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More Cata change (classes/rage/dispels)

  • 06-04-2010 8:57am
    #1
    Registered Users, Registered Users 2 Posts: 1,043 ✭✭✭


    Just thought I'd throw up a few blue posts regarding new stuff in Cata:
    Blue Post wrote:
    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.

    Below is the schedule for each class:

    Shaman - April 7
    Priest - April 7
    Warlock - April 7

    Warrior - April 8
    Death Knight - April 8
    Rogue - April 8

    Hunter - April 9
    Druid - April 9
    Mage - April 9

    Paladin - April 16*

    These posts are being coordinated internationally so they'll be posted at different times throughout the day and night on the given dates to give players around the world the ability to see posts made at a convenient time. This thread will be updated with links directly to each class preview as they're posted.

    *The paladin is still deep in development. Instead of giving a preview that would be potentially less comprehensive than the other classes we made the decision to post it when it's ready, in order to properly honor the paladin class and those that play them. The wait isn't too long however as we're expecting to be able to post it on April 16.
    wrote:
    We are going to take the opportunity in Cataclysm to try and fix some of the problems with the Rage mechanic for both warriors and druids. Some of these problems include:


    * Warriors/druids in the lowest levels of gear can be Rage-starved.
    * Warriors/druids in the highest levels of gear no longer have to manage their Rage when it becomes infinite.
    * Warrior/druid tanks lose Rage income as they improve their gear and take less damage.
    * The gameplay of warrior and druid tanks loses a lot of depth when massive boss hits means never having to manage Rage.
    * Heroic Strike and Maul are effective, but tedious abilities for using up extra Rage.
    * In general, warriors and druids don’t have enough control over their Rage.


    To resolve these issues, Rage will be normalized in Cataclysm. This will make the Rage gained by characters more consistent and avoid drastic differences between low-end and high-end gear.

    The concept of normalized Rage may leave a negative impression on some veteran players, as we tried it once before in The Burning Crusade and it wasn't successful, resulting in them feeling weakened. However, we think that the concept is still sound -- it was just that the previous implementation didn't balance the values correctly, leading to players being Rage-starved. That is not the goal. As part of the change, we want to give warriors and druids a lot of ways to control their rage, so even in the worst-case scenarios they won’t feel like they lack the resource to do their job.

    Here are some of the ways the Rage mechanic will change in Cataclysm:


    1) Rage is no longer generated based on damage done by auto-attacks. Instead, each auto-attack provides a set amount of Rage, and off-hand weapons will generate 50% of the Rage main hands do. This amount is based on a constant formula which factors in the base swing speed of the weapon. This means the Rage gained should be averaged out between fast and slow weapons. The constant formula also gives us the ability to easily increase the rage gained if it feels too low (or reduce it if is too high). We are also implementing the following mechanics, which will still allow rage to improve to some extent as you improve gear:

    o If the attack is a critical strike, it will generate 200% Rage.
    o Haste will accelerate swing times to generate Rage faster.

    2) Rage from damage taken will no longer be based on a standard creature of the character’s level, but instead will be based on the health of the warrior or druid. Again, there is a constant that is multiplied by the rage generated in order to allow for fine-tuning. This calculation ignores all damage reduction from armor, absorption, avoidance, block, or similar mechanics, so improving your gear will not reduce Rage gained.

    3) We will provide warriors and druids with more instant sources of rage. For example, the warrior shouts are changing to work more like the death knight ability Horn of Winter. Instead of Battle Shout consuming Rage, it will generate Rage but have a short cooldown. Both classes will have additional methods to generate Rage in an emergency or bleed off Rage when they have too much.

    4) All “on next swing” attacks in Cataclysm are being removed. Heroic Strike and Maul will be instant swings that cost a variable amount of Rage. For example, imagine Heroic Strike costs between 10 and 30 Rage. You must have at least 10 Rage to use the attack, but it will consume all available Rage up to a maximum of 30. Any Rage consumed above the minimum will cause the ability to hit harder, and in some cases much harder. We will tune the ability so that it’s generally not a good idea to hit it when you have low Rage (unless everything else is somehow on cooldown) but becomes a more attractive button the higher your Rage.


    We understand this change may be scary for many players, but keep in mind that the constants in the formulas for gaining Rage will give us the ability to make quick adjustments if we feel Rage generation is too low. Our goal is for each character's Rage to not be always high or always low, but rather a resource that needs to be managed properly by the player.
    wrote:

    * 0. Upcoming Cataclysm Dispel Mechanics 04/05/2010 06:02:17 PM PDT

    quote reply
    We wanted to introduce some of the changes to dispel mechanics coming in Cataclysm. Our goals were to make dispelling a little less trivial to do in PvP, and to make sure there is more equity in dispel capabilities among healers in both PvP and PvE.

    Within the system, there are currently five types of dispellable (or curable) buffs and debuffs: curse, disease, poison, defensive magic, and offensive magic. An example of defensive magic dispelling would be using a dispel to free a polymorphed ally, while offensive magic dispelling would be utilizing a dispel ability to strip away an enemy’s buff or heal-over-time (HoT) spell. The main distinction between these two types is in whether or not you can target an enemy with your dispel.

    In Cataclysm each healing class will be getting three out of the five types of dispels, with one of these always being a defensive dispel magic. This design makes sure that finding a healer with the ability to remove magic isn’t restrictive in building teams for Arenas or rated Battlegrounds. It also allows the encounter designers to assume, when designing dungeon or raid fights, that every group can dispel magic.

    In addition, we're making the opportunity cost (what the player could have accomplished with different actions) for dispelling a bit steeper. We think the cost is too low for three reasons: 1) The actual mana cost is low. 2) You never waste a dispel. If you try to dispel a debuff that isn’t there then the dispel just won’t go off. 3) We have spells that remove debuffs with minimal input on the part of the player. In Cataclysm we are raising the mana costs, making it possible to waste mana by casting a dispel when there is nothing to dispel, and removing Cleansing Totem, Abolish Disease, and Abolish Poison from the game. With these changes in mind, we are working to plan dungeon and raid encounters where dispels aren’t in constant demand or spammed in order to be successful, though some need for dispels will still be a part of the design.

    As previously mentioned, we are providing three dispel capabilities to all healing classes as follows:


    * Druids will be able to dispel defensive magic, curses, and poison.
    * Paladins will be able to dispel defensive magic, diseases, and poison.
    * Priests will be able to dispel defensive magic, offensive magic, and disease.
    * Shaman will be able to dispel defensive magic, offensive magic, and curses.


    There is some trade-off that is being made in making these changes and we wanted to expand on this further.


    * Protection and Retribution paladins will lose their current ability to dispel magic.
    * All shaman will lose dispel disease and dispel poison in exchange for Restoration gaining dispel magic.
    * Restoration shaman, Restoration druids, and Holy paladins will need to talent into their defensive magic dispels.
    * Shadow priests won’t be able to remove disease in Shadowform.
    * Mage, hunter, and warlock will retain their current dispel mechanics.
    * Body and Soul remains the same, and basically any dispel mechanic not mentioned above is currently planned to remain as it is.
    * When possible, we’d like to combine dispels into a single action. For example, the druid ability to dispel curses and poisons might be a single spell with a Restoration talent that also allows it to dispel magic. This part of the design isn’t finalized, however.


    As with all of our Cataclysm previews, keep in mind that any of these decisions could change when we’re in beta.


Comments

  • Registered Users, Registered Users 2 Posts: 1,675 ✭✭✭TechnoPool


    bit stupid change tbh, well for pvp and arena wise.


    they are slowly moving towards every class almost being able to do the same things. :o


  • Registered Users, Registered Users 2 Posts: 2,476 ✭✭✭Niska


    The first class changes are up:

    Shaman: http://forums.wow-europe.com/thread.html?topicId=12947352584
    Warlock: http://forums.wow-europe.com/thread.html?topicId=12947352666
    Priest: http://forums.wow-europe.com/thread.html?topicId=12947282379

    Some interesting changes - like the Shadow Orbs for the priest's shadow tree.

    (for those who can't access wow-europe atwork):
    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.


    [Update 07/04]
    Just to clarify a few things:

    Meditation – the amount of mana you regenerate in combat as a function of your Spirit.

    Also of note, you only get one set of passive talent tree bonuses: the tree in which you’ve spent the most points. Sub-speccing in another tree will not net you those bonuses in addition.

    Last but not least, it's the intention of Primal Strike to let shaman play as an Enhancement at low levels. Currently when leveling in this spec, you end up just using Lightning Bolt a lot so you feel like an Elemental shaman instead. At a higher level, Primal Strike gets replaced by Storm Strike. They share a cooldown so Enhancement just won’t ever use Primal Strike after that, in the same way that Prot warriors don’t use Sunder Armor once they have Devastate or Feral druids don’t use Claw once they get Mangle.
    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.
    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.


  • Registered Users, Registered Users 2 Posts: 2,630 ✭✭✭Einstein


    wow, druid healers are losing Tree of Life to a CD...that blows...no more perma-tree form...
    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.


  • Registered Users, Registered Users 2 Posts: 1,115 ✭✭✭magicianz


    Could anyone quote full druid and dk changes? Cant get to a comp and would be interested in reading them in school tomorrow :P


  • Moderators, Computer Games Moderators Posts: 4,569 Mod ✭✭✭✭Ivan


    3 more days to paladins. FUUUUUUUUUUUUUU! Blizzard.
    :p


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  • Closed Accounts Posts: 2,717 ✭✭✭Nehaxak


    Druid changes...

    http://forums.wow-europe.com/thread.html?topicId=12947103263&sid=1
    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.


  • Closed Accounts Posts: 2,717 ✭✭✭Nehaxak


    Apart from the gimmicky magic mushroom talent, which is only really usefull in pvp (which let's face it, is more or less dead in Wow), it's all a bit of an underwhelming update for Druids really.


  • Closed Accounts Posts: 2,717 ✭✭✭Nehaxak


    DeathKnob Cata update...

    http://forums.wow-europe.com/thread.html?topicId=12947242991&sid=1
    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.


    [Update 09/04]
    A few clarifications answers to some of the questions that have been forwarded to the developers:
    http://forums.wow-europe.com/thread.html?topicId=12947242991&sid=1&pageNo=5#90



    Cataclysm Stat & System Changes:
    http://forums.wow-europe.com/thread.html?topicId=12730425011&sid=1

    Mastery System Preview:
    http://forums.wow-europe.com/thread.html?topicId=12829734300&sid=1

    [ Post edited by Vaneras ]

    ...and this...DK's will tank as blood in Cata...
    We're doing our Cataclysm preview on the death knight changes later this week, but we knew one change risked overshadowing all the others, so we figured we'd go ahead and drop the proverbial Blood bomb today.

    In Cataclysm, death knights will have a dedicated tanking tree, much like the other three tank classes. That tree will be Blood.

    We’ll go into more detail in the upcoming preview, but we wanted to take the opportunity to explain the reasoning for such a big change.

    Why the about face? We actually thought the “tri tank” experiment worked out okay. We suspected there would always be a “best” tanking tree, because that’s the way these things shake out, but we hoped it would be close enough that many players could tank with their favorite tree. When we tried out this design for Wrath of the Lich King, we were using it as a test case to see if we wanted to do similar things with the warrior and paladin talent trees.

    A lot has happened since that time. We introduced the dual-spec feature, allowing players to have a tanking spec and dps spec that they could switch between. We introduced Dungeon Finder, which makes it easier to find players who want to tank, and even let players level up using a dedicated tank spec. In Cataclysm, we are introducing the concept of passive talent tree bonuses and we think that feature is a lot stronger when the talent tree has a particular focus (such as damage, tanking or healing). For example, it’s safer to give more passive damage to a tanking tree than we can a dps tree. Above all, we were just spending a lot of effort trying to balance three trees (though it was really six trees, since each tree was trying to do two things).

    It started to feel unfair to the other tank classes that we had to spend so much effort tweaking three types of DK tanks, and it even started to feel unfair to the DK that we couldn’t focus their tanking experience. One bit of feedback that really struck home was the DK players who said, essentially, “I look at the Protection tree and I’m jealous of all of the cool tools they have to help their tanking. As a DK, I have to pick and choose tanking talents from within a sea of dps talents.” Rather than have a strong focus, the trees felt a little watered down because they were trying to do so much. With Frost as a dual-wield, spell and runic power focused tree, Unholy as a disease and minion focused tree, and Blood as a self-healing, defensive cooldown, tanking tree, we think the focus of each tree is a lot clearer and cooler.

    In Cataclysm, Blood will be the death knight version of a Protection tree. It will have passive talent tree bonuses that reflect tanking. It will have tools, such as a Demo Shout equivalent, necessary for tanking. Several of the more fun tanking talents from Frost and Unholy will be moved into Blood. We will be able to revise (or even remove) clunky mechanics like Rune Strike and focus on letting DKs generate threat with their normal Blood tanking rotation.

    This is major change, and we understand it will be met with some disappointment from players who really liked the flexibility, those who appreciated the unorthodox talent tree design, or those few of you who really liked Blood dps. Nevertheless, we are convinced that this is the right change for the game.

    More exciting death knight news coming up soon in the preview.


  • Closed Accounts Posts: 2,717 ✭✭✭Nehaxak


    Huntard Cata updates...

    http://forums.wow-europe.com/thread.html?topicId=12947132945&sid=1
    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.


    [Update 09/04]
    A short list of answers and feedback to some of the questions and concerns that have been forwarded to the developers:
    http://forums.wow-europe.com/thread.html?topicId=12947132945&sid=1&pageNo=7#123


  • Closed Accounts Posts: 2,717 ✭✭✭Nehaxak


    These two for hunters that are mentioned...
    # 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.

    About bloody time !


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  • Registered Users, Registered Users 2 Posts: 1,043 ✭✭✭2 Espressi


    Pets from L1 follows the trend of giving each class more toys to start with, like the 'locks minion, or DW for rogues.

    No ammo is pretty huge, one less thing to upgrade, I suppose. Looks like there'll be specific shots for different types of mob as well, depending on immunites and resistances.

    Stealth FTW.

    Might be worth digging up that 66 dwarf I left on Terokkar for this...


  • Moderators, Computer Games Moderators Posts: 23,276 Mod ✭✭✭✭Kiith


    Its not Stealth though. You dont actually turn invisible to players. There will be a shimmering effect on your character while Camoflage is active. Players will still see you, but you'll get the benefits stated above.


  • Registered Users, Registered Users 2 Posts: 4,936 ✭✭✭nix


    So casters have to melee hunters now??? :confused:

    I'm underwhelmed by alot of the new spells, heres hoping the revamped talent trees make up for it :D

    I can see the priests new hug grip spell getting changed/removed also, i mean whats to stop me from hangin by say on top of the pillars of Ally bridge in AV, standing right at the edge and just pulling people right in front of my feet and /wave as they fall to their doom ?

    Not that id do this to my fellow team mates ;), but there are people who would :P


  • Moderators, Computer Games Moderators Posts: 23,276 Mod ✭✭✭✭Kiith


    nix wrote: »
    I can see the priests new hug grip spell getting changed/removed also, i mean whats to stop me from hangin by say on top of the pillars of Ally bridge in AV, standing right at the edge and just pulling people right in front of my feet and /wave as they fall to their doom ?

    Not that id do this to my fellow team mates ;), but there are people who would :P
    That sounds like a lot of fun...so Blizz will definitely remove it. :rolleyes:


  • Registered Users, Registered Users 2 Posts: 4,936 ✭✭✭nix


    Is that sarcasm ?


  • Moderators, Computer Games Moderators Posts: 23,276 Mod ✭✭✭✭Kiith


    I meant that it actually does sound like a lot of fun, but Blizz will remove it like they did mind-control suicides, or summoning people off the sides of cliffs. You know, fun things :P


  • Registered Users, Registered Users 2 Posts: 4,936 ✭✭✭nix


    Yeah but mind control is killing your enemies, this is team killing/annoying.

    You could target some whining idiot in AV and just follow him around and life grip him every 45 seconds..


    The possibilites just keep coming...

    Jumping off eots and levitating and life griping someone off with you to their death

    Jump off boat at start of strand of ancients and grip them to water making them swim a long distance..


    Heck you could prob just put your back to any large drop off, grip them and levitate them mid air and they will just glide off whatever edge is there..

    And then the raid/BG chat is full of "FFFFFFFFFFFUUUUUUUUUU"


  • Registered Users, Registered Users 2 Posts: 5,112 ✭✭✭Blowfish


    nix wrote: »
    I can see the priests new hug grip spell getting changed/removed also, i mean whats to stop me from hangin by say on top of the pillars of Ally bridge in AV, standing right at the edge and just pulling people right in front of my feet and /wave as they fall to their doom ?
    There are plenty of griefing opportunities in WoW that haven't been removed. Pallies can DI tanks to wipe raids, hunters can misdirect then FD, DK's and Shammies can kill everyone in ToGC, yet Blizzard doesn't have a problem with them.


  • Registered Users, Registered Users 2 Posts: 3,126 ✭✭✭][cEMAN**


    Blowfish wrote: »
    There are plenty of griefing opportunities in WoW that haven't been removed. Pallies can DI tanks to wipe raids.

    Oh come on!!! You wouldn't do that. You'd be dead. You'd hand of protection the tank as he's about to taunt/switch or something, then bubble-hearth :D

    Either are removable shields, but it's all about the timing :D


  • Registered Users, Registered Users 2 Posts: 4,936 ✭✭✭nix


    Blowfish wrote: »
    There are plenty of griefing opportunities in WoW that haven't been removed. Pallies can DI tanks to wipe raids, hunters can misdirect then FD, DK's and Shammies can kill everyone in ToGC, yet Blizzard doesn't have a problem with them.

    Yeah but those problems are easily fixed, dont pug/raid with assholes who do that, im talking mainly from a pvp perspective where one would pug more frequently.

    Its one thing doing it against the enemies, your ment to kill them, but doing it to your own team who are able to communicate/moan via chat. I can see it causing alot of drama :pac:


    Maybe im looking into it too much :D


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  • Registered Users, Registered Users 2 Posts: 68 ✭✭Jason2379


    I despise the Mage changes. They have great concepts but the spells themselves are pfft!

    Time Warp - Yay, we're in more demand...slightly.

    Flame Orb - Decent.

    Wall Of Fog - This is clearly for PVP and seeing as how I don't go near that area of the game its not a big help.

    Arcane getting a major nerf it seems, unless the mana mechanics have been changed significantly.

    Fire Ward and Frost Ward need to stay in the game, they're hardly useless.

    Could've been much better! :rolleyes:


  • Registered Users, Registered Users 2 Posts: 3,404 ✭✭✭Lone Stone


    hmm cant say these change's sound that interesting i was expecting something more when they said they were going to revamp all the skills tree's just seem's kind of less specialisation more aoe crap.

    The only thing i am looking forward to is finally getting a forsaken hunter :D
    cant wait


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