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 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


WarriorIn 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

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.

Fury

  • Melee Damage
  • Melee Haste
  • Enrage Intensity


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.

Protection

  • Damage Reduction
  • Vengeance
  • Critical Block Chance

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.

Warrior Q&A

Q: Will the rotation for a Fury Warrior just be Bloodthirst and Slam with Heroic Strike to burn off rage?
A: We think Fury is going to end up needing another attack in there for single-target fights. Furious Sundering was intended more as having to Sunder being less of a penalty, but at only 3 stacks, it may not end up being a big deal and we don’t want Fury to feel like they have to purchase a talent that they may not always use. We don’t want Whirlwind to be a good button against single targets however. It essentially gets “free” damage against groups of targets when it’s effective at using against single targets. It’s okay if warriors still do more damage in fights where they can use Cleave and similar attacks often, but right now it’s too extreme.

Q: Are one-handed Fury warriors going to be competing with rogues for one-handed weapons?
A: This is unlikely. Rogues and shaman will want one-handers with Agility, while warriors and death knights will want them with Strength. I won’t be surprised when one of these classes picks up the other’s weapon as it could be an upgrade simply based on the damage, but it won’t be optimal.

Q: Why are warriors not getting some kind of AoE tanking tool?
A: We think the newly buffed Thunder Clap plus Shockwave are sufficient abilities for AoE tanking. The design of Vengeance should make sure that threat generation doesn’t start to slip behind as the dps characters gear up. It’s not our intention that tanks face a constant struggle to generate enough threat, even in group situations, but we also don’t want threat to be totally irrelevant either. The danger for tanking too many creatures should also be tank death not threat management.

Q: Is only Sunder Armor being changed?
A: Rogue Expose Armor and other abilities that apply a similar debuff are being changed accordingly. They will all provide the same debuff at 12% armor reduction.

Q: What about rage loss when changing stances?
A: We still want the act of changing stances to require more consideration than just clicking two buttons to use the ability you want. One idea we are going to explore is that you don’t lose rage when you change stances, but you won’t gain additional rage for a short period of time after changing. This lets you say swap to do an Execute without losing your rage bar, but still keeps the idea that shifting constantly comes with inherent efficiency risks.

Q: Is the intent of Gushing Wound that warriors constantly ask for targets to be kited around?
A: No, it’s intended to be a bonus when you’re in an encounter where the target either moves around a lot (Ex. BONNNNE STORMMMM-ing Marrowgar) or just has to be moved around a lot (say Lich King). Warriors shouldn’t have the expectation of forcing every PvE opponent to move but it would be entertaining to watch this (from a third party perspective).

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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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