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    Cataclysm Class Changes

    Hey guys! I touched briefly on this topic a couple days ago in 'The Buzz in WoW #5', but now that almost all the classes have been talked about I think it would be appropriate to display them here for discussion.


    If you're completely lost or would like to know a little more about what I'm talking about check out this post by Blizzard employee Bashiok:

    Originally Posted by Bashiok
    Beginning Wednesday, April 7 we will begin releasing class previews containing an overview of some of the changes currently being planned for each of the 10 World of Warcraft classes. The type of information you can expect from these posts are a list of the new spells from 80-85, the new passive mastery bonuses for all talent trees, a brief outline of some of the talent changes we're currently planning, and in some cases new low level spells for select classes.

    These changes will by no means be comprehensive, and are subject to change between now and the launch of the expansion. It's also important to understand that some classes are currently further along in the development process than others, and as a result the amount of information will vary from class to class. Please do not let this frustrate you should your class be amongst those which are on the "lighter" side of things, as all classes will receive the same level of design attention before the expansion is released. Additionally we'll be providing more information for all classes, especially as we move into the beta phase.
    As noted in the quote, some classes haven't had their changes released to the public yet and won't be appearing in this post (sorry Paladins-You'll have to wait until the 16th of April).

    At the end of this article I'll be posting my opinions on these changes and it would be nice to hear from the community as well. I will also be putting a link to the actual Blizzard post at the bottom of each class page.

    So let's get to it! Each page is dedicated to a different class and will include an official post by Blizzard. Enjoy


    [BREAK=Shaman]


    Information Released: April 7th

    Below is a quote from Blizzard employee Nethaera regarding the Shaman class changes:


    Originally Posted by Nethaera
    In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at some of the changes in store for the shaman class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

    New Shaman Spells

    Primal Strike (available at level 3): Primal Strike is a new weapon-based attack that every shaman will learn very early in the game. Our goal with this ability is to make leveling as Enhancement rather than as Elemental more viable, since many key Enhancement talents become available at fairly high levels.

    Healing Wave (level 4): While the shaman already has an ability called Healing Wave, we're adding another spell to the class's direct-healing arsenal and giving it a familiar name. The current Healing Wave will be renamed Greater Healing Wave, and the intent is for the 'new" Healing Wave to be the shaman's go-to heal. Lesser Healing Wave and Greater Healing Wave will be used on a more situational basis.

    Unleash Weapon (level 81): Unleashes the power of your weapon enchants for additional effects (see below). A dual-wielding Enhancement shaman will activate the effects of both of their weapon enchants. Instant cast. 30-yard range. 15-second cooldown. Undispellable.

    Here are a few examples of effects we're considering for this ability:


    - Windfury Weapon – Hurls a spectral version of your weapon at a target, dealing 50% weapon damage and increasing the shaman's Haste for the next five swings.
    - Flametongue Weapon – Deals instant Fire damage and buffs the shaman's next Fire attack by 20%.
    - Earthliving Weapon – Heals the target slightly and buffs the shaman's next healing spell by 20%.


    Healing Rain (level 83): An area-effect heal-over-time (HoT) spell that calls down rain in a selected area, healing all players within it. There is no limit to the number of players who can potentially be affected; however, there are diminishing returns when healing a large number of targets, much like the diminishing returns associated with AoE damage spells. This should give Restoration shaman another healing tool that improves their group-healing and heal-over-time capabilities. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.

    Spiritwalker's Grace (level 85): When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it’s necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.


    Changes to Abilities and Mechanics

    In addition to adding new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.


    * Restoration shaman and other healing classes will need to pay attention to mana more than they've had to during Wrath of the Lich King. Spirit will be the Restoration shaman's primary mana-regeneration stat.

    * We're making changes to which classes and specs are able to dispel magic, diseases, curses, and poison, largely for PvP purposes. Shaman will have Cleanse Spirit as a baseline ability, but it will only remove curses. Restoration shaman will have a talent that will improve Cleanse Spirit so that it also removes magic. Shaman will no longer be able to remove poison.

    * Cleansing Totem will be removed from the game, as we want dispels to be a decision for players, not something done mindlessly. To that end, all dispels will cost slightly more mana, and you will waste the spell if you cast it when there is nothing to remove. (Currently, the dispel is only cast when there is something to remove, which encourages spamming 'just in case.") We will balance PvE dispelling with this new model in mind.

    * Totem of Wrath now will replace Flametongue Totem for all shaman, and dropping this totem will buff the group's spell power by 4%. Elemental shaman will have a talent that lets all Fire totems provide +10% spell power, allowing them to drop Searing, Magma, or Fire Elemental Totems without losing their spell-damage buff. The 4% and 10% buffs will be exclusive with each other and with the warlock's Demonic Pact, so you can't benefit from all of them at once. We're also considering letting Elemental drop Searing Totem at range.

    * We want to free up Enhancement global cooldowns to make the spec more dynamic to play. We're considering, for example, increasing the cooldown of Lava Lash so shaman have time to work other interesting abilities into their rotation.


    New Talents and Talent Changes


    * Elemental Reach will be simplified so shaman have a more consistent spell range.

    * We plan to add Earthquake as a deep Elemental talent for targeted and persistent AoE.

    * Spirit Link will likely be worked back into deep Restoration in some form. The idea is that you will be able to link targets together so they share damage. When we had previously tried to implement Spirit Link, it was hard to balance and a little confusing. However, we really liked the concept -- and so did players -- so we are trying to bring it back.

    * Elemental will have a deep talent that allows Spirit (which will appear on the gear they share with Restoration shaman) to boost their Hit rating.

    * Ancestral Knowledge will boost mana pool size, not Intellect.

    * Enhancing Totems will be replaced with Focused Strikes, which will improve the damage of the new spell Primal Strike and Stormstrike.

    * With the Mastery system, we're also considering removing a number of talents that grant passive bonuses, such as Mental Quickness, Improved Windfury Totem, Mental Dexterity, Call of Thunder, Tidal Mastery, Purification, Nature's Blessing, and others, to allow players more freedom to choose more interesting talents.


    Mastery Passive Talent Tree Bonuses

    Elemental
    Spell damage
    Spell Crit
    Elemental Overload

    Enhancement

    Melee damage
    Melee Haste
    Nature Damage

    Restoration
    Healing
    Meditation
    Deep Healing

    Elemental Overload: Your direct-damage spells have a chance to proc a less powerful 'bonus" version of the spell. This will work much like the current Lightning Overload talent, but would also apply to Lava Burst.

    Nature Damage:
    This will provide a passive bonus to the Nature damage dealt by the Enhancement shaman.

    Deep Healing:
    Your direct heals will do more healing when the target's health is lower. This will scale to damage (e.g. someone at 29% health would receive more healing than someone at 30%) rather than have arbitrary break points.

    We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
    [Source]

    [BREAK=Priest]


    Information Released: April 7th

    Below is a quote from Blizzard employee Zarhym regarding the Priest class changes:


    Originally Posted by Zarhym
    In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at some of the changes in store for the priest class, including a rundown of some of the new spells, abilities, and talents, as well as an overview of how the new Mastery system will work with the different talent specs.

    New Priest Spells

    Heal (available at level 16): While priests already have a spell called Heal, the existing version becomes obsolete at higher levels, which is something we intend to change in Cataclysm. Introduced at a low level, the "new" Heal spell will functionally work much like a down-ranked Greater Heal did in the past, adding more granularity to your direct-healing arsenal. If you need to heal someone a moderate amount and efficiency is an issue (making Flash Heal the incorrect spell for the job), then Heal is what you want to use. Heal is intended to be the priest's go-to direct-healing spell unless they need something bigger (Greater Heal) or faster (Flash Heal). We will be following a similar philosophy with all the healing classes.

    Mind Spike (level 81): Deals Shadowfrost damage and puts a debuff on the target that improves subsequent Mind Spike damage. The intent of Mind Spike is to fill a niche missing in Shadow DPS, though it may be occasionally useful for healers as well. Mind Spike provides a quick nuke to use in situations where the priest doesn't have time to set up the normal rotation, such as when adds are dying too fast or you have to swap targets a lot. Spamming Mind Spike will do about as much damage as casting Mind Flay on a target afflicted with Shadow Word: Pain. The idea behind the debuff is that when you cast Mind Spike, we expect you to cast a lot of them; we don't intend you to fit it into an already full Shadow rotation. It also provides Shadow with a spell to cast when locked out of the Shadow school. (School lockouts will no longer affect both schools for multi-school spells.) 1.5-second cast. 30-yard range. No cooldown.

    Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can't have both up at once. Inner Fire provides a spell power and Armor buff; Inner Will should be useful on a more situational basis.

    Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or "Life Grip") is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can't seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.


    Changes to Abilities and Mechanics

    In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.


    * All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate).

    * We want to bring back Shadow Word: Death as an "execute" -- something you do when the target is at 25% health.

    * While we want to keep the priest's role as a well-rounded healer, we also want to make sure the class is a viable tank healer, which is something priests moved away from a little in Wrath of the Lich King. Greater Heal will probably be the tank-healing spell of choice, though we've also discussed giving Discipline a second shield so that they have a small shield to cast on lots of different targets, and a big, more expensive shield to cast on a tank or anyone else taking a ton of damage.

    * Divine Spirit and Prayer of Spirit will be removed from the game. As Spirit will be the primary mana-regeneration stat, we don't want it to vary as much between solo, small group, and raid play. Blessing of Kings and Mark of the Wild will not boost Spirit either.

    * Mana will be a bigger consideration for all healers. We aren't trying to make healing more painful; we're trying to make it more fun. When the cost of a spell isn't an issue, then casting the right spell for the job is less of an issue because you might as well just use your most powerful spell all of the time. We are, however, getting rid of the five-second rule, because we don't want to encourage standing around doing nothing. We're also going to cut back on the benefits of buffs such as Replenishment so priests (and all healers) don't feel as penalized when those buffs aren't available.


    New Talents and Talent Changes



    * We want to improve Discipline's single-target healing capacity. One key is to make sure shielding isn't always a more attractive option than healing.

    * We want to improve Holy for PvP healing. One way to do this is to make sure that Heal's throughput is similar between both specs.

    * We want to improve Shadow for short fights and reduce its susceptibility to school lockouts.

    * Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.

    * We want to make Holy a little bit more interesting to play. One new talent will push the Holy priest into an improved healing state when he or she casts Prayer of Healing, Heal, or Renew three times in a row. The empowered state varies depending on the heals cast.

    * Since the Shadow tree has a lot of passive damage-boosting abilities -- something we're trying to avoid in Cataclysm -- we will need to replace several of the tree's talents. One idea is to play off of the new Shadow Orbs mechanic (see Mastery section below), possibly allowing you to consume an orb to increase damage from Mind Blast or reduce Mind Spike's cast time.

    * Misery will no longer affect spell Hit chance. We want players to be able to gear themselves around a Hit cap that isn't variable depending on group composition.


    Mastery Passive Talent Tree Bonuses

    Discipline
    Healing
    Meditation
    Absorption

    Holy
    Healing
    Meditation
    Radiance

    Shadow
    Spell damage
    Spell Crit
    Shadow Orbs

    Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier.

    Radiance: Your direct heals add a small heal-over-time component to the target.

    Shadow Orbs: Casting spells grants a chance for Shadow Orbs to be created that fly around you and increase your shadow damage. This will help lower-level characters feel more like "Shadow priests" before they obtain Shadowform.

    We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.


    Cataclysm Stat & System Changes: World of Warcraft - English (NA) Forums -> Cataclysm Stat & System Changes

    Mastery System Preview: World of Warcraft - English (NA) Forums -> Mastery System Preview
    [Source]

    [BREAK=Warlock]


    Information Released: April 7th

    Below is a quote from Blizzard employee Zarhym regarding the Warlock class changes:


    Originally Posted by Zarhym
    In World of Warcraft: Cataclysm, warlocks will receive changes to their class talents and abilities. Outlined below are some of these changes. Keep in mind that this is an early preview and that these modifications are still under development, so you may see further adjustments to the listed changes as we get closer to launch. That said, here is a first look at these new warlock spells and abilities!

    New Warlock Spells

    Fel Flame (level 81): Quick-hitting spell dealing Shadowfire damage. This is similar to the mage ability Frostfire Bolt, in that the lower of the two resistances (in this case shadow and fire) on your target will be used for calculating its damage. Additionally, Fel Flame refreshes the duration of Immolate and Unstable Affliction. Our goal for Fel Flame is to provide a spell that's good for mobility and for use by Destruction and Demonology specs. Also, did we mention it uses green fire? Yep. Instant cast.

    Dark Intent (level 83): Increases the target's chance for a critical effect with periodic damage or healing spells by 3%. When the target lands a crit, you get a buff to your damage for 10 seconds. This effect stacks up to three times.

    Demon Soul (level 85): Fuses the warlock's soul with his or her demon. This provides warlocks with a self-burst cooldown to use. The specific effects granted by Demon Soul depend on the demon chosen. Demon Soul lasts for a certain number of charges or until it expires (around 20 seconds), depending on the demon used. 2-minute cooldown.


    Soul Shard Overhaul

    This major change regarding Soul Shards was previously announced at BlizzCon 2009. Soul Shards will no longer be inventory items, but instead a new UI resource mechanic. Warlocks will have 3 Soul Shards that can be used during a fight and will not be able to gain additional shards during combat. Soul Shards will not be required outside of combat. Soul Burn will consume a Soul Shard resource, thereby allowing you to use the secondary effects of some spells. Soul Burn has no mana or health costs and is off the global cooldown. Planned secondary effects are outlined here.


    * Summon Demon + Soul Burn = summon the demon instantly.
    * Drain Life + Soul Burn = Reduces cast speed by 60%.
    * Demonic Circle + Soul Burn = Increases movement speed by 50% for 8 seconds after teleporting.
    * Unstable Affliction + Soul Burn = Instantly deals damage equal to 30% of its effect.
    * Soul Fire + Soul Burn = Instant cast.
    * Healthstone + Soul Burn = Increases total health by 20% for 8 seconds.
    * Searing Pain + Soul Burn = Increases the crit chance of Searing Pain by 100%, and subsequent Searing Pain spells by 50% for 6 seconds.


    Next you will find a list of some of the warlock spell and talent changes for the release of Cataclysm. There will be further changes, but those revealed below should offer some insight into our goals.


    Changes to Abilities and Mechanics


    * All warlock damage-over-time (DoT) spells will benefit from crit and haste innately. Haste will no longer act to reduce the DoT's duration, but rather to add additional ticks. When reapplying a DoT, you can no longer "clip" the final tick. Instead, this will just add duration to the spell, similar to how Everlasting Affliction currently works.

    * Curse of Agony and Curse of Doom will be converted into Bane of Agony and Bane of Doom. Bane spells are considered magic instead of curses. This means you will be able to cast one Bane (e.g. Bane of Agony) and one Curse (e.g. Curse of Elements) on a single target.

    * Hellfire will no longer deal damage to the warlock.

    * Imps will lose Fire Shield, but will gain a new ability, Burning Ember, which is a stacking DoT.

    * The succubus melee range will be increased. The succubus will no longer have Soothing Kiss, but will instead have Whiplash, which knocks back all enemies within 8 yards.

    * Voidwalker Torment will do increased damage and generate a lot of area-of-effect (AoE) threat. Suffering will become a single-target taunt.


    New Talents and Talent Changes


    * Pandemic will now cause Drain Soul to refresh Unstable Affliction and Bane of Agony on targets below 25% health.

    * The ability Fel Domination will be removed (because Soul Burn accomplishes the same effect).

    * Demonology will gain a new direct-damage spell, Demon Bolt. Demon Bolt will add a debuff that improves the damage done by the demon to the target.

    * We plan to add a new talent, Impending Doom, which will give certain spells a chance to reduce the cooldown on Metamorphosis and Curse of Doom.

    * Metamorphosis will no longer be subject to demonic crowd control. Furthermore, abilities available only while under the effects of Metamorphosis will be altered to put more emphasis on the warlock's own spells.

    * Shadowburn will now do additional damage to targets below 25% health.


    Mastery Passive Talent Tree Bonuses

    Affliction
    Spell Damage
    Spell Crit
    Shadow DoTs

    Demonology
    Spell Damage
    Spell Haste
    Demon Damage

    Destruction
    Spell Damage
    Spell Critical Damage
    Fire Direct Damage

    Shadow DoTs: The damage caused by Shadow damage-over-time spells is increased.

    Demon Damage: The damage caused by pets and Metamorphosis is increased.

    Fire Direct Damage: The damage caused by Fire direct damage spells is increased.

    Well that concludes this Cataclysm preview for the warlock class. The development of these changes will continue to evolve in the coming months. Please be sure to provide any feedback and thoughts you might have on what was covered here.


    Cataclysm Stat & System Changes:
    World of Warcraft - English (NA) Forums -> Cataclysm Stat & System Changes

    Mastery System Preview:
    World of Warcraft - English (NA) Forums -> Mastery System Preview

    [Source]


    [BREAK=Warrior]


    Information Released: April 8th

    Below is a quote from Blizzard employee Bornakk regarding the Warrior class changes:


    Originally Posted by Bornakk
    World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the warrior. The information you're about to read is not complete, and is only meant to act as a preview for some of the exciting new things to come.

    New Warrior Abilities

    Inner Rage (Level 81):
    Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time. This is a passive ability so it won't need to be activated by the player. The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don't want warriors to feel like they're supposed to pool Rage and do nothing until they hit 100, so we'll be closely monitoring how this plays out during the beta testing, and making adjustments as needed.

    Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.

    Heroic Leap (Level 85):
    This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land. Heroic Leap will be usable in Battle Stance and shares a cooldown with Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to be used in any stance and possibly while in combat. The cooldown for this ability might be longer than the Charge ability, but it will also apply a stun effect so you can make sure the target will still be there when you land.


    Changes to Abilities and Mechanics


    In addition to learning new abilities, you'll see changes to other abilities and mechanics with which you're already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.


    * Heroic Strike will no longer be an "on next swing" attack, as we are removing this mechanic in Cataclysm. To keep the niche of Heroic Strike as a Rage dump, it will become an instant attack, but will cost between 10 and 30 Rage. This ability will not be usable until you have 10 Rage, but if you have more than 10, it will consume up to 30, adding additional damage for each point of Rage consumed above the base 10. Other abilities, such as Cleave, Execute, and Maul (for druids) will work similarly. The goal is to provide players with an option where if you can't afford the Rage, you don't push the button, but if you have excess Rage, you can push it a lot.

    * Battle Shout, Commanding Shout, and possibly Demoralizing Shout will work more like the death knight's Horn of Winter ability. Specifically, these shouts will cost no resources, generate rage in addition to their current effects, and be on a short cooldown.

    * Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. The intent is for this ability to be used in multi-target scenarios and not on single targets.

    * Overall, heals cast by players in Cataclysm will be a lower number relative to players' health than the current game. So to make the Mortal Strike debuff less mandatory but still useful in PvP, Mortal Strike will reduce healing by only 20%. All equivalent debuffs, including the Shadow priest and Frost mage debuffs, will be for 20% less healing. At the moment we aren't considering giving this debuff to anyone else, though we will certainly consider PvP utility for historically under-represented specs that use other mechanics.

    * Sunder Armor will be reduced to three stacks instead of five, and still provide only a 4% reduction in armor per stack. We want to make this debuff easier to apply and less of a damage swing when it falls off.


    New Talents and Talent Changes


    * The Furious Sundering talent in the Fury tree will make the Sunder Armor ability cause 25/50% weapon damage and reduce the threat generated by 50/100%.

    * The Mace and Poleaxe Specialization talents in the Arms tree will be removed. These provided just passive stats, which are not the kinds of talents we want to design in the future. We will keep the Sword Specialization talent, but it will be changed to a talent that applies to all types of weapons.

    * As a Fury talent, Booming Voice will increase the Rage generated by shouts.

    * While we like how Titan's Grip plays, we recognize some warriors liked the Fury tree because of the really fast swings that dual-wielding one-handed weapons could provide. Therefore, we're planning to try out a talent called Single-Minded Fury that is parallel to Titan's Grip and will provide a large boost to the damage of a pair of one-handed weapons.

    * Several talents that reduce the Rage cost of abilities will be changed to focus on increased damage for those abilities instead.

    * The new Arms talent called Disarming Nature will make successful disarms cause the target to cower in fear for 5/10 seconds.

    * Another new Arms talent called Blitz will make the Charge ability hit for extra damage. The amount will possibly vary depending on the distance travelled.

    * Improved Pummel, a Fury talent, will cause a successful interrupt to generate 10/20 Rage.


    Mastery Passive Talent Tree Bonuses

    Arms

    Melee Damage
    Armor Penetration
    Bonus Swing

    Fury
    Melee Damage
    Melee Haste
    Enrage Intensity

    Protection
    Damage Reduction
    Vengeance
    Critical Block Chance

    Bonus Swing: This is similar to the Sword Specialization talent that is currently in the game, but Bonus Swing will work on all attacks and with all weapons. You have a chance to proc a free, instant weapon swing that hits for 50% damage.

    Enrage Intensity: Every benefit of being enraged is increased. This includes doing more damage/healing/ etc. from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.

    Critical Block Chance: As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing's damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing's damage instead. There will likely be talents available to push the amount blocked even higher.

    Vengeance:
    This is a mechanic to ensure that tank damage (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character's un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won't see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.

    We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.


    Cataclysm Stat & System Changes:
    World of Warcraft - English (NA) Forums -> Cataclysm Stat & System Changes

    Mastery System Preview: World of Warcraft - English (NA) Forums -> Mastery System Preview
    [Source]

    [BREAK=Death Knight]


    Information Released: April 8th

    Below is a quote from Blizzard employee Zarhym regarding the Death Knight class changes:


    Originally Posted by Zarhym
    World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. In this preview, you'll get a glimpse at some of the new abilities, spells, and talents in store for the death knight class, along with an early look at some improvements we plan to make to the rune resource system.

    New Death Knight Abilities

    Outbreak (level 81): Outbreak infects the target with both Frost Fever and Blood Plague at no rune cost. This ability allows death knights to apply diseases quickly when they are switching targets or when their diseases have been dispelled.

    Necrotic Strike (level 83): Necrotic Strike is a new attack that deals weapon damage and applies a debuff that absorbs an amount of healing based on the damage done. For context, imagine that the death knight can choose between doing 8,000 damage outright with a certain ability, or dealing 6,000 damage and absorbing 4,000 points in incoming heals with Necrotic Strike -- the burst is smaller, but a larger overall amount of healing would be required to bring the target back to full health.

    This ability is meant to bring back some of the old flavor from when death knights could dispel heal-over-time (HoT) effects. It also gives the class a bit more PvP utility without simply replicating a Mortal Strike-style effect.

    Dark Simulacrum (level 85): The death knight strikes a target, applying a debuff that allows the death knight to copy the opponent's next spell cast and unleash it. Unlike Spell Reflection, Dark Simulacrum does not cancel the incoming spell. In general, if you can't reflect an ability, you won't be able to copy it either.

    Rune System Changes

    While we're satisfied with the way the rune system works overall, we're making a few major changes to the mechanics that will ultimately help death knight players feel less constrained. Here's the rationale behind the changes, followed by an explanation of how the new system will work.


    * In the current rune system, any time a rune is sitting idle, death knights are losing out on potential damage output. By comparison, rogues spend most of their time at low energy levels, and if they're unable to use their skills for a few seconds, that energy builds up and can be spent later, minimizing the net loss from the interruption.

    * A death knight's runes, on the other hand, cannot be used until they are fully active. If a death knight ever goes more than a few seconds without spending an available rune, that resource is essentially wasted. Because the death knight is pushing buttons constantly, it can be difficult to add new mechanics to the class because the player doesn't have any free global cooldowns to use them. We can't grant extra resources or reduced cost, because there is no time to spend them. Missing an attack is devastating, and it's impossible to save resources for when they're most useful.

    * Additionally, each individual death knight ability has a fairly low impact on its own, making it feel like most of the death knight's attacks are weak. The death knight's rotations are also more easily affected by latency or a player's timing being just a little off. At times, it feels like death knights aren't able to take advantage of their unique resource mechanic, which can diminish the fun.

    * The new rune system will change how runes regenerate, from filling simultaneously to filling sequentially. For example, if you use two Blood runes, then the first rune will fill up before the second one starts to fill up. Essentially, you have three sets of runes filling every 10 seconds instead of six individual runes filling every 10 seconds. (Haste will cause runes to fill faster.) Another way to think of this is having three runes that go up to 200% each (allowing extra "storage"), rather than six runes that go up to 100% each.

    * As this is a major change to the death knight's mechanics, it will of course require us to retune many of the class's current abilities. For example, each ability needs to hit harder or otherwise be more meaningful since the death knight is getting fewer resources per unit of time. Some abilities will need to have their costs reduced as a result.


    Talent Changes

    Next we'll outline some of the death knight talent-tree changes we're planning in Cataclysm. This list is by no means comprehensive, but it should give you a sense of how we're intending each death knight spec to perform.


    * One of the biggest changes we're making is converting Blood into a dedicated tanking tree. While we feel that having three tanking trees was successful overall, it's less necessary in a world with dual-specialization. In addition, the current breakdown isn't as compatible with the Mastery-based passive talent-tree bonuses we want to add (see below). We'd rather spend time tweaking and balancing one good tanking tree rather than having a tank always wondering if they picked the "correct" tree out of three possibilities.

    * Blood seemed like the best fit for tanking. Unholy has always had a strong niche with diseases, magic, and command over pets. Frost now feels like a solid dual-wield tree with Frost magic damage and decent crowd control. Blood's niche was self-healing -- fitting for a tank -- as well as strong weapon swings, which could easily be migrated to Frost and Unholy.

    * Our plan is to move the most interesting and fun tanking talents and abilities to Blood. For example, you will likely see Vampiric Blood and Will of the Necropolis remain, while Bone Shield will move over from Unholy.


    Mastery Passive Talent Tree Bonuses

    Blood
    Damage reduction
    Vengeance
    Healing Absorption

    Frost
    Melee damage
    Melee Haste
    Runic Power Generation

    Unholy
    Melee damage
    Melee and spell critical damage
    Disease Damage

    Healing Absorption: When you heal yourself, you'll receive an additional effect that absorbs incoming damage.

    Runic Power Generation: This will function as the name implies, and the new rune system will make generating Runic Power more appealing.

    Disease Damage: Unholy death knights will be able to get more out of their diseases, which are integral to the tree's play style.

    Vengeance:
    This new mechanic is designed to ensure that tank damage output (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will grant a stacking Attack Power buff equal to 5% of the damage done, up to a maximum of 10% of the character's unbuffed health. For boss encounters, we expect that tanks will always have an Attack Power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Blood tree; these values will be smaller at lower levels.

    You only get the Vengeance bonus if you have spent the most talent points in the Blood tree, so you won't see Frost or Unholy death knights running around with it. Vengeance will let us continue to design tank gear more or less the way we do today; there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but the goal is that all four tanks will do about the same damage when tanking.

    We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.


    Cataclysm Stat & System Changes: World of Warcraft - English (NA) Forums -> Cataclysm Stat & System Changes

    Mastery System Preview:
    World of Warcraft - English (NA) Forums -> Mastery System Preview
    Note: To view more information on Death Knights and tanking in Cataclysm, follow this link.

    [Source]

    [BREAK=Rogue]


    Information Released: April 8th

    Below is a quote from Blizzard employee Bashiok regarding the Rogue class changes:


    Originally Posted by Bashiok
    In World of Warcraft: Cataclysm, we'll be making several changes to class talents and abilities across the board. Here, you'll get a glimpse at what's in store for the rogue class, including a look the new high-level abilities and an overview of how the new Mastery system will work with the rogue's different talent specs.

    New Rogue Abilities

    Redirect (available at level 81): Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue's current target, helping to ensure combo points aren't wasted when swapping targets or when targets die. In addition, self-buff abilities like Slice and Dice will no longer require a target, so rogues can spend extra combo points on those types of abilities (more on this below). Redirect will have a 1-minute cooldown and no other costs.

    Combat Readiness (level 83): Combat Readiness is a new ability that we intend rogues to trigger defensively. While this ability is active, whenever the rogue is struck by a melee or ranged attack, he or she will gain a stacking buff called Combat Insight that results in a 10% reduction in damage taken. Combat Insight will stack up to 5 times and the timer will be refreshed whenever a new stack is applied. Our goal is to make rogues better equipped to go toe-to-toe with other melee classes when Evasion or stuns are not in play. This ability lasts 6 seconds and has a 2-minute cooldown.

    Smoke Bomb (level 85): The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional gameplay, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.

    Changes to Abilities and Mechanics

    We're also planning to make changes to some of the other abilities and mechanics you're already familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we want for each spec.


    * In PvP, we want to reduce the rogue's dependency on binary cooldowns and "stun-locks," and give them more passive survivability in return. One major change is that we'll put Cheap Shot on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well.

    * In PvE, even accounting for active modifiers like Slice and Dice and Envenom, a very large portion of the rogue's damage is attributable to passive sources of damage. Yes, they are using abilities for the entire duration of a fight, but we want to reduce the percentage of rogue damage that comes from auto-attacks and poisons. More of their damage will be coming from active abilities and special attacks.

    * We would like to improve the rogue leveling experience. Positional attacks and DoT-ramping mechanics will be de-emphasized at low levels and then re-introduced at higher levels for group gameplay. We are also providing rogues with a new low-level ability, Recuperate, to convert combo points into a small heal-over-time (HoT).

    * To complement the change to combo points, non-damage abilities such as Recuperate and Slice and Dice will no longer have target requirements and can be used with any of the rogue's existing combo points, including combo points remaining on recently killed targets. This will not affect damage abilities, which will still require combo points to be present on the specific target you want to damage. To coincide with this, the UI will be updated so that rogues know how many combo points they have active.

    * Ambush will now work with all weapons, but will have a reduced coefficient when not using a dagger. When opening from Stealth, all rogues will be able to choose from burst damage, DoT abilities, or a stun.

    * As we've done recently with some of the Subtlety abilities, we want to make sure more rogue abilities aren't overly penalized by weapon choice. With a few exceptions (like Backstab), you should be able to use a dagger, axe, mace, sword, or fist weapon without being penalized for most attacks.

    * Deadly Throw and Fan of Knives will now use the weapon in the ranged slot. In addition, we hope to allow rogues to apply poisons to their throwing weapons.

    * We are very happy with Tricks of the Trade as a general mechanic and as a way to give rogues more group utility, but we don't want it to account for as much threat transfer as it does now.


    New Talents and Talent Changes

    In Cataclysm, the overall feel of each of the rogue's talent trees will change, as we would like each tree to have a clearly defined niche and purpose. The talent details below are meant to give you an idea of what we're going for.


    * Assassination will be more about daggers, poisons, and burst damage.

    * Combat will be all about swords, maces, fist weapons, axes, and being engaged toe-to-toe with your enemies. A Combat rogue will be able to survive longer without needing to rely on Stealth and evasion mechanics.

    * The Subtlety tree will primarily be based around utilizing Stealth, openers, finishers, and survivability. It'll be about daggers, too, but less so than Assassination.

    * In general, Subtlety rogues needs to do more damage than they do today, and the other trees need to have more tools.

    * Weapon-specialization talents (for all classes, not just rogues) are going away. We do not want you to have to respec when you get a different weapon. Interesting talents, such as Hack and Slash, will work with all weapons. Boring talents, such as Mace Specialization and Close Quarters Combat, will be going away.

    * The Assassination and Combat talent trees currently have a lot of passive bonuses. We plan to dial back the amount of Critical Strike Rating provided by these trees so that rogues still want it on their gear.


    Mastery Passive Talent Tree Bonuses

    Assassination
    Melee damage
    Melee critical damage
    Poison damage

    Combat
    Melee damage
    Melee Haste
    Harder-hitting combo-point generators

    Subtlety
    Melee damage
    Armor Penetration
    Harder-hitting finishers

    The initial tier of rogue Mastery bonuses will be very similar between the trees. However, the deeper that a player goes into any tree, the more specialized and beneficial the Masteries will be to the play style for that spec. Assassination will have better poisons than the other two specs. Combat will have very steady and consistent overall damage. Subtlety will have strong finishers.

    We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.


    Cataclysm Stat & System Changes: World of Warcraft - English (NA) Forums -> Cataclysm Stat & System Changes

    Mastery System Preview:
    World of Warcraft - English (NA) Forums -> Mastery System Preview
    [Source]

    [BREAK=Hunter]


    Information Released: April 9th

    Below is a quote from Blizzard employee Nethaera regarding the Hunter class changes:


    Originally Posted by Nethaera
    With the upcoming World of Warcraft: Cataclysm many game elements will be changing, and each class will be receiving a number of tweaks. Here, we will explore the changes that are being made to the gun-wielding, pet-training hunter. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Without further ado, let’s take a look at the new hunter abilities!

    New Hunter Abilities

    Cobra Shot (level 81):
    A new shot that deals Nature damage instead of Physical damage. This ability will share a cooldown with Steady Shot. This will give hunters an alternative to Steady Shot on heavily-armored targets, and we will have talent incentives in the Beast Mastery tree to make this a signature shot.

    Trap Launcher (level 83): When used, the next trap can be shot to a location within 40 yards. This provides the current Freezing Arrow treatment to all traps and, as a result, we will be removing the current ability Freezing Arrow. 1-minute cooldown. No global cooldown.

    Camouflage (level 85): The hunter enters an obscured state that prevents him or her from taking ranged damage. The character would still be subject to melee or area-of-effect attacks, and dealing or taking damage will break the Camouflage effect. The hunter can move and set traps when under Camouflage, and will receive a damage bonus when attacking while under Camouflage (which will then break the effect).

    Resource Mechanic Change

    Here we come to the meat of the upcoming hunter changes.


    * Hunters will no longer use mana; instead the class will use Focus. Focus generates much like Energy, by building up. It will not be affected by Intellect at all. Haste will improve its generation. Hunters will generate roughly 6 Focus per second, slightly less than rogues' Energy generation rate of around 10 Energy per second. Below, we have listed some examples of how we intend Focus costs to operate:

    o Steady Shot/Cobra Shot: No cost. Generates 9 Focus per shot (or 12 per second instead of 6).
    o Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.
    o Aimed Shot/Multi-Shot: 60 Focus.
    o Concussive Shot/Tranquilizing Shot: 35 Focus.
    o Rapid Fire/Master’s Call/Disengage: 30 Focus.


    Changes to Abilities and Mechanics


    In addition to the resource change and new abilities listed above, we intend to make adjustments to some of the other abilities and mechanics you already know well. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we’re going for with each spec.


    * A major change coming for the hunter is the removal of ammunition. Guns, bows, and crossbows will now do damage without consuming ammunition at all. There will be no more ammo slot on the hunter’s character display. Any ammunition that a hunter has at the time of the change will become gray sellable items. Existing quivers will be converted into large bags -- though each hunter can only have one and non-hunters will not benefit from this change -- and we will not be making any additional quivers.

    * Pet management will also change. Hunters will now have two types of attainable pets: active pets and stored pets. Hunters will be able to have up to three active pets (perhaps five for Beast Mastery specialized players) and will have the ability to switch among these pets any time they are out of combat, without going to town. They will also be able to have a large number of pets in storage at the stables. In order to swap a pet from active to passive, a hunter will still need to visit their local Stable Master. However, this should afford ample storage for the many Spirit Beasts wandering the lands of Azeroth.

    * Additionally, hunters will now start with a race-appropriate pet at level 1 and will be able to tame a different pet at level 10. We are also changing many pet family abilities to provide important buffs and debuffs. The intention is to allow the hunter to be able to swap pets and fill a position if a certain role is missing from the group. The goal is to have all pets provide a damage increase that is very similar and no greater than any other pet. Some examples of the changes we are making to the pet families are listed below:

    o Wind Serpents: Will provide a debuff that increases the amount of spell damage taken by an enemy (similar to a weaker version of the warlock ability Curse of Elements).
    o Ravagers: Will provide a debuff that will increase an enemy's Physical damage vulnerability (similar to a weaker version of the warrior ability Blood Frenzy).
    o Hyenas: Will provide bleed damage (similar to a weaker version of the druid ability Mangle).

    * Stings and other periodic effects will now benefit from haste and critical strike ratings. Hasted damage-over-time abilities do not lose duration, but instead add additional damage ticks.

    * Viper Sting will now restore 9 Focus every 3 seconds.

    * We are reinforcing hunters as a ranged class. To this end, the class will now start with ranged abilities at level 1, and we will be removing some melee abilities, such as Mongoose Bite.


    New Talents and Talent Changes


    * Beast Mastery hunters will have a new talent called Careful Aim, which increases the damage of the next Steady Shot or Cobra Shot, but also increases the cast time of these abilities. The intention is to make the combination of spells into a decent damage opener, especially in conjunction with the new ability Camouflage.

    * Beast Mastery hunters will also have talents that make Cobra Shot superior to Steady Shot, such as Longevity reducing the cast time of Cobra Shot to 1.5 seconds.

    * Rapid Recuperation will cause Rapid Fire to give 20/40/60 Focus immediately and will cause Rapid Killing to generate 3 Focus per second.

    * Efficiency will reduce the Focus cost of Chimera Shot, Aimed Shot, and Arcane Shot.

    * Thrill of the Hunt grants Focus when you land a critical strike.

    * Hunter vs. Wild increases the hunter’s Focus generation when his or her pet is snared, stunned, or rooted.


    Mastery Passive Talent Tree Bonuses

    Beast Mastery
    Ranged Damage
    Haste
    Pet Damage

    Marksmanship
    Ranged Damage
    Armor Penetration
    Double Shot

    Survival
    Ranged Damage
    Ranged Critical Damage
    Elemental Damage

    Pet Damage: Many of the passive benefits to pet damage will no longer be available in the Beast Mastery talent tree. However, these will be provided through the new Mastery mechanic.

    Double Shot:
    The hunter will have a chance to launch a free attack off of the global cooldown for 50% damage.

    Elemental Damage:
    Hunter abilities such as traps, Black Arrow, and Explosive Shot will do elemental damage of the following types: Improves the Arcane, Fire, Frost, Nature or Shadow damage of abilities like traps, Black Arrow and Explosive Shot.

    We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind that what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these planned changes as well as others continue to develop in response to feedback and testing.
    [Source]

    [BREAK=Druid]


    Information Released: April 9th

    Below is a quote from Blizzard employee Bashiok regarding the Druid class changes:


    Originally Posted by Bashiok
    In World of Warcraft: Cataclysm we’ll be making several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the druid. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Let’s kick things off by checking out some of the new druid spells and abilities!

    New Druid Abilities

    Thrash (Level 81): Thrash deals damage and causes all targets within 10 yards to bleed every 2 seconds for 6 seconds. The intent here is to give bears another button to hit while tanking. Talents will affect the bleed, such as causing Swipe to deal more damage to bleeding targets. 5-second cooldown. 25 Rage.

    Stampeding Roar (Level 83): The druid roars, increasing the movement of all allies within 10 yards by 40% for 8 seconds. Stampeding Roar can be used in cat or bear form, but bears might have a talent to drop the cooldown. The goal of this ability is to give both bears and cats a little more situational group utility. 3-minute cooldown. No cost.

    Wild Mushroom (Level 85): Grows a magical mushroom at the target location. After 4 seconds the mushroom becomes invisible. Enemies who cross the mushroom detonate it, causing it to deal area-of-effect damage, though its damage component will remain very effective against single targets. The druid can also choose to detonate the mushroom ahead of time. This is primarily a tool for the Balance druid, and there will be talents that play off of it. No cooldown. 40-yard range. Instant cast.

    Changes to Abilities and Mechanics


    In addition to the new abilities listed above, we intend to make changes to some of the other abilities and mechanics with which you’re already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of our goals for each spec.


    * All heal-over-time spells (HoTs) will benefit from crit and haste innately in Cataclysm. Hasted HoTs do not reduce their duration, but instead add additional HoT ticks. Haste will also benefit Energy generation while in cat form.

    * Unlike the other healers, Restoration druids will not be receiving any new spells. They have plenty to work with already, and our challenge instead is to make sure all of them have a well-defined niche. A druid should be able to tank-heal with stacks of Lifebloom, spot-heal a group with Nourish and Regrowth, and top off lightly wounded targets with Rejuvenation.

    * We want to add tools to cat form and depth to bear form. If a Feral cat is going to fill a very similar niche to that of a rogue, warrior or Enhancement shaman, it needs a few more tools -- primarily a reliable interrupt. Bears need to be pushing a few more buttons just so the contrast between tanking and damage-dealing is not so steep.

    * Barkskin will be innately undispellable.

    * We will be buffing the damage of Mangle (cat) significantly so that when cat druids cannot Shred, they are not at such a damage-dealing loss.

    * Druids will lose Abolish Poison with the dispel mechanics change, but Restoration druids will gain Dispel Magic (on friendly targets) as a talent. All druids can still remove poisons with Cure Poison and remove curses with Remove Curse.


    New Talents and Talent Changes


    * Tree of Life is changing from a passive talent to a cooldown-based talent, similar to Metamorphosis. Mechanically, it feels unfair for a druid to have to give up so much offense and utility in order to be just as good at healing as the other classes who are not asked to make that trade. We are exploring the exact benefit the druid gets from Tree of Life. It could strictly be better healing, or it could be that each heal behaves slightly different. You also will not be able to be banished in Tree of Life form (this will probably be true of Metamorphosis as well). Additionally, we would like to update the Tree of Life model so that it feels more exciting when you do decide to go into that form. Our feeling is that druids rarely actually get to show off their armor, so it would be nice to have at least one spec that looked like a night elf or tauren (and soon troll or worgen) for most of the time.

    * We want to make the Feral cat damage rotation slightly more forgiving. We do not want to remove what druids like about their gameplay, but we do want to make it less punishing to miss, say, a Savage Roar or Rake. The changes here will be on par with increasing the duration of Mangle like we did for patch 3.3.3.

    * Balance druids will have a new talent ability called Nature’s Torrent, which strikes for either Nature or Arcane damage depending on which will do the most damage (or possibly both), and moves the Eclipse meter more (details below). The improved version of Nature’s Torrent also reduces the target's movement speed. 10-second cooldown.

    * Restoration druids will have a new talent called Efflorescence, which causes a bed of healing flora to sprout beneath targets that are critically healed by Regrowth.

    * We plan on giving Feral cats and bears a Kick/Pummel equivalent -- an interrupt that is off the global cooldown and does no damage. We feel like they need this utility to be able to fill the melee role in a dungeon or raid group, and to give them more PvP utility.

    * We want to make sure Feral and Balance druids feel like good options for an Arena team. They need the tools to where you might consider a Feral druid over an Arms warrior, or a Balance druid over a mage or warlock. Remember that the PvP landscape will probably look pretty different for Cataclysm with a focus on rated, competitive Battlegrounds.


    Mastery Passive Talent Tree Bonuses

    Balance
    Spell Damage
    Spell Haste
    Eclipse

    Feral (Cat)
    Melee Damage
    Melee Critical Damage
    Bleed Damage

    Feral (Bear)
    Damage Reduction
    Vengeance
    Savage Defense

    Restoration
    Healing
    Meditation
    HoT Scale Healing

    Eclipse: We are moving Eclipse from a talent into a core mechanic of the class and making it less random. Balance druids will have a new UI element that shows a sun and a moon. Whenever they cast an Arcane spell, it will move the UI closer to the sun, and buff their Nature damage. Whenever they cast a Nature spell, it will move the UI closer to the moon, and buff their Arcane damage. The gameplay intention is to alternate Arcane and Nature spells (largely Starfire and Wrath) to maintain the balance.

    Bleed Damage and Savage Defense: Feral druids will receive two sets of passive bonuses depending on whether the druid is in cat or bear form. Bleed Damage will be improved for cats. Savage Defense is the current bear mechanic for converting crits into damage absorption and will be improved for bears.

    HoT Scale Healing: HoTs will do increased healing on more wounded targets. The mechanic is similar to that of the Restoration shaman, but with HoTs instead of direct heals. In Cataclysm, we anticipate druids using a greater variety of their spells so there is a distinction between healing and HoT healing.

    Vengeance:
    This is a mechanic to ensure that tank damage (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s unbuffed health. For boss encounters we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Feral tree and the druid is in bear form -- these values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Feral tree and are in bear form, so you won’t see Balance, Restoration, or Feral druids in cat form running around with it. Vengeance will let us continue to make tank gear more or less the way we do today -- there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so the Vengeance benefit may be smaller, but overall the goal is that all four tanks do about the same damage when tanking.

    We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind, what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these changes as well as others continue to develop in response to testing and feedback.


    Cataclysm Stat & System Changes:
    World of Warcraft - English (NA) Forums -> Cataclysm Stat & System Changes

    Mastery System Preview: World of Warcraft - English (NA) Forums -> Mastery System Preview
    [Source]

    [BREAK=Mage]


    Information Released: April 9th

    Below is a quote from Blizzard employee Bashiok regarding the Mage class changes:


    Originally Posted by Bashiok
    In World of Warcraft: Cataclysm, we’ll be making lots of changes and additions to class talents and abilities across the board. In this preview, you’ll get an early look at what's in store for the mage class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

    New Mage Spells

    Flame Orb (available at level 81): Inspired by Prince Taldaram’s abilities in Ahn'kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it’s cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.

    Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.

    Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.

    Changes to Abilities and Mechanics

    In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.


    * Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior’s Overpower works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.

    * We are planning to remove spells that don't have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.

    * The ability to conjure food and water will not become available until higher levels (likely around level 40), as we're making changes to ensure mages generally won’t run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.

    * Scorch will provide a damage bonus to the mage's fire spells. Our goal is for Scorch to be part of the mage's rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.


    New Talents and Talent Changes


    * Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.

    * The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.

    * Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.

    * The Burnout talent will allow mages to cast spells using health when they run out of mana.


    Mastery Passive Talent Tree Bonuses

    Arcane
    Spell damage
    Spell Haste
    Mana Adept

    Fire
    Spell damage
    Spell Crit
    Ignite

    Frost
    Spell damage
    Spell Crit damage
    Deathfrost

    Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.

    Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.

    Deathfrost:
    Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won't be affected by this buff is Frostbolt.

    We hope you enjoyed this preview, and we’re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.


    Cataclysm Stat & System Changes: World of Warcraft - English (NA) Forums -> Cataclysm Stat & System Changes

    Mastery System Preview: World of Warcraft - English (NA) Forums -> Mastery System Preview
    [Source]

    [BREAK=My Opinion]


    I used to be a very avid WoW player, but about 6 months ago I just lost complete interest in the game and over the course of a week or two quit it cold turkey. Since then I haven't felt any real urge to play, that is, until now.

    Since the release of these class changes I have started feeling that growing anticipation deep inside my stomach wanting to experiment with some of the new abilities here.

    I'm a mage and rogue player so those are the two I looked at right away and tbh I really was not completely disappointed in some of the things I saw.

    Smoke Bomb (level 85): The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional gameplay, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.
    For instance, the rogues new ability 'smoke bomb' come on that's going to be amazing! I can't even begin to comprehend how that new spell alone will effect Arena PvP.

    We are also providing rogues with a new low-level ability, Recuperate, to convert combo points into a small heal-over-time (HoT).
    No more bandage training at low levels? I always expected them to give the rogues some sort of HoT, this will be especially useful for quick leveling.

    In PvP, we want to reduce the rogue's dependency on binary cooldowns and "stun-locks," and give them more passive survivability in return. One major change is that we'll put Cheap Shot on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well.
    No more stun locks! Increased survivability! Good for my main spec Combat in PvP I hope. Hope being the key word in that sentence...

    Other small changes like being able to apply poison to throwing weapons or ambushing with any weapon will bring forth some interesting new battle tactics and combat rotations.

    You'll notice, however, that there is a steady pattern in almost all of the changes-and that is dumbing them all down. Making it easier to play the class isn't always a great thing, I liked that to be successful as a rogue in PvP you had to practice and learn how you play best. I really hope that doesn't change to much in Cataclysm.

    The other class I'll comment on is the mage.

    Flame Orb (available at level 81): Inspired by Prince Taldaram’s abilities in Ahn'kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it’s cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.

    Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.
    First off, the two new spells they've mentioned sound pretty cool (even though the style of the attack in almost exactly the same: shoot it in a straight line in front of you). I think that the 'Wall of Fog' will again come in handy in unique PvP situations and it will be interesting to see how it will impact arena.

    We are planning to remove spells that don't have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.

    The ability to conjure food and water will not become available until higher levels (likely around level 40), as we're making changes to ensure mages generally won’t run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.
    Also, no food/water till level 40 is going to be kind of weird. They say we won't run out of mana very often before then! I'll prove 'em wrong though, you just wait! xD

    I also don't understand how Fire Ward and Frost Ward don't have a clear purpose? Oh well, dumbing down the class a bit again.

    Scorch will provide a damage bonus to the mage's fire spells. Our goal is for Scorch to be part of the mage's rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.
    I was always a big user of scorch when I was fire spec'd, but it looks like I won't be the only one anymore.

    The Burnout talent will allow mages to cast spells using health when they run out of mana.
    My favorite quote right there. We will now be using our health to cast spells instead of mana! This is crazy!

    Anyways, there are some other interesting talent changes and spells coming out too (Hunter camouflage?) but I won't comment on those as I have no experience really playing as them (at least not recently). So I'll leave my thoughts at that.


    [BREAK=Conclusion]

    Well guys, that is that and I hope you enjoyed the short read. Sorry for it being a day late, next time I'll get er up as quick as possible .

    If you have opinions on these changes (which I know you guys will), please post them in the comments section for some discussion. I would really like to hear what the community thinks and sorry if my opinions might be a little crazy but ya, I haven't played in almost 6 months now haha.

    Thanks again for reading guys and until next time,

    Glynbeard
    MMOwned News Team

    Cataclysm Class Changes
  2. #2
    P1raten's Avatar Banned
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    Very nice, glynbeard.

    Thanks for this.

  3. #3
    Glynbeard's Avatar Mawd Authenticator enabled
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    Damn that was quick haha. No problem, I decided to finish them up from your request

  4. #4
    stoneharry's Avatar Moderator Harry

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    Flame Orb + Wall of Fog just sounds epic. This and the rogues smoke bomb will make PvP very interesting.

  5. #5
    Ground Zero's Avatar ★ Elder ★
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    Smoke Bomb. :3 Can't wait, nice article Glyn.

  6. #6
    Confucius's Avatar Panda of Worlds The Idiot

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    haha some of these things sound awesome but some i really don't like, no more tree form?!

  7. #7
    Flarian's Avatar Member
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    love it glyn, i posted death Knight and Rogue changes in General a day or two ago but very nice compilation, i like it *thumbs up*

  8. #8
    XFiFiX's Avatar Contributor
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    Nice column man! :]

  9. #9
    Eddie12390's Avatar Member
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    Originally Posted by Confucius View Post
    haha some of these things sound awesome but some i really don't like, no more tree form?!
    From reading the article a second time what I seem to understand is that there will still be tree form but with major modifications.

  10. #10
    nialnees's Avatar Active Member
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    I hope the new focus system isnt a big nerf for hunters... Now im able to burn mana fast and after cata ill have to wait for focus to recharge (Im not sure because huntard isnt my main character and im no expert in hunters)
    I'm accepting model edit requests - anything from simple model swaps to reskins and custom models! PM me

  11. #11
    Energizer Bunny's Avatar Member
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    Some one help me find my Battle.net acc for my 60 rogue =( i wanna get to 80 now =(

  12. #12
    Glynbeard's Avatar Mawd Authenticator enabled
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    It's interesting reading through the posts by players on the forums. Some of them are plain outraged at these changes haha.

  13. #13
    alj03's Avatar Contributor
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    Hmm new DK system sounds cool.

    Thanks for the info.
    Death to all but Metal.

  14. #14
    DrLecter's Avatar Contributor

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    What about pallies?
    It isn't fair, they've had enough and now they want their share.
    Can't you see" They wanna live, but you just take more than you give.
    So on so forth lalalala singing.

  15. #15
    Confucius's Avatar Panda of Worlds The Idiot

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    Originally Posted by Eddie12390 View Post
    From reading the article a second time what I seem to understand is that there will still be tree form but with major modifications.
    Yes but tree form will just be a wimpy spell that gives you it for a few seconds, instead of having the permanent tree, this means no more dancing trees! D:

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