selfless Healer to a +10% self damage talent on a primary ability. (Source)

[...] There are going to be non-negotiable talents. We don't really want to make the Prot spec that skips Hammer of the Righteous to be competitive. We don't want every talent to feel like that though. (Source)

Glyphs on Beta
You'd be better off just ignoring glyphs completely at this point. Trying to view the talent changes through the lens of old glyphs is just going to lead to strange feedback. This is true of every class. We have turned off some glyphs in beta that really change gameplay to the extent that it will mess up feedback. Perhaps we should just turn them all off until we work on glyphs. (Source)

Tanks Stamina curves
Since I am sure it will be asked based on that info, paladins and warriors have the same Stamina curves now. A naked warrior and paladin of the same race will have the same health at 85. Both Protection trees get the same amount of Stamina as a passive. That number will likely be something like 10 or 15% Stamina depending on tuning. (In our current build it is 15%.) In similar gear, their health should be very similar. We'll provide the differences in their cooldowns and how they tank. DKs and druids are likely to have different amounts of health as well.

Again, this could change. (Source)

Shield and Tanking Weapons Itemization
We are making two kinds of shield (healer and tank) and one-handed tanking weapons. We are trying to make all of the tanking weapons about the same speed (no slow vs. fast). With all of the changes, using a one-handed Str weapon might be a reasonable substitute in many cases. We might eventually decide to no longer make tanking weapons (since druids and DKs don't really have them) but we're still doing it for now. (Source)

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Crusader Strike
We have been trying Crusader Strike out at both 3 seconds and 4 seconds to see what fits the best. At the moment it is 3 sec (talented) for Ret and 4 sec for Prot and Holy. It all depends on how many other things are going on that you have to juggle. Inquisition, Zealotry and Exorcism and Divine Purpose procs in addition to the basics of CS, TV and Judgement with Holy Wrath filling in any holes can add up to a lot.

While we definitely want Ret to have an actual rotation in the sense that you aren't just hitting things when they come off of cooldown, we don't want to make it more complex than the other dps specs in the game. (Source)

Haste effect on Seal of Vengeance and Judgement of the Wise
Excellent question. It isn't a talent, but Seal of Truth (Seal of Vengeance) will tick faster with haste and Judgement of the Wise's periodic mana energize will tick faster with haste. A Ret paladin with enough haste might have enough mana to throw out the occasional Consecration, while a fresh 85 might not be able to afford it often. (Source)

Divine Guardian / Divine Protection
Divine Guardian doesn't affect the paladin. Otherwise we feared it would just get used as another tank cooldown instead of for the raid utility for which it was intended.

We're strongly considering changing Divine Protection into a short cooldown. It is currently a clone of Shield Wall. Considering the paladin 85 also offers strong emergency damage reduction, we thought they could use a short cooldown ability (say 30-60 sec). Shield Block for warriors is being repositioned more as a short cooldown ability. (Source)

Avenger's Shield
Avenger's Shield silences as a baseline effect. It no longer dazes, since all that seemed to accomplish was making pulling take longer. (Source)

Righteous Fury
Righteous Fury now affects all threat. (Source)

Holy Shield and Glyph of Salvation
I'm not optimistic that we'll keep the Salv glyph, but we'll see. As to Holy Shield, it is going through rapid iteration. Our current implementation has it providing 5% block per stack of Holy Power, up to a max of 15%. So you can use Holy Power for threat, healing or mitigation depending on current circumstances. You should be able to keep the 15% block up all the time with a very small amount of effort.

Warriors get 15% block baseline, so this means the paladin has to work harder for it. Seeing as how the paladin doesn't have to maintain Demo Shout or Thunderclap's debuff, this doesn't seem too great a burden. (Source)

Let Holy Wrath apply Vindication
This is, in fact, exactly what we did. (Source)

Is Paladin getting too complicated?
As a response to some of the sky falling rhetoric in this thread (not specifically the post I quoted, which was worded quite reasonably) and others like it, allow me to offer the following:

We have said many times in the past several months that we don't think paladins have enough going on. Now that we're starting to deliver on that, it doesn't surprise me at all to see some concern that things are changing. I'm sure there are some players out there that just really liked the 6969 rotation, but in a game as large as WoW, there are some players who like anything. We need to do what we think is right for the game, and that includes adding some depth to the paladin class. Our goal is to make the class more fun. We don't expect every forum poster is going to 100% agree that we're going about that in the same way they would. We think in the end though that the class will be more fun. (Source)

Holy Power: Will this get a new UI element similar to the Warlock shards or Rogue combo points?
Yes. (Source)

Touched by the Light
Prot paladins get it as a passive. It converts Str to spell power but does not affect healing. Part of what we're trying to do is get paladins to specialize more and be less capable of doing everything with one spec. (Source)

Word of Glory and Inquisition
All paladins can use the heal (Word of Glory) and the self-buff (Inquisition). Prot paladins have a talent to allow them to get a defensive use (Holy Shield). Proper use of Holy Power will distinguish a good paladin from a bad, but the system is far more forgiving than combo points. Consider that if you totally ignored Holy Shield you'd be giving up 15% block. Decent, but not life-threatening. (Source)
by Published on 2010-07-23 12:02 AM

Cataclysm Beta - Build 12604
A new build is being deployed on beta servers.

Armor Specializations
The armor specializations skills are in.
Originally Posted by Blizzard Entertainment

Talent Calculator has been updated to the latest build. Heavy caching because of the patch day, you might have to CTRL + F5 to clear your cache on the talent calc to make it work

Spell Diffs
Originally Posted by Blizzard Entertainment
Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Festering Strike *New* - An instant attack that deals 150% weapon damage plus 840.54 and increases the duration of your Blood Plague, Frost Fever, and Chains of Ice effects on the target by up to 6 sec. / 5 yd range, Instant
  • Runic Empowerment *New* is now baseline - When you use your Death Coil, Frost Strike, or Rune Strike ability, you have a 45% chance to activate a random fully depleted rune. /
  • Chains of Ice now reduces movement speed by 60% for 8 sec. (Down from 95% + 10% movement each sec over 10 seconds)
  • Chill of the Grave now has a chance to generate 5/10 Runic Power. (Up from 2.5/5)
  • Nerves of Cold Steel is now a Tier 1 talent, down from Tier 2.
  • Improved Icy Touch now increases the damage of Icy Touch by 10/20/30%. (Up from 5/10/15%)
  • On a Pale Horse is back as a Tier 2 talent.

  • Anti-Magic Shell no longer costs Runic Power.
  • Ebon Plaguebringer is now a 2 ranks talent (Down from 3) and now increases damage taken from Disease by 15/30%. (Old - 10/20/30%)
  • Dirge now has a chance to generate 5/10 Runic Power. (Up from 2.5/5)
  • Virulence now increases your chance to hit with spells by 2/4/6%. (Up from 1/2/3%)

  • Crimson Scourge is now a 2 rank talent. Increases damage dealt by Blood Boil by 20/40% (Down from 15/30/45%) and 50%/100% chance to proc. (Up from 33/67/100%)
  • Improved Blood Presence is now a Tier 4 talent, down from Tier 5.
  • Blood Parasite is now a 2 rank talent with a 5/10% chance to proc. (Up from 3/6/9%)
  • Toughness is now a Tier 3 talent. Down from Tier 4.
  • Sanguine Fortitude is now a Tier 4 talent, down from Tier 3. 2 ranks instead of 3.
  • Hand of Doom *New* - Reduces the cooldown of your Strangulate ability by 60 sec.

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

  • Primal Fury has an additional effect - your critical strikes from Cat Form abilities that add combo points have a 50/100% chance to add an additional combo point.
  • Ferocity is gone.
  • Heart of the Wild is back as a Tier 1 talent.

  • Wild Growth is now a Tier 5 talent. Down from Tier 6.
  • Swiftmend is now a primary skill.
  • Empowered Touch is now a Tier 4 talent. Down from Tier 5.
  • Natural Perfection is now a Tier 6 talent. Up from Tier 5.
  • Fury of Stormrage is now a Tier 5 talent. Up from Tier 4.
  • Master Shapeshifter - Grants an effect which lasts while the Druid is within the respective shapeshift form. Bear Form - Increases physical damage by 2%. Cat Form - Increases critical strike chance by 2%. Moonkin Form - Increases spell damage by 2%. Tree of Life/Caster Form - Increases healing by 2%. /

Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Beast Mastery
  • Cobra Shot now increases the duration of Serpent Sting on the target by 6 sec. (Up from 3 sec)
  • Bestial Wrath no longer costs focus.

Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Spellsteal now has a 40 yards range. Up from 35 yards.
  • Arcane Barrage now has a 40 yards range. Up from 35 yards.
  • Polymorph now has a 40 yards range. Up from 35 yards.
  • Mana Shield now has a 10 sec cooldown.
  • Arcane Blast now has a 40 yards range. Up from 35 yards.
  • Slow Fall now has a 40 yards range. Up from 30 yards.
  • Counterspell now has a 40 yards range. Up from 35 yards.
  • Arcane Missiles now has a 40 yards range. Up from 35 yards.
  • Focus Magic now is a Tier 4 talent. Down from Tier 6.
  • Incanter's Absorption now is a Tier 4 Talent. Down from Tier 5. Additional effect - In addition, when your Mana Shield is destroyed, all enemies within 6 yards are knocked back 12 yards.
  • Slow now has a 35 yards range. Up from 30 yards.
  • Arcane Flows now is a Tier 3 talent. Down from Tier 5.
  • Invocation now is a Tier 2 Talent. Down from Tier 4.
  • Improved Counterspell now is a Tier 1 talent. Down from Tier 3.
  • Arcane Repulsion is gone.
  • Arcane Concentration is now a 3-rank talents (Up from 2) and now has a 3/6/10% chance to proc.
  • Torment the Weak is now a Tier 5 talent. Up from Tier 1. Now only boosts the damage of Arcane damage spells.
  • Nether Vortex *New* - Gives your Arcane Blast spell a 50/100% chance to apply the Slow spell to any target it damages if no target is currently affected by Slow.

  • Flamestrike now has a 40 yards range. Up from 35 yards.
  • Scorch now has a 40 yards range. Up from 35 yards.
  • Pyroblast now has a 40 yards range. Up from 35 yards.
  • Fire Blast now has a 30 yards range. Up from 20 yards.
  • Fireball now has a 40 yards range. Up from 35 yards.
  • Living Bomb now has a 40 yards range. Up from 35 yards.
  • Blazing Speed now is a Tier 2 Talent. Down from Tier 3.
  • Burning Soul now is a Tier 1 talent. Down from Tier 2.
  • Impact now is a Tier 3 Talent. Up from Tier 2.
  • Improved Fire Blast now is a Tier 2 Talent. Up from Tier 1.
  • Incineration now increases damage instead of critical strike chance.


Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Divine Plea is now trained at level 44, down from 58. Now reduces the amount healed by all your healing spells.
  • Concentration Aura is now trained at level 42, down from 54.
  • Holy Wrath is now trained at level 28, down from 50.
  • Lay on Hands is now trained at level 16, down from 38.
  • Seal of the Pure is now named Seal of Insight.
  • Tower of Radiance - Directly healing the target of your Beacon of Light has a 33/66/100% chance to generate Holy Power.
  • Healing Light - Increases the amount healed by your Word of Glory and the damage and healing of your Holy Shock by 10/20/30%.

  • Hand of Protection is now trained at level 18. Down from 42.
  • Divine Protection now reduces all damage taken by 20% for 10 sec. (Down from 50% for 12 sec) Cooldown lowered from 5 min to 1 min. Spells restrictions (Divine Shield/Divine Protection/Hand of Protection/Avenging Wrath) removed.
  • Devotion Aura is now trained at level 18, down from level 22.
  • Blessing of Kings is now trained at level 22, up from 18.
  • Hammer of the Righteous now causes 160% weapon damage as holy damage. (Old - 3 times your main hand damage per second as Holy damage.)
  • Shield of the Templar has been revamped - Reduces the cooldown of Avenger's Shield by 2/4 sec, Guardian of Ancient Kings by 10/20 min, and increases the amount absorbed by your Sacred Shield by 10/20%.
  • Holy Shield now Holy Shield - Consumes Holy Power to grant 5% block per stack of Holy Power and deals 97.8 Holy damage for every attack blocked. Lasts 15 sec. / 10% of base mana, Instant cast
  • Sacred Duty has been revamped - Increases the critical strike chance of your Hammer of the Righteous by 5/10%. In addition, your Hammer of the Righteous critical strikes have a 50/100% chance of making your next Judgement a critical strike. /
  • Grand Crusader - When your Crusader Strike deals damage, it has a 10/20% chance of refreshing the cooldown on your next Holy Wrath.
  • Ardent Defender is now a Tier 7 talent (Up from Tier 4). Cooldown increased from 2 to 3 min.
  • Judgements of the Wise is now a primary skill.


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

Rogue (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Backstab now causes 175% weapon damage. Up from 150%.

  • Shadowstep now causes 30% additional damage (up from 20%) but no longer reduces threat.
  • Initiative is now a 2 points talent, down from 3. Now has a 50%/100% chance to proc. (Up from 33/66/100%)

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Shamanism is now a primary skill.
  • Elemental Mastery no longer shares a cooldown with Nature's Swiftness and now also increases your Fire, Frost, and Nature damage by 15% for the duration of the spell.


Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Dark Intent *New* - You link yourself with the targeted friendly target, increasing both of your haste by 3%. When you or the linked target gains a critical periodic damage or healing effect, the other gains an increased 3% increased periodic damage and healing lasting for 7 sec. Stacks up to 3 times. Dark Intent lasts for 30 min. / 6% of base mana, 30 yd range, Instant cast
  • Soul Swap *New* - You instantly deal 167.45 damage, and removing your damage-over-time effects from the target. For 20 sec afterword, the next target you cast Soul Swap on will be afflicted by the damage-over-time effects and suffer 167.45 damage. You cannot Soul Swap to the same target. / 6% of base mana, 30 yd range, Instant cast, 45 sec cooldown


  • Fel Flame now increases the duration of Immolate or Unstable by 6 sec instead of refreshing it.
  • Aftermath now gives your Conflagrate a 50/100% chance to daze the target. (Up from 6/12%)

Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Wrecking Crew now procs from your Mortal Strike critical hits instead of all melee critical hits. 33/66/100% chance to Enrage you.
  • Lambs to the Slaughter has been revamped - After dealing a Mortal Strike, your next Execute, Overpower or Mortal Stike will cause 10/20/30% more damage.
  • Impale now affects Overpower instead of Execute.
  • Deadly Calm *New* - For the next 10 sec seconds, none of your abilities cost rage, but you continue to generate rage. / Instant, 2 min cooldown
  • Endless Rage is now a primary skill.

  • Bloodsurge now affects Raging Blow instead of Whirlwind.
  • Meat Cleaver got an additional bonus - Increases the damage done by your Cleave and Whirlwind abilities by 20%, and your Cleaves and Whirlwinds have a 60% chance to increase the damage of your next Cleave or Whirlwind by an additional 10/20%.
  • Intensify Rage is now a 2 ranks talent Reducing the cooldown of your Bloodrage, Berserker Rage, Recklessness and Death Wish abilities by 10/20%. (Down from 3 Ranks, 11/22/33% Reduction)
  • Unbridled Wrath has been replaced by Battle Trance - Your Bloodthirst, Mortal Strike and Shield Slam hits have a 5/10/15% chance to make your next special attack consume no rage.


Updated Classes Pages
All classes pages have been updated with the new spells and talents.

Upcoming Level and Zone Changes
Originally Posted by Nethaera (Blue Tracker)
In the next beta build the minimum level for entering and questing in Mount Hyjal and Vashj’ir will change from level 78 to level 80. All associated creature will have their levels increased to match the new flow.

Additionally, after careful review and consideration we've decided to increase the hit point values of level 80+ Cataclysm creatures. The new hit point values are roughly double their previous values.

Level 80 (OLD) - 16400
Level 80 (NEW) - 31000

Players will also now need to be level 80 in order to use the Dungeon Finder System for Throne of Tides and Blackrock Caverns.
by Published on 2010-07-22 05:09 AM

Mini-update on the site: We're waiting on the shiny new servers, work already started and the search function has been reactivated on the site! A lot of tweaks have been made to the site to improve pages load and the site should be stable during heavy load ... most of the time. (Don't make me say we won't crash anymore, I'm not ready to say that yet) There is still a lot of work to do, but things are getting better.

StarCraft II - Ghosts of the Past Trailer
Blizzard released a pretty cool trailer of Starcraft 2.

The game will be released on July 27th and as a reminder, people who order the Collector's Edition of the game will be rewarded with the Mini-Thor Companion Pet.

Blue posts
Originally Posted by Blizzard Entertainment
Guild Perks (Guild Perks)
Guild Perks
It won't be required or forced in my opinion. Larger guilds right now already enjoy a variety of advantages in getting groups together and such. So while the new system may encourage players to take part in guilds, it can be avoided if wanted.

I have a pvp guild that is very small (about 10 members). Will it be theoretically possible to earn all the guild perks, even if we dont raid at all?
I can't say anything is final right now, but the idea (last I heard) is that there would be multiple ways to level the guild - it just may take longer for a smaller one. As expected though, we hope to do some testing on this once things are ready in the beta to get a better feel for what works and what doesn't.

Small guilds disadvantaged by guild perks?
In my experience the people who like to focus on smaller guilds don't really care what the other larger guilds are doing as they are happily doing their own thing. It also sounds like you don't fully understand the guild system and we'll have more details to help you out when we are farther along in the beta. (Source)

"Balancing" Guild Perks
I'm sure we'll be playing around with it a fair amount in the beta. We don't want it to be a mega penalty to lose the rep to where players stay in a guild they don't like - but at the same time a lot of these changes are meant to encourage guilds as a whole so we don't want it to be extremely trivial to gain the reputation to where players give no thought to guild hopping (like now). We know this may shake things up for some players but we feel it will be a better result for the game as a whole to have a stronger setup for guilds. (Source)

Impact of Guild Perks on the game
We care about all of our players. We consider many different factors before implementing new systems especially when they may affect a lot of our players. That said, we do have to design and implement what we feel is best for the game. As a random example off the top of my head, players tend to dislike nerfs, but if one class is ahead of others we will nerf that one class and not buff 9 others.

A lot of players are also afraid of change. Before they even test things out or while it's in an early stage, they will declare the world has imploded. (See talent tree changes.) None of this means we don't care about our players. We understand that things will get shaken up, this won't be the first time gets shaken up and it won't be last, but we still need to design things the way we feel they are best for the game. Players can either choose to try it out or avoid it in favor of their own style.

There may be an impact on the economy, there may be an impact on recruiting, there may be an impact on guild sizes - but the end result is likely to be very positive on the game. We aren't designing it to cripple solo players and I haven't seen anybody provide a valid example of this so far. We have made a lot of changes recently to help support both smaller and larger guilds and want players to feel special for being part of a cool guild in this multiplayer game. We are looking forward to testing this feature with the thousands and thousands of players who are (and will be) in the beta and make it the best it possibly can be for as many of our players as possible. (Source)

Paladins and Warriors are too similar
They are going to end up looking more different from each other than they do on Live today. They have gotten too similar. (Source)

AE Tanking
Neither Thunder Clap (even with the new talents) nor Consecrate will do the entire job for you, even on AE pulls. You'll need to use other attacks to maintain threat. (Source)

Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Sleep (This one is actually my fault. ^^)
Sleep is not a new class ability. I assume it refers to a creature ability. (Source)

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
(Retribution paladins, please read that post about missing changes in yesterday's post)

Depth of Gameplay
You are using "depth" to mean "I have a large toolbox" or "an answer to everything." We use "depth" to mean there is more going on than just pop your cooldowns and kill someone. Good paladins will be able to manage those new mechanics and will do competitive damage as a result. Bad paladins will do lower damage. You will find other players who get killed by you (or get beaten by you in PvE) will complain more when they think they were "outplayed" because you pushed a button and beat them. They will complain less when they think you had to juggle a lot of balls in the air well to be able to achieve that damage.

Note that I did not say they won't complain at all. In PvP it's always because the other guy was overpowered. (Source)

Ardent Defender
Ardent Defender - Activate to reduce damage taken by 20% for 10 sec. While active, attacks which would otherwise kill you cause you to be healed for 15% of your maximum health. 3 minute cooldown. Off the GCD. (Source)

Seal of Wisdom Gone
Seal of Insight is the new healer-oriented Seal. It combines the effects of Light and Wisdom.

Judgement of Wisdom's effect (casters using wands on a target to regen mana) is what we cut. The communication error is probably mine. The new spell, just called Judgement, combines the Justice (limits movement speed) and Light (chance of a melee heal) effects.

[...] Seal of Insight: Fills the Paladin with divine power, giving each single-target melee attack a chance to heal the Paladin and restore 4% of the paladin's maximum mana. Only one Seal can be active on the Paladin at any one time. Unleashing this Seal's energy will deal Holy damage to an enemy.

Judgement: Unleashes the energy of a Seal to judge an enemy for Holy damage. Judged targets move slower and cannot flee. Attacking a judged target has a chance of healing the attacker.

"Move slower" is a cap on run speed, as it is today.

Judgement is considered a melee attack for purposes of restoring mana via Seal of Insight.

We're iterating on all of this quickly though, so things might have changed by the next beta build. (Source)

Heart of the Crusader / Judgement of the Wise / Mana Regen
As clarification, Heart of the Crusader is cut. Judgements of the Wise is also cut as a talent. Instead, Ret and Prot generate mana on Judgement passively. Ret then has a 1 point talent to add Replenishment to that effect. (Source)

And do you mean that Ret and prot regain mana in way a similar to Judgements of the Wise (as in it restores mana to us upon cast)? or do you mean it is similar to Judgement of Wisdom (restores mana every time we hit the judged target)?
Judgements of the Wise. Incidentally, the Judgement of Wisdom mechanic no longer exists.

Both Ret and Prot will still have access to Divine Plea if needed for emergency mana, though we don't anticipate they will need to use it on cooldown. (Source)

Protection Paladins in Build 12539
There are no bonus Stamina talents. Prot paladins get +10% Stamina at level 10 for choosing Prot spec. We also cut the Spiritual Attunement mechanic and the "Improved Divine Plea" mechanic. Instead, Prot gets Judgement of the Wise (sans the raid Replenishment effect) as a passive, just like Ret. In essence, the melee paladins should rarely run out of mana, and if they do, they always have Divine Plea for emergencies.

Mana will still matter to them in the sense that if a Ret or Prot tries to be a healer or spam Consecrate, they'll blow through their bar more quickly than it will refill. But if they are using their normal attacks, mana should stay in a steady state.

(Note that Prot can still use Consecrate without spamming it by taking the long duration talent.) (Source)

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Ancestral Swiftness removed from Enhancement Tree in beta is a bug
Ancestral Swiftness was not removed. Sorry for any confusion. It is still in the second tier of Enhancement, available to all. (Source)

Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Upcoming Warlock Changes
Here are a few upcoming changes you'll see in the next beta build:

-- Improved Drain Soul and Dark Pact have been cut / redesigned.
-- Aftermath is a 100% chance to proc with 2 points. That is just a tooltip error.
-- Soul Fire’s base cast time is reduced to 4 sec, and Emberstorm takes it down to 3 sec.
-- Demonic Aegis back to 15/30%.
-- Drain Life will do more competitive damage. (Source)

Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
New Impending Victory
The intent isn't that Victory Rush becomes some kind of awesome but unreliable defensive cooldown with this talent. It's more that if you spend the talent points, you can get an "Execute range" attack that isn't Execute and might heal you a little. I wouldn't consider it anywhere on par with say Toughness or Shield Mastery. (Source)

Berserker Rage requiring Berserker Stance is a bug
We did not change Berserker Rage. (Source)

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