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	<title>WoW Cataclysm &#187; Death Knight</title>
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	<link>http://www.wow-cataclysm.info</link>
	<description>World of Warcraft Cataclysm information and news source</description>
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		<title>Death Knight Cataclysm Preview</title>
		<link>http://www.wow-cataclysm.info/death-knight-cataclysm-preview</link>
		<comments>http://www.wow-cataclysm.info/death-knight-cataclysm-preview#comments</comments>
		<pubDate>Tue, 13 Apr 2010 15:40:36 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[Death Knight]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=263</guid>
		<description><![CDATA[Blizzard recently released the upcoming changes to DK&#8217;s and there response on the new rune mechanics. Below is the post!
World of Warcraft: Cataclysm will bring with it several changes to class  talents and abilities. In this preview, you&#8217;ll get a glimpse at some of  the new abilities, spells, and talents in store for [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard recently released the upcoming changes to DK&#8217;s and there response on the new rune mechanics. Below is the post!</p>
<p>World of Warcraft: Cataclysm will bring with it several changes to class  talents and abilities. In this preview, you&#8217;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.</p>
<p><strong>New Death Knight Abilities</strong></p>
<p><strong>Outbreak  (level 81):</strong> 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.</p>
<p><strong>Necrotic Strike (level 83):</strong> 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 &#8212; the burst is  smaller, but a larger overall amount of healing would be required to  bring the target back to full health.</p>
<p>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.</p>
<p><strong>Dark  Simulacrum (level 85):</strong> The death knight strikes a target, applying a  debuff that allows the death knight to copy the opponent&#8217;s next spell  cast and unleash it. Unlike Spell Reflection, Dark Simulacrum does not  cancel the incoming spell. In general, if you can&#8217;t reflect an ability,  you won&#8217;t be able to copy it either.</p>
<p><strong>Rune System Changes</strong></p>
<p>While  we&#8217;re satisfied with the way the rune system works overall, we&#8217;re  making a few major changes to the mechanics that will ultimately help  death knight players feel less constrained. Here&#8217;s the rationale behind  the changes, followed by an explanation of how the new system will work.</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>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&#8217;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.</li>
<li>A death knight&#8217;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&#8217;t have any free global cooldowns to  use them. We can&#8217;t grant extra resources or reduced cost, because there  is no time to spend them. Missing an attack is devastating, and it&#8217;s  impossible to save resources for when they&#8217;re most useful.</li>
<li>Additionally,  each individual death knight ability has a fairly low impact on its  own, making it feel like most of the death knight&#8217;s attacks are weak.  The death knight&#8217;s rotations are also more easily affected by latency or  a player&#8217;s timing being just a little off. At times, it feels like  death knights aren&#8217;t able to take advantage of their unique resource  mechanic, which can diminish the fun.</li>
<li>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 &#8220;storage&#8221;), rather than six runes that  go up to 100% each.</li>
<li>As this is a major change to the death  knight&#8217;s mechanics, it will of course require us to retune many of the  class&#8217;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.</li>
</ul>
<p><strong>Talent Changes</strong></p>
<p>Next  we&#8217;ll outline some of the death knight talent-tree changes we&#8217;re  planning in Cataclysm. This list is by no means comprehensive, but it  should give you a sense of how we&#8217;re intending each death knight spec to  perform.</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>One  of the biggest changes we&#8217;re making is converting Blood into a  dedicated tanking tree. While we feel that having three tanking trees  was successful overall, it&#8217;s less necessary in a world with  dual-specialization. In addition, the current breakdown isn&#8217;t as  compatible with the Mastery-based passive talent-tree bonuses we want to  add (see below). We&#8217;d rather spend time tweaking and balancing one good  tanking tree rather than having a tank always wondering if they picked  the &#8220;correct&#8221; tree out of three possibilities.</li>
<li>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&#8217;s niche was self-healing &#8212; fitting for a tank &#8212; as well as  strong weapon swings, which could easily be migrated to Frost and  Unholy.</li>
<li>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.</li>
</ul>
<p><strong>Mastery Passive Talent Tree  Bonuses</strong></p>
<p><strong>Blood</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Damage reduction</li>
<li>Vengeance</li>
<li>Healing  Absorption</li>
</ul>
<p><strong>Healing Absorption:</strong> When you heal  yourself, you&#8217;ll receive an additional effect that absorbs incoming  damage.</p>
<p><strong>Vengeance:</strong> This new mechanic is designed to ensure  that tank damage output (and therefore threat) doesn&#8217;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&#8217;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.</p>
<p>You only get the Vengeance bonus if you have spent the  most talent points in the Blood tree, so you won&#8217;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.</p>
<p><strong>Frost</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Melee damage</li>
<li>Melee  Haste</li>
<li>Runic Power Generation</li>
</ul>
<p><strong>Runic Power  Generation:</strong> This will function as the name implies, and the new rune  system will make generating Runic Power more appealing.</p>
<p><strong>Unholy</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Melee damage</li>
<li>Melee  and spell critical damage</li>
<li>Disease Damage</li>
</ul>
<p><strong>Disease  Damage:</strong> Unholy death knights will be able to get more out of their  diseases, which are integral to the tree&#8217;s play style.</p>
<p>We hope  you enjoyed this preview, and we&#8217;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.</p>
<p>[...]</p>
<p>Here  are a few points of clarification:</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>We want to provide a 2-handed style for Frost  since we recognize that pets are an acquired taste. We think we have the  design space to do that now that we don’t need to support Frost  tanking. We’re definitely committed to making Frost work as a dual-wield  tree though &#8212; that isn’t going away.</li>
<li>Outbreak is free with a  1-minute cooldown. It’s not supposed to completely replace Plague Strike  and Icy Touch.</li>
<li>We’re not sure how we’re going to handle  presences yet. We recognize the oddness of Blood death knights playing  in Frost Presence and Frost death knights not playing in Frost  Presences. We might rename the presences or take some other action.</li>
</ul>
<div><span>Quote from: <strong>Ghostcrawler (<a style="color: white;" href="http://blue.mmo-champion.com/t/24262356308/cataclysm-class-preview-death-knight/" target="_blank">Source</a>)</strong></span></div>
<div>I&#8217;ll take a stab at explaining the rune mechanic.  Once you see it in action, it&#8217;s pretty easy to understand.</p>
<p>Just  focus on Blood Runes for the moment. The big change is that rune #2 will  never start filling up until rune #1 is full. They always fill 1 then  2. Today 1 and 2 can both fill at the same time.</p>
<p>In Cataclysm,  when you&#8217;re killing things, you use rune 1. Then any extra &#8220;red&#8221; in rune  2 will fill rune 1 back up again. If both of them are full, you can use  2 Blood Runes immediately. But after that, rune 1 will fill up first  and then rune 2. If it helps, imagine rune 2 is the extra tank.</p>
<p>This  sounds like it will slow down DK attacks, and it will to a point.  That&#8217;s part of what we&#8217;re trying to accomplish. We can then fill those  extra GCDs with things like free abilities or runic power abilities or  we have room to add talents that make runes fill faster. Remember, slow  attacks can hit harder though. Instead of DKs hitting fast like a rogue,  they&#8217;ll hit slower and harder, like a warrior, which fits a lot of  player&#8217;s image of a DK anyway. Dual wield will hit faster of course.</p>
<p>I&#8217;ll  try another comparison. Imagine that all rogue abilities cost 100  energy. They have to wait until they get 100 energy, and then  immediately use an attack so that they aren&#8217;t wasting future energy.  That&#8217;s how DKs play now, except they have 6 runes to watch. Now imagine  the same rogue except all his abilities cost 50 energy. If he hits an  attack when he has 60 energy, then 50 is consumed but he has 10 energy  still left and a head start on the next attack. That&#8217;s the way we want  DKs to play.</p>
<p>If that still doesn&#8217;t make sense, then focus on what  the experience will be, which is that you&#8217;ll have more breathing room  in your rotation and won&#8217;t have to hit a button every single GCD. If you  don&#8217;t use a strike the second it&#8217;s available, that&#8217;s more okay because  the extra tank will store extra rune resources rather than just wasting  it. You&#8217;ll still be hitting a lot of buttons though. We&#8217;re keeping  double rune strikes and Death Runes and disease multipliers and all of  that. We&#8217;ll have to make some changes in some abilities to accommodate  the resource change, but it won&#8217;t be unrecognizable to you.</p>
<p>We&#8217;re  not sure DKs even need Rune Strike any longer. If it survives, we&#8217;ll  turn it into an instant swing. But if we turn it into an instant swing,  then it really isn&#8217;t that different from existing strikes so it&#8217;s  possible we can just make a tanking rotation without it.</p></div>
]]></content:encoded>
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		</item>
		<item>
		<title>Cataclysm Stat &amp; System Changes</title>
		<link>http://www.wow-cataclysm.info/cataclysm-stat-system-changes</link>
		<comments>http://www.wow-cataclysm.info/cataclysm-stat-system-changes#comments</comments>
		<pubDate>Fri, 26 Mar 2010 01:42:34 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[Classes]]></category>
		<category><![CDATA[Death Knight]]></category>
		<category><![CDATA[Druid]]></category>
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		<category><![CDATA[Hunter]]></category>
		<category><![CDATA[Mage]]></category>
		<category><![CDATA[News]]></category>
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		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Cataclysm]]></category>
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		<category><![CDATA[Stats and System Changes]]></category>
		<category><![CDATA[System and Stats]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=216</guid>
		<description><![CDATA[Here&#8217;s another Cataclysmic goodie for you straight from the Blue Horses mouth! Cataclysm info keeps getting released quicker as of recent which leads me to believe Beta is just around the corner.
As many of you know from panels at last year’s  BlizzCon and posts here on the forums since then, Cataclysm will bring  [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s another Cataclysmic goodie for you straight from the Blue Horses mouth! Cataclysm info keeps getting released quicker as of recent which leads me to believe Beta is just around the corner.</p>
<p><span style="color: #003366">As many of you know from panels at last year’s  BlizzCon and posts here on the forums since then, Cataclysm will bring  about major changes to familiar character stats such as Intellect, Armor  Penetration, Defense, and others, ultimately designed to make the  effects of stats more easily understandable and make gear choices more  interesting. As these changes will have a significant impact on how  stats work and relate to one another, today we wanted to offer you a  closer look at exactly what’s in store and explain some of the rationale  before Cataclysm arrives.</span></p>
<p>The most obvious question these changes raise is &#8220;Why are stats  being changed, and why now?&#8221; As the game has matured, we&#8217;ve run into  increasingly complex issues with the current stat system. Many stats are  inherently confusing, and the way they interrelate can feel convoluted.  Attack Power, for example, currently translates to damage, but so does  Armor Penetration. Defense provides five different statistical benefits  of varying utility. Mana regeneration involves understanding multiple  stats and rules and often ends up being irrelevant anyway. In addition,  the difference between a &#8220;good stat&#8221; for a class and a &#8220;bad stat&#8221; can be  extreme. Some casters want Haste but not Crit; hunters want Armor  Penetration but not Haste. There are other overarching issues, as well,  such as Intellect not being very exciting for casters despite it being a  core stat &#8212; and these are just a few examples.</p>
<p>Our ultimate goal is make gear a more interesting (and less  confusing) choice by making each stat valuable to more players. While  the reasoning behind some of the following changes may be clear, we  understand that you may have questions about some of the less obvious  alterations, and we&#8217;ll do our best to answer any questions you may have  here on the forums.</p>
<p><span style="text-decoration: underline"><strong>What You’ll See on Gear</strong></span></p>
<p><strong>Stamina</strong> &#8211; Because of the way we will be assigning Strength,  Agility, and Intellect, non-plate wearers will end up with more Stamina  than before. Health pools will be much closer between plate-wearers and  other classes.</p>
<p><strong>Spirit</strong> &#8211; Come Cataclysm, this stat should only be found on  healing gear. Non-healing casters will have other systems in place to  regenerate mana, and we are designing special solutions for Elemental  shaman and Balance druids who often share gear with healers (more on  this below). Raid buffs that currently boost Spirit (such as Blessing of  Kings) will only boost the primary stats of Stamina, Strength, Agility,  and Intellect. We are also likely changing the five-second rule and  other quirks of the current regen system.</p>
<p><strong>Intellect</strong> &#8211; Intellect will now grant Spell Power (more on  this below). Intellect will also provide less mana than it currently  does.</p>
<p><strong>Haste</strong> &#8211; Haste will become more attractive for melee classes  by allowing them to recover resources such as energy and runes more  quickly. Our intention is for Haste to let you &#8220;do stuff&#8221; more often.</p>
<p><strong>Block Rating</strong> &#8211; Block is being redesigned to scale better.  Blocked attacks will simply hit for 30% less damage. Block rating will  improve your chance to block, though overall block chances will be lower  than they are today.</p>
<p><strong>Parry</strong> &#8211; Parry no longer provides 100% avoidance and no longer  speeds up attacks. Instead, when you parry an attack, it and the next  attack will each hit for 50% damage (assuming they hit at all). In other  words, Dodge is a chance to avoid 100% of the damage from one attack,  Parry is a chance to avoid 50% of the damage from two attacks, and Block  is a chance to avoid 30% of the damage from one attack.</p>
<p><strong>Mastery</strong> &#8211; This is a new stat that will allow players to  become better at whatever makes their chosen talent tree cool or unique.  It&#8217;s directly tied to talents, so what you gain from improving this  stat is entirely dependent upon your class and the talent specialization  you choose. We’ll talk more about specific Mastery benefits in the  future.</p>
<p><strong>Armor</strong> &#8211; The way Armor mitigates damage is not changing, but  the Armor stat has been rebalanced to mirror changes to the armor curve  in Cataclysm. As a result, bonus Armor will go down slightly overall. We  are also changing the mitigation difference among armor types so that  plate doesn’t offer so much more protection than mail, leather, and  cloth.</p>
<p><strong>Resilience</strong> &#8211; This will only affect damage done by players and  critical damage done by players. It will not impact crit chance, mana  drains, or other such effects.</p>
<p><strong>Strength, Agility, Hit Rating, Expertise, and Critical Strike  Rating</strong> &#8211; These will all still appear on gear as well. Aside from  situations mentioned elsewhere in this list, in general these will  function similarly to how they do now, though the details &#8212; such as how  much Hit Rating you might need to effectively combat high-level  creatures (more on this below) &#8212; are likely to change.</p>
<p><span style="text-decoration: underline"><strong>Being Removed from Items</strong></span></p>
<p><strong>Attack Power</strong> &#8211; This stat will no longer be present on most  items as a flat value, though it will still show up on some process.  Strength and Agility, which will be present on items, will grant the  appropriate amount of Attack Power (generally 2 Attack Power per point  of Strength or Agility) depending upon which stat a particular class  favors. Agility may provide less Crit than it currently does.</p>
<p><strong>Spell Power</strong> &#8211; Spell Power is another stat that you&#8217;ll no  longer see present on most items. Instead, as mentioned above, Intellect  will grant Spell Power. One exception is that caster weapons will still  have Spell Power. This allows us to make weapons proportionately more  powerful for casters in the same way they are for melee classes.</p>
<p><strong>Armor Penetration</strong> &#8211; This stat will no longer be present on  items. Armor Penetration will still exist in talents and abilities.</p>
<p><strong>Shield Block Value </strong>- This stat will no longer be present on  items, since the amount blocked is always proportional to the amount of  damage done. Talents and other effects might still modify the  damage-reduction percentage from 30%, however.</p>
<p><span style="text-decoration: underline"><strong>Going Away Completely</strong></span></p>
<p><strong>MP5</strong> &#8211; This stat will be removed from the game completely.  Holy paladins and Restoration shaman will be redesigned to benefit from  Spirit.</p>
<p><strong>Defense</strong> &#8211; Defense is being removed from the game entirely.  Tanking classes should expect to become uncrittable versus creatures  just by shifting into Defensive Stance, Frost Presence, Bear Form, or by  using Righteous Fury.</p>
<p><strong>Spell Ranks</strong> &#8211; Spell ranks will cease to exist. All spells  will have one rank and will scale appropriately with level. The levels  at which you can learn certain spells are being changed in order to fill  in some of the gaps, and we will be introducing some new spells to  learn along the way as well.</p>
<p><strong>Weapon Skill</strong> &#8211; This stat will be removed from the game  completely. Classes will start with all the weapon skills they need to  know and will not need to improve them.</p>
<p><span style="text-decoration: underline"><strong>What Else You Should Know</strong></span></p>
<p><strong>Combat ratings</strong> &#8211; All ratings will be much harder to &#8220;cap out&#8221;  at maximum gear levels. Ratings will be steeper in Cataclysm, and  creatures in later tiers of content will be harder to hit or crit,  similar to how level-83 mobs are harder to hit or crit than level-80  mobs.</p>
<p><strong>Reforging</strong> &#8211; While these changes will go a long way to making a  wider variety of stats more attractive, we understand that sometimes  you simply don’t want more Hit Rating on your gear or you’d rather have  more Haste than more Crit. In Cataclysm, we are going to give players a  way to replace stats on gear as part of the existing profession system.  As a general rule of thumb, you’ll be able to convert one stat to 50% of  another stat. While some conversions (like converting Stamina to  Strength) won’t be permitted, the goal is to let you customize your gear  more.</p>
<p><strong>Gems</strong> &#8211; We are changing the gem colors of a few stats as a  result of these adjustments. For example, Hit is likely to be blue  instead of yellow. We&#8217;ll have more details on this in the future.</p>
<div>
<div>
<div>
<div><span style="color: #003366"><span style="text-decoration: underline"><strong>Changes to Existing Gear</strong></span></span> <span style="color: #003366"></p>
<p>As with previous expansions, we plan to roll out these changes and  modify all existing gear shortly before Cataclysm launches, though it’s  still too early to say exactly when. For the most part, the gear you  have will still be good for you, though there will be exceptions, such  as warriors using leather and mail armor.</p>
<p></span> <span style="color: #003366"></p>
<p>If you are a tank (druids excepted), expect to see:</p>
<p></span> <span style="color: #003366"></p>
<p></span></p>
<ul>
<li><span style="color: #003366">No more Defense on gear. Existing Defense becomes Dodge,  Parry, or Block Rating. </span></li>
<li><span style="color: #003366">No more Block Value on gear. Existing Block Value becomes  Block Rating. </span></li>
<li><span style="color: #003366">You’ll have as much Stamina as you’re used to, though you  may notice your tanking plate has a bit less Stamina than a comparable  piece of DPS plate, since we tend to take the gem budget out of your  most attractive stat. </span></li>
<li><span style="color: #003366">Bonus Armor on gear will go down slightly.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a melee DPS class, druid tank, or hunter, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. Bear-form Stamina scaling will be  lowered as a result. </span></li>
<li><span style="color: #003366">Strength if you wear plate. Agility if you wear mail or  leather. </span></li>
<li><span style="color: #003366">Existing Attack Power becomes Agility and Stamina.Armor  Penetration becomes Haste or Crit. </span></li>
<li><span style="color: #003366">No Intellect on melee gear. Hunters won’t need Intellect  since they will no longer use mana. Shaman and Retribution paladins will  get mana and spell damage in other ways.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a DPS caster, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. </span></li>
<li><span style="color: #003366">All of your Spell Power converted to Intellect and Stamina. </span></li>
<li><span style="color: #003366">No Spirit. You won’t miss Spirit, though, because you won’t  need it for DPS or mana regen.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a healer, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. </span></li>
<li><span style="color: #003366">All of your Spell Power converted to Intellect and Stamina. </span></li>
<li><span style="color: #003366">Spirit instead of MP5. You’ll probably be happy with  Spirit, though, because mana regen is going to matter more than it does  currently. Healing paladins and shaman will benefit more from Spirit  than they do currently.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a Balance druid or Elemental shaman:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">You will still share gear with Restoration druids and  shaman. </span></li>
<li><span style="color: #003366">Your gear will have Spirit on it. It won’t have Hit on it. </span></li>
<li><span style="color: #003366">You will have a talent that converts Spirit to Hit. We will  adjust talents accordingly so that you want about as much Spirit as,  say, a warlock wants Hit. </span></li>
<li><span style="color: #003366">Hit on rings and other such gear will still benefit you. </span></li>
<li><span style="color: #003366">Raid buffs will no longer boost Spirit, so you shouldn’t  find yourself unexpectedly over the Hit cap because of buffs.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>Many lower-level items with nonsensical combinations of stats, such  as Agility and Spirit, will be changed. We&#8217;re also updating quest  rewards, trade skills, and loot drops to support better itemization for  class builds that weren&#8217;t widely available or used prior to The Burning  Crusade (such as Balance druids).  <span style="color: #003366"> </span></p>
<p>We&#8217;re aware this is a lot of information to take in, but this is  still only a piece of the larger picture, and many of these changes rely  on integration with other systems we haven&#8217;t yet discussed in detail.  In the weeks and months ahead, we&#8217;ll continue to tell you more about  these changes, along with all of the new and exciting features we have  planned for Cataclysm.</p></div>
</div>
</div>
</div>
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		<item>
		<title>Hey Tanks! The Development Team Wants You!</title>
		<link>http://www.wow-cataclysm.info/hey-tanks-the-development-team-wants-you</link>
		<comments>http://www.wow-cataclysm.info/hey-tanks-the-development-team-wants-you#comments</comments>
		<pubDate>Fri, 26 Mar 2010 01:18:19 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[Death Knight]]></category>
		<category><![CDATA[Druid]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Paladin]]></category>
		<category><![CDATA[Warrior]]></category>
		<category><![CDATA[Tanking]]></category>
		<category><![CDATA[Tanking Cooldowns]]></category>
		<category><![CDATA[Tanks]]></category>
		<category><![CDATA[Trinkets]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=208</guid>
		<description><![CDATA[In a recent blue post Blizzard Blues are asking YOU tanking Paladins, Death Knights, Druids, and Warriors about your tanking cooldowns! What kind of tanking trinkets do you choose? What makes them to you fun and exciting (not to mention beneficial).  Blue post below plus link if any tanks who follow this site want to [...]]]></description>
			<content:encoded><![CDATA[<p>In a recent blue post Blizzard Blues are asking YOU tanking Paladins, Death Knights, Druids, and Warriors about your tanking cooldowns! What kind of tanking trinkets do you choose? What makes them to you fun and exciting (not to mention beneficial).  Blue post below plus link if any tanks who follow this site want to chime in at the official site. In fact there are over 33 pages of input from other tanks already!  You can also chime in below if you wish to post your ideas/tanking trinket comments here on this site!</p>
<p>http://forums.worldofwarcraft.com/thread.html?topicId=23766991571&amp;sid=1</p>
<p><em><span style="color: #0000ff">We’re currently working on the tanking cooldowns for tanks in Cataclysm.  We’re interested in feedback from the community on what makes cooldowns  fun and useful. For example, what is the sweet spot in cooldown  duration between an ability with such a short cooldown that you must  mash it constantly versus an ability with such a long cooldown? Which  current abilities are fun? Putting aside any rose-colored glasses, were  there cooldowns in Burning Crusade or classic WoW that you miss in Lich  King? What, in your minds, should the role be for talents and glyphs.  For example, if glyphs shouldn’t reduce cooldowns, what can they do?</span></em></p>
<p><span style="color: #0000ff"><em>We’re  less interested for purposes of this specific discussion on class  balance. Let’s try to keep the “who is overpowered?” discussions out of  this thread. We want to focus on fun and useful with an eye towards the  future.</em></span></p>
<p><span style="color: #0000ff"><em>We intend to use this feedback to help make informed  decisions when designing Cataclysm talents and abilities, but this is no  guarantee that we will be implementing all suggestions or any  particular suggestions from this thread. This is merely one of many  tools that we plan to use for making the best possible decisions about  continuing development.</em></span></p>
<p><span style="color: #0000ff"><em>Thank you for your feedback.</em></span></p>
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		<title>Mage Priest Paladin Death Knight Changes in WoW Cataclysm</title>
		<link>http://www.wow-cataclysm.info/mage-priest-paladin-death-knight-changes-in-wow-cataclysm</link>
		<comments>http://www.wow-cataclysm.info/mage-priest-paladin-death-knight-changes-in-wow-cataclysm#comments</comments>
		<pubDate>Wed, 26 Aug 2009 03:40:38 +0000</pubDate>
		<dc:creator>WoW Cataclysm</dc:creator>
				<category><![CDATA[Death Knight]]></category>
		<category><![CDATA[Mage]]></category>
		<category><![CDATA[Paladin]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[wow cataclysm death knight changes]]></category>
		<category><![CDATA[wow cataclysm mage changes]]></category>
		<category><![CDATA[wow cataclysm paladin changes]]></category>
		<category><![CDATA[wow cataclysm priest changes]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=117</guid>
		<description><![CDATA[I have to apologize to all Priest, Mage, Death Knight, Paladin Warcraft players out there, I didn&#8217;t get chance yet to write all the changes coming to their class in WoW Cataclysm. The truth of the matter is that not much news has been announced about these classes in Cataclysm yet. Here is what we [...]]]></description>
			<content:encoded><![CDATA[<p>I have to apologize to all Priest, Mage, Death Knight, Paladin Warcraft players out there, I didn&#8217;t get chance yet to write all the changes coming to their class in WoW Cataclysm. The truth of the matter is that not much news has been announced about these classes in Cataclysm yet. Here is what we know so far for each class in World of Warcraft Cataclysm. (Individual Posts will come when more information about the class becomes available).</p>
<h2>WoW Cataclysm Mage Changes Info</h2>
<ul>
<li>Mages will no longer want spirit as it is now primarily a healer stat, intellect will now give spell power and this will become even more of an important stat than before</li>
<li>There are plans to make Combustion more interesting for Mages in Wow Cataclysm</li>
<li>Mage abilities and spell in Wow Cataclysm will be changed to account for the loss of Spirit. Example: Molten Spirit</li>
<li>Night Elf Mages in WoW Cataclysm will be those Night Elfs that have been messing around with the Arcane when they shouldn&#8217;t have, thats the explanation they have given anyways.</li>
</ul>
<h2>WoW Cataclysm Paladin Changes Info</h2>
<ul>
<li>Tauren Paladin would look very strange in an Armored Charger, and so Blizzard will have a new mount for them&#8230;a Holy Cow? Ok sorry that joke is getting old already.</li>
<li>There is no plans to prevent Paladins from picking up cloth items</li>
<li>Retribution Paladin in WoW Cataclysm will able to benefit from the new haste rating (increase rate of regeneration of runic power/focus/energy) </li>
</ul>
<h2>WoW Cataclysm Priest Changes Info</h2>
<ul>
<li>Shadow Priests in WoW Cataclysm will get a nuke without a cooldown</li>
<li>Some Changes that might affect Priest&#8217;s spots in Raids,Groups: Shaman getting better AoE healing, all healing classes getting dispell magic and meditation like ability</li>
</ul>
<h2>WoW Cataclysm Death Knight Changes Info</h2>
<ul>
<li>Blizzard feels like the Death Knight class is fine as it is right now. With all the special treatment they got last expansion, I wouldn&#8217;t expect too many changes for Death Knights in the WoW Cataclysm expansion.</li>
</ul>
<p>This year around Blizzard decided not to have a seperate slide for each class at Blizzcon, and therefore we&#8217;re forced to just wait and see until the Cataclysm Beta is released. I wouldn&#8217;t take the lack of annoucements for Deathknights, Paladins, Mages, and Priests in WoW Cataclysm as a sign that Blizzard doesn&#8217;t have big plans for you. It could be the case that the changes are so big that they aren&#8217;t ready to announce them yet or haven&#8217;t been totally confirmed. This is what happens when we have WoW forums that react and whine to every little promise that Blizzard makes, they now have stopped announcing changes unless they are 110% certain. Anyways, so stay tuned dear Priest, Mage, Death Knight, and Paladin, for real changes in WoW Cataclysm will come in the near future.</p>
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