Cataclysm Class Changes: A Comprehensive Look

We go in and tell you what the blues have said about the new classes all in one easy to browse location..

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

ShamanIn 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

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.

Enhancement

  • Melee damage
  • Melee Haste
  • Nature Damage

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

Restoration

  • Healing
  • Meditation (The amount of mana you regenerate in combat as a function of your Spirit)
  • Deep Healing

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.

Shaman Q&A

We know there are a lot of additional questions and we'll do our best to answer what we can. Keep in mind, this is merely a preview of things to come.

Q: Will Maelstrom Weapon include Lava Burst?
A: That’s the plan currently.

Q: How can Elemental Overload proc Lava Burst when Lava Burst already hits so hard in PvP?
A: We’re going to change almost every number in Cataclysm to adjust for everything from single ranks of spells to larger health pools to new combat ratings. With much higher health pools, hopefully burst damage will go back to being a tool and not the only way to win matches.

Q: What happens to the Lightning Overload talent?
A: It provides a bonus to Elemental Overload.

Q: Elemental doesn’t want to drop Searing Totem at range. We want to drop Magma Totem.
A: Searing Totem needs to so more single-target damage than Magma. That said, if we’re happy with the ability to occasionally place totems at range there is no reason it couldn’t apply to any totem. Imagine, “After using this spell, the next totem you drop will appear at the feet of your target.”

Q: Will Elemental have to spend talent points just to get the Spirit to hit conversion?
A: It will be bundled with another attractive talent, such as Elemental Precision.

Q: Will Unleash Weapon work with Frostbrand?
A: Yes. We just provided some examples.

Q: Is Healing Rain channeled?
A: No, it's not a channeled spell.

Q: Is Earthquake channeled?
A: Probably, but we’ll see.

Q: Will Unleashed Weapon consume your enchants?
A: No.

Q: Does the 10% spell power buff from Elemental scale with the shaman or the target’s spell power?
A: It will scale with the target the same as Demonic Pact and other buffs that bring the same benefit.

Q: Are you supporting two-handed weapons for Enhancement?
A: Once you start to get into the dual-wield talents, then Enhancement is a dual-wield tree.

Q:
You didn’t address Enhancement survivability or mobility or X and Y!
A: This was just a preview and is not a comprehensive list of every change. Much more will be revealed in beta and much will change during beta.

Q: You didn’t answer the most important shaman question! What about Sentry Totem?
A: The Cataclysm is a time of great upheaval. Deathwing’s return to Azeroth tore a hole in the fabric of the universe that tragically resulted in the ultimate and irrevocable destruction of all Sentry Totems. Level designers are contemplating a shrine for the Sentry Totem near that of Uther the Lightbringer. We know shaman players will greet this news with grief, but as with all class changes we’ll have to get into beta before anything is final.

Next: Warlock

Comments

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Priest pay
# May 07 2010 at 9:14 AM Rating: Decent
27 posts
All these changes to priest are exactly identical to the way I have been playing my healing priest. All my gear already focuses on intelligence first for power pool, Spirit and spell power second for bigger heals and better mana regen. I did notice that they are going to make a second heal availiable with less mana. I find this funny because I used to make use of the top three ranks of greater heal to minimize the power loss on heals, then they made them all the same power cost, ultimantly getting rid of that second heal with less power consumption. So they are bringing back what they got rid of over two years ago.
I used to always use bubble shield on tank when its hp got low and I knew the heal wouldnt land before tank died, so I'm really glad they are bringing in a even bigger shield to make saving tank at critical moments less stressful. I do not like the idea of getting rid of spirit buffs however, as it was challenging enough with great spirit and mana and trying to heal second rate tanks with power pool. But I'm sure its not too big of a differance, losing 80 or so spirit, atleast I hope. Well rounded and thought out change for holy healing priest, and I like it.

Edited, May 7th 2010 11:16am by pizzamike

Edited, May 7th 2010 11:17am by pizzamike
Class changes
# Apr 28 2010 at 11:53 AM Rating: Decent
I agree with EphyuSikay, nothing looks like a nerf. But I did see some interesting changes to some classes. First off is the Pally, my class. Due to the fact that I was retri before retri was uber nerfed, I feel that them fixing it will be a great accomplishment. But what they said in the pally article is strange to me. Quote 'We feel Retribution paladins need one more mechanic which involves some risk of the player pushing the wrong button, making the rotation a bit less forgiving. In addition, we want to add to this spec more PvP utility. Right now the successes of the Retribution paladin in PvP seem to be reduced to either ' 1) all they could do is PVP so why do they want to improve 'PvP utility'. 2) Risk to hit the wrong button? They also said that what was holding the retri pally back was the shields and defense. Unless they replace the endurance with more power, I see this more as another nerf than an improvement.

Druids seem to be fine but the tree of life argument is interesting. The reason they think that the tree of life should be a duration not a passive is because Druids shouldn't have to sacrifice damage for healing. That is a weird thing to say because i have played a resto druid and i think i was fine with not being able to attack. This is because i was in a dungeon as a healer. I am not meant to attack.

Hunter having no ammunition is weird. I liked having special bullets or arrows that helped my damage. But it will make things easier.

DK seem to finally have a tanking talent tree. I have a DK tank and his talents are in all three trees to get the best tanking buffs. It is strange that Blood is now the tank where before Frost was.

As for the other classes, I feel that they are just making it easier for them. New abilities look nice for all classes and talent trees defined is a great thing. Cross your fingers that Cataclysm will be great (Or at least good enough to still place)

For any spelling mistakes I'm sorry. I fail at typing :D


Tree of Never Being Used
# Apr 23 2010 at 9:40 PM Rating: Decent
While I'm mostly excited about a lot of the class changes, I'm a bit annoyed at the Tree of Life changes for druids.

Raid healing, especially for a druid, is about consistency. Making tree of life a cooldown that increases healing.. isn't really going to do much. We'll all be gearing ourselves to be able to sustain healing without it, because we'll need to keep heals up without it. So when it's popped, it'll either be overhealing, or a limited time of barely keeping up, especially considering the majority of druid healing is HoTs, which aren't going to benefit much from a cooldown. If a fight goes by where it isn't used, I'll feel like it was wasted. If I need to use it every single cooldown to keep up, why isn't it passive? Currently, I've got a trinket I'm mostly wearing for the Int that also has a SP bonus on click... I never need it, and it never really seems like a good idea to pop. I don't notice much difference from popping it every cooldown, or leaving it alone for an entire fight. Mostly, I use it when buffing tanks with thorns. Is that what Tree of Life will be?

Healing isn't like DPS. I've got to keep people alive the whole time. With DPS, you can spike and relax, spike and relax, and it averages out. If my healing spikes, and relaxes, I'm overhealing for part of it, and people are dying for another.

I guess they'll probably balance us around popping that and then spamming nourish or something. Or saving it for enrages. Or maybe they'll add that much more stress to encounters by creating more moments like the air phase on Blood Queen (which happens again fast enough that all my cooldowns are still.. on cooldown). But hey, now my raid can see my ugly *** armor (assuming they don't improve much over my current Jay Leno helmet). I currently use Tree of Life to HIDE my armor and take up less space on my screen.
garbage
# Apr 20 2010 at 2:31 PM Rating: Default
they are gonna ***** us shaman over, this is b.s.!
garbage
# Apr 23 2010 at 9:46 PM Rating: Decent
Dude, I am all the hell over the shaman changes, along with most of the others for classes I play (and a few I'd now be interested in). I didn't really see anything that looked like a nerf, how're you being screwed over? And what spec are you talking about?
#REDACTED, Posted: Apr 16 2010 at 7:45 PM, Rating: Sub-Default, (Expand Post) Ok after all the work geting my hunter to lvl 80 I now need to delete my hunter win thay do this hunters are bad enuf oredy now thay will be the worst toon in the game fater rouges that is
Y?
# Apr 20 2010 at 10:13 AM Rating: Decent
I agree with Dark. Hunters are hardly the worst toons in the game and if you are that bad on yours I would suggest a lot more research on builds and rotations. A good place to start is ElitistJerks, there is lots of useful information in there that can help. The new content for hunters coming out is only going to benefit them in multiple ways, I did not read a negative thing at all for the upcoming changes. I have 3 80's and my hunter dominates them all.
Y?
# Apr 20 2010 at 4:34 PM Rating: Excellent
I have a 80 hunter, rogue, spriest, shaman and pally (those are my toons in the pics). I'm combing through the changes to see if there is anything I DON'T like about the changes. If I find something, I'll write about it.

Oh and my mage just hit 73 ...
Y?
# Apr 20 2010 at 9:20 AM Rating: Excellent
Why, because they will be using focus instead of mana? It seems like a logical jump since pets use focus as well. I play a hunter as well, among my five 80s, and I think it will be interesting to see how it plays out. I never liked the concept of mana for hunters anyway. Our activity is action-based, not magical based.
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