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	<title>WoW Cataclysm &#187; Classes</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>Volley REMOVED replaced with new Multi-Shot</title>
		<link>http://www.wow-cataclysm.info/volley-removed-replaced-with-new-multi-shot</link>
		<comments>http://www.wow-cataclysm.info/volley-removed-replaced-with-new-multi-shot#comments</comments>
		<pubDate>Mon, 16 Aug 2010 16:31:02 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[Hunter]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=348</guid>
		<description><![CDATA[In an uproar from several hunters Ghostcrawler finally explained in better example what Multi-Shot will now be like. He states that Mutli-Shots new design will have no target amount of people it can hit and acts a lot like Fan of Knifes. So hunters what is your take on the all new Multi-Shot and what [...]]]></description>
			<content:encoded><![CDATA[<p>In an uproar from several hunters Ghostcrawler finally explained in better example what Multi-Shot will now be like. <a href="http://forums.worldofwarcraft.com/thread.html?topicId=26560569308&amp;sid=1">He states </a>that Mutli-Shots new design will have no target amount of people it can hit and acts a lot like Fan of Knifes.</p>
<p>So hunters what is your take on the all new Multi-Shot and what are your opinions about loosing Volley?</p>
]]></content:encoded>
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		<slash:comments>24</slash:comments>
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		<title>Developer Chat on Twitter Friday!</title>
		<link>http://www.wow-cataclysm.info/developer-chat-on-twitter-friday</link>
		<comments>http://www.wow-cataclysm.info/developer-chat-on-twitter-friday#comments</comments>
		<pubDate>Wed, 14 Apr 2010 17:00:15 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[Classes]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[developer chat]]></category>
		<category><![CDATA[twitter]]></category>
		<category><![CDATA[Warcraft]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=284</guid>
		<description><![CDATA[Blizzard announced a little bit ago that there next Twitter Development Chat will be held this Friday the 16th from 5-6pm PST its main focus will be on the new class changes/previews they recently released for cataclysm. Below is the blue We will be holding our next developer chat on Twitter this Friday, April 16, [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard announced a little bit ago that there next Twitter Development Chat will be held this Friday the 16th from 5-6pm PST its main focus will be on the new class changes/previews they recently released for cataclysm. Below is the blue</p>
<p><span style="color: #3366ff;"><br />
</span></p>
<p><span style="color: #3366ff;">We will be holding our next developer chat on Twitter this Friday, April  16, at 5:00 p.m. PDT with two members of World of Warcraft&#8217;s class  design team. This chat session will focus on the recently released  Cataclysm class previews that you can see here: <a onclick="return warn(this)" href="http://forums.worldofwarcraft.com/thread.html?topicId=24038460683&amp;sid=1" target="_new">http://forums.worldofwarcraft.com/thread.html?topicId=24038460683&amp;sid=1</a></span> <span style="color: #3366ff;"></p>
<p>Questions will be taken live through Twitter, so be sure to  sign up for a Twitter account and follow @Warcraft (</span> <span style="color: #3366ff;"><a onclick="return  warn(this)" href="http://www.twitter.com/warcraft" target="_new">http://www.twitter.com/warcraft</a>) in order to  participate!</p>
<p>To submit a question for the developer chat, please tweet using  the #BlizzChat hashtag between 5:00 p.m. and 6:00 p.m. PST on April 16.  Due to the character limitation on responses within Twitter, all  answers will be posted on the World of Warcraft forums in a dedicated  thread. </span> <span style="color: #3366ff;"></p>
<p>Link to the last developer chat: </span> <span style="color: #3366ff;"><a onclick="return warn(this)" href="http://forums.worldofwarcraft.com/thread.html?topicId=23425524394&amp;sid=1" target="_new">http://forums.worldofwarcraft.com/thread.html?topicId=23425524394&amp;sid=1</a></span></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<title>Paladin Cataclysm Preview</title>
		<link>http://www.wow-cataclysm.info/paladin-cataclysm-preview</link>
		<comments>http://www.wow-cataclysm.info/paladin-cataclysm-preview#comments</comments>
		<pubDate>Wed, 14 Apr 2010 15:45:14 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Paladin]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[catacylsm]]></category>
		<category><![CDATA[Warcraft]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[WoW]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=281</guid>
		<description><![CDATA[Blizzard FINALLY after high anticipation released a preview of the upcoming changes to non other than the paladins! Below is the blue post In World of Warcraft: Cataclysm we’ll be making several changes to class talents and abilities across the board. While this list only outlines some of our plans for the paladin class, we [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard FINALLY after high anticipation released a preview of the upcoming changes to non other than the paladins! Below is the blue post</p>
<p>In World of Warcraft: Cataclysm we’ll be making several changes to class  talents and abilities across the board. While this list only outlines  some of our plans for the paladin class, we want to give you a look at  the new high-level abilities and an overview of how the new Mastery  system will work with each talent spec.</p>
<p><strong>New Paladin Spells</strong></p>
<p>Blinding Shield (level 81):  Causes damage and blinds all nearby targets. This effect might end up  only damaging those facing the paladin’s shield, in a manner similar to  Eadric the Pure&#8217;s ability Radiance in Trial of the Champion. The Holy  tree will have a talent to increase the damage and critical strike  chance, while the Protection tree will have a talent to make this spell  instant cast. 2-second base cast time. Requires a shield.</p>
<p>Healing Hands (level 83): Healing Hands is a new healing spell.  The paladin radiates heals from him or herself, almost like a Healing  Stream Totem. It has a short range, but a long enough duration that the  paladin can cast other heals while Healing Hands remains active.  15-second cooldown. 6-second duration.</p>
<p>Guardian of Ancient Kings (level 85): Summons a temporary  guardian that looks like a winged creature of light armed with a sword.  The visual is similar to that of the Resurrection spell used by the  paladin in Warcraft III. The guardian has a different effect depending  on the talent spec of the paladin. For Holy paladins, the guardian heals  the most wounded ally in the area. For Protection paladins, the  guardian absorbs some incoming damage. For Retribution paladins, it  damages an enemy, similar to the death knight Gargoyle or the Nibelung  staff. 3-minute cooldown. 30-second duration (this might vary depending  on which guardian appears).</p>
<p>Next you will find a list of some of the paladin spell and  ability changes, followed by our intentions for improving each talent  tree for the release of Cataclysm. There will be further changes, but  those revealed below should offer some insight into our goals.</p>
<p><strong>Changes to Abilities and Mechanics</strong></p>
<p>•	Crusader  Strike will be a core ability for all paladins, gained at level 1. We  think the paladin leveling experience is hurt by not having an instant  attack. Retribution will be getting a new talent in its place that  either modifies Crusader Strike or replaces it completely.</p>
<p>•	Cleanse is being rebalanced to work with the new dispel  system. It will dispel defensive magic (debuffs on friendly targets),  diseases, and poisons.</p>
<p>•	Blessing of Might will provide the benefit of Wisdom as well.  If you have two paladins in your group, one will do Kings on everyone  and the other will do Might on everyone. There should be much less need,  and ideally no need, to provide specific buffs to specific classes.</p>
<p>•	Holy Shock will be a core healing spell available to all  paladins.<br />
New Talents and Talent Changes</p>
<p>•	We want to ease off the defensive capabilities of Retribution  and Holy paladins slightly. We think the powerful paladin defenses have  been one of the things holding Retribution paladins back, especially in  Arenas. One change we’re considering is lowering Divine Shield’s  duration by a couple of seconds. Having said that, Retribution does  pretty well in Battlegrounds, and Battlegrounds will be a much bigger  focus in Cataclysm since they can provide the best PvP rewards.  Furthermore, the healing environment of Cataclysm is going to be  different such that a paladin may not be able to fully heal themselves  during the duration of Divine Shield to begin with, so this may not be a  problem.</p>
<p>•	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 doing decent burst damage, or just  being good at staying alive.</p>
<p>•	We want to increase the duration of Sacred Shield to 30  minutes and keep the limit to one target. The intention is that the  paladin can use it on their main healing target. That said, we would  like to improve the Holy paladin toolbox and niche so that they don’t  feel quite like the obvious choice for tank healing while perceived as a  weak group healer.</p>
<p>•	We want to add to the Holy tree a nice big heal to correspond  with Greater Heal. Flash of Light remains the expensive, fast heal and  Holy Light is the go-to heal that has average efficiency and throughput.  Beacon of Light will be changed to work with Flash of Light. We like  the ability, but want paladins to use it intelligently and not be  constantly healing for twice as much.</p>
<p>•	Holy paladins will use spirit as their mana regeneration  stat.</p>
<p>•	Protection paladins need a different rotation between  single-target and multi-target tanking. Likewise, we&#8217;re looking to add  the necessity to use an additional cooldown in each rotation.</p>
<p>•	Holy Shield will no longer have charges. It will be designed  to improve block chance while active, and will continue to provide a  small amount of damage and threat.<br />
Mastery Passive Talent Tree Bonuses</p>
<p>Holy<br />
Healing<br />
Meditation<br />
Critical Healing Effect</p>
<p>Protection<br />
Damage Reduction<br />
Vengeance<br />
Block Amount</p>
<p>Retribution<br />
Melee Damage<br />
Melee Critical Damage<br />
Holy Damage</p>
<p>Meditation: This is the spirit-to-mana conversion that the  priest, druid, and shaman healers also share.<br />
Vengeance: This is the damage-received-to-attack-power  conversion that all tanks share.</p>
<div id="rp_0">Critical Healing Effect: When the paladin gets a crit on a heal, it  will heal for more.<br />
Block Amount: We want to keep the kit of the paladin as a tank who  blocks a lot. So by contrast, the warrior tank will sometimes get  critical blocks, but the paladin will absorb more damage with normal  blocks.<br />
Holy Damage: Any attack that does Holy damage will have its damage  increased.</p>
<p>This concludes this Cataclysm preview for the paladin 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.</p></div>
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		<slash:comments>15</slash:comments>
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		<item>
		<title>Shaman Cataclysm Preview</title>
		<link>http://www.wow-cataclysm.info/shaman-cataclysm-preview</link>
		<comments>http://www.wow-cataclysm.info/shaman-cataclysm-preview#comments</comments>
		<pubDate>Tue, 13 Apr 2010 16:03:08 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Shaman]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[preview]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=276</guid>
		<description><![CDATA[I saved the last update post for last (as of now) because it is the most controversial it is the Shaman changes. Below are the blue posts including the clarifications. Quote from: Nethaera (Source) In World of Warcraft: Cataclysm, we&#8217;ll be making lots of changes and additions to class talents and abilities across the board. [...]]]></description>
			<content:encoded><![CDATA[<p>I saved the last update post for last (as of now) because it is the most controversial it is the Shaman changes. Below are the blue posts including the clarifications.</p>
<div><span>Quote from: <strong>Nethaera (<a style="color: white;" href="http://blue.mmo-champion.com/t/24038611737/cataclysm-class-preview-shaman/" target="_blank">Source</a>)</strong></span></div>
<div>In World of Warcraft: Cataclysm, we&#8217;ll be making  lots of changes and additions to class talents and abilities across the  board. In this preview, you&#8217;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.</p>
<p><strong>New Shaman  Spells</strong></p>
<p><strong>Primal Strike (available at level 3): </strong>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.</p>
<p><strong>Healing  Wave (level 4): </strong>While the shaman already has an ability called  Healing Wave, we&#8217;re adding another spell to the class&#8217;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 &#8216;new&#8221; Healing  Wave to be the shaman&#8217;s go-to heal. Lesser Healing Wave and Greater  Healing Wave will be used on a more situational basis.</p>
<p><strong>Unleash  Weapon (level 81): </strong>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.</p>
<p>Here are a few  examples of effects we&#8217;re considering for this ability:</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Windfury Weapon – Hurls  a spectral version of your weapon at a target, dealing 50% weapon  damage and increasing the shaman&#8217;s Haste for the next five swings.</li>
<li>Flametongue  Weapon – Deals instant Fire damage and buffs the shaman&#8217;s next Fire  attack by 20%.</li>
<li>Earthliving Weapon – Heals the target slightly  and buffs the shaman&#8217;s next healing spell by 20%.</li>
</ul>
<p><strong>Healing  Rain (level 83):</strong> 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.</p>
<p><strong>Spiritwalker&#8217;s  Grace (level 85):</strong> 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.</p>
<p>Changes to  Abilities and Mechanics</p>
<p>In addition to adding new spells, we&#8217;re  planning to make changes to some of the other abilities and mechanics  you&#8217;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.</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Restoration shaman and other healing classes  will need to pay attention to mana more than they&#8217;ve had to during Wrath  of the Lich King. Spirit will be the Restoration shaman&#8217;s primary  mana-regeneration stat.</li>
<li>We&#8217;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.</li>
<li>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 &#8216;just in  case.&#8221;) We will balance PvE dispelling with this new model in mind.</li>
<li>Totem  of Wrath now will replace Flametongue Totem for all shaman, and  dropping this totem will buff the group&#8217;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&#8217;s Demonic Pact, so you  can&#8217;t benefit from all of them at once. We&#8217;re also considering letting  Elemental drop Searing Totem at range.</li>
<li>We want to free up  Enhancement global cooldowns to make the spec more dynamic to play.  We&#8217;re considering, for example, increasing the cooldown of Lava Lash so  shaman have time to work other interesting abilities into their  rotation.</li>
</ul>
<p><strong>New Talents and Talent Changes</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Elemental Reach will  be simplified so shaman have a more consistent spell range.</li>
<li>We  plan to add Earthquake as a deep Elemental talent for targeted and  persistent AoE.</li>
<li>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 &#8212; and so did players &#8212; so we are  trying to bring it back.</li>
<li>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.</li>
<li>Ancestral Knowledge will  boost mana pool size, not Intellect.</li>
<li>Enhancing Totems will be  replaced with Focused Strikes, which will improve the damage of the new  spell Primal Strike and Stormstrike.</li>
<li>With the Mastery system,  we&#8217;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&#8217;s  Blessing, and others, to allow players more freedom to choose more  interesting talents.</li>
</ul>
<p><strong>Mastery Passive Talent Tree  Bonuses</strong></p>
<p><strong>Elemental</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Spell damage</li>
<li>Spell Crit</li>
<li>Elemental  Overload</li>
</ul>
<p><strong>Elemental Overload:</strong> Your direct-damage  spells have a chance to proc a less powerful &#8216;bonus&#8221; version of the  spell. This will work much like the current Lightning Overload talent,  but would also apply to Lava Burst.</p>
<p><strong>Enhancement</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Melee damage</li>
<li>Melee  Haste</li>
<li>Nature Damage</li>
</ul>
<p><strong>Nature Damage:</strong> This  will provide a passive bonus to the Nature damage dealt by the  Enhancement shaman.</p>
<p><strong>Restoration</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Healing</li>
<li>Meditation</li>
<li>Deep  Healing</li>
</ul>
</div>
<div>
<strong>Deep Healing:</strong> Your direct heals will do more  healing when the target&#8217;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.</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><span style="line-height: 1.3em; font-size: small;"><strong><span style="color: #90ff53;">Update</span></strong></span><br />
Just  to clarify a few things:</p>
<p><strong>Meditation</strong> – the amount of mana  you regenerate in combat as a function of your Spirit.</p>
<p>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.</p>
<p>Last but not least, it&#8217;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.</p></div>
<div></div>
<div>
<div><span>Quote from: <strong>Nethaera (<a style="color: white;" href="http://blue.mmo-champion.com/t/24038611737/cataclysm-class-preview-shaman/" target="_blank">Source</a>)</strong></span></div>
<div>We know there are a lot of additional questions and  we&#8217;ll do our best to answer what we can. Keep in mind, this is merely a  preview of things to come.</p>
<p><strong>Q: </strong>Will Maelstrom Weapon  include Lava Burst?<br />
<strong>A: </strong>That’s the plan currently.</p>
<p><strong>Q: </strong>How can Elemental Overload proc Lava Burst when Lava Burst already  hits so hard in PvP?<br />
<strong>A: </strong>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.</p>
<p><strong>Q: </strong>What happens to the Lightning  Overload talent?<br />
<strong>A: </strong>It provides a bonus to Elemental Overload.</p>
<p><strong>Q: </strong>Elemental doesn’t want to drop Searing Totem at range. We want to  drop Magma Totem.<br />
<strong>A: </strong>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.”</p>
<p><strong>Q: </strong>Will  Elemental have to spend talent points just to get the Spirit to hit  conversion?<br />
<strong>A: </strong>It will be bundled with another attractive  talent, such as Elemental Precision.</p>
<p><strong>Q: </strong>Will Unleash  Weapon work with Frostbrand?<br />
<strong>A: </strong>Yes. We just provided some  examples.</p>
<p><strong>Q: </strong>Is Healing Rain channeled?<br />
<strong>A: </strong>No,  it&#8217;s not a channeled spell.</p>
<p><strong>Q: </strong>Is Earthquake channeled?<br />
<strong>A: </strong>Probably, but we’ll see.</p>
<p><strong>Q: </strong>Will Unleashed Weapon  consume your enchants?<br />
<strong>A: </strong>No.</p>
<p><strong>Q: </strong>Does the 10%  spell power buff from Elemental scale with the shaman or the target’s  spell power?<br />
<strong>A: </strong>It will scale with the target the same as  Demonic Pact and other buffs that bring the same benefit.</p>
<p><strong>Q: </strong>Are  you supporting two-handed weapons for Enhancement?<br />
<strong>A: </strong>Once  you start to get into the dual-wield talents, then Enhancement is a  dual-wield tree.</p>
<p><strong>Q: </strong>You didn’t address Enhancement  survivability or mobility or X and Y!<br />
<strong>A: </strong>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.</p>
<p><strong>Q: </strong>You  didn’t answer the most important shaman question! What about Sentry  Totem?<br />
<strong>A: </strong>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.</div>
</div>
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		<item>
		<title>Warlock Cataclysm Preview</title>
		<link>http://www.wow-cataclysm.info/warlock-cataclysm-preview</link>
		<comments>http://www.wow-cataclysm.info/warlock-cataclysm-preview#comments</comments>
		<pubDate>Tue, 13 Apr 2010 15:58:24 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Warlock]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=274</guid>
		<description><![CDATA[The warlock changes have been announced so here is the post below straight from the blues mouth! Quote from: Zarhym (Source) 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 [...]]]></description>
			<content:encoded><![CDATA[<p>The warlock changes have been announced so here is the post below straight from the blues mouth!</p>
<div><span>Quote from: <strong>Zarhym (<a style="color: white;" href="http://blue.mmo-champion.com/t/24038461679/cataclysm-class-preview-warlock/" target="_blank">Source</a>)</strong></span></div>
<div>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!</p>
<p>New Warlock Spells</p>
<p><strong>Fel Flame (level 81)</strong>:  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&#8217;s good for mobility and for use by Destruction and  Demonology specs. Also, did we mention it uses green fire? Yep. Instant  cast.</p>
<p><strong>Dark Intent (level 83)</strong>: Increases the target&#8217;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.</p>
<p><strong>Demon Soul  (level 85)</strong>: Fuses the warlock&#8217;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.</p>
<p><strong>Soul  Shard Overhaul</strong></p>
<p>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.</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Summon Demon + Soul  Burn = summon the demon instantly.</li>
<li>Drain Life + Soul Burn =  Reduces cast speed by 60%.</li>
<li>Demonic Circle + Soul Burn =  Increases movement speed by 50% for 8 seconds after teleporting.</li>
<li>Unstable  Affliction + Soul Burn = Instantly deals damage equal to 30% of its  effect.</li>
<li>Soul Fire + Soul Burn = Instant cast.</li>
<li>Healthstone  + Soul Burn = Increases total health by 20% for 8 seconds.</li>
<li>Searing  Pain + Soul Burn = Increases the crit chance of Searing Pain by 100%,  and subsequent Searing Pain spells by 50% for 6 seconds.</li>
</ul>
<p>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.</p>
<p><strong>Changes  to Abilities and Mechanics</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>All warlock damage-over-time (DoT) spells will  benefit from crit and haste innately. Haste will no longer act to reduce  the DoT&#8217;s duration, but rather to add additional ticks. When reapplying  a DoT, you can no longer &#8220;clip&#8221; the final tick. Instead, this will just  add duration to the spell, similar to how Everlasting Affliction  currently works.</li>
<li>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.</li>
<li>Hellfire will no longer deal damage to the  warlock.</li>
<li>Imps will lose Fire Shield, but will gain a new  ability, Burning Ember, which is a stacking DoT.</li>
<li>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.</li>
<li>Voidwalker Torment will do increased damage and  generate a lot of area-of-effect (AoE) threat. Suffering will become a  single-target taunt.</li>
</ul>
<p><strong>New Talents and Talent Changes</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Pandemic will now  cause Drain Soul to refresh Unstable Affliction and Bane of Agony on  targets below 25% health.</li>
<li>The ability Fel Domination will be  removed (because Soul Burn accomplishes the same effect).</li>
<li>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.</li>
<li>We  plan to add a new talent, Impending Doom, which will give certain  spells a chance to reduce the cooldown on Metamorphosis and Bane of  Doom.</li>
<li>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&#8217;s  own spells.</li>
<li>Shadowburn will now do additional damage to targets  below 25% health.</li>
</ul>
<p><strong>Mastery Passive Talent Tree Bonuses</strong></p>
<p><strong>Affliction</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Spell Damage</li>
<li>Spell  Crit</li>
<li>Shadow DoTs</li>
</ul>
<p><strong>Shadow DoTs:</strong> The damage  caused by Shadow damage-over-time spells is increased.</p>
<p><strong>Demonology</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Spell Damage</li>
<li>Spell  Haste</li>
<li>Demon Damage</li>
</ul>
<p><strong>Demon Damage:</strong> The damage  caused by pets and Metamorphosis is increased.</p>
<p><strong>Destruction</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Spell Damage</li>
<li>Spell  Critical Damage</li>
<li>Fire Direct Damage</li>
</ul>
<p><strong>Fire Direct  Damage:</strong> The damage caused by Fire direct damage spells is increased.</p>
<p>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.</p>
<p>[...]</p>
<p>Here are a few  points of clarification on some of the popular questions or concerns  we&#8217;re seeing.</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>On  regenerating shards in combat, we will add a mechanic to regen shards  if we find that we need to in order to handle variable combat length. We  haven’t added one yet because we really want to emphasize locks using  shards at the right time and not as fast as they can with then an  Evocation-like spell to bring them back again. These are supposed to be  special moments in a fight &#8212; think Bloodlust perhaps &#8212; and not used  every 20 seconds on cooldown (or whatever the cooldown ends up being).</li>
<li>Demon  lovers, we haven’t ruled out adding a new demon, but we want to be very  careful here. We’ve had a hard enough time finding niches for some of  the current ones. So we first want to make sure existing demons are cool  before we’re faced with Q&amp;A several months from now asking why the  new demon either isn’t cool enough, or why warlocks no longer use, say,  their felhunter because of the new demon.</li>
<li>The intent for  Hellfire is for it to be a specialty of Demonology warlocks. Affliction  would use Seed of Corruption and Destruction would use Rain of Fire.</li>
</ul>
</div>
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		</item>
		<item>
		<title>Priest Cataclysm Preview</title>
		<link>http://www.wow-cataclysm.info/priest-cataclysm-preview</link>
		<comments>http://www.wow-cataclysm.info/priest-cataclysm-preview#comments</comments>
		<pubDate>Tue, 13 Apr 2010 15:56:59 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[Warcraft]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=271</guid>
		<description><![CDATA[Yup the priest info is here! Here is the blue posted below! In World of Warcraft: Cataclysm, we&#8217;ll be making lots of changes and additions to class talents and abilities across the board. In this preview, you&#8217;ll get an early look at some of the changes in store for the priest class, including a rundown [...]]]></description>
			<content:encoded><![CDATA[<p>Yup the priest info is here! Here is the blue posted below!</p>
<p>In World of Warcraft: Cataclysm, we&#8217;ll be making lots of changes and  additions to class talents and abilities across the board. In this  preview, you&#8217;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.</p>
<p><strong>New Priest  Spells</strong></p>
<p><strong>Heal (available at level 16)</strong>: 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 &#8220;new&#8221; 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&#8217;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.</p>
<p><strong>Mind  Spike (level 81)</strong>: 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&#8217;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&#8217;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.</p>
<p><strong>Inner Will (level 83)</strong>: 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&#8217;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.</p>
<p><strong>Leap of  Faith (level 85)</strong>: Pull a party or raid member to your location. Leap  of Faith (or &#8220;Life Grip&#8221;) 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&#8217;t seem to get out of the fire in time. Instant. 30-yard  range. 45-second cooldown.</p>
<p><strong>Changes to Abilities and Mechanics</strong></p>
<p>In  addition to introducing new spells, we&#8217;re planning to make changes to  some of the other abilities and mechanics you&#8217;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.</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>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).</li>
<li>We want to bring back Shadow Word:  Death as an &#8220;execute&#8221; &#8212; something you do when the target is at 25%  health.</li>
<li>While we want to keep the priest&#8217;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&#8217;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.</li>
<li>Divine Spirit and Prayer of Spirit  will be removed from the game. As Spirit will be the primary  mana-regeneration stat, we don&#8217;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.</li>
<li>Mana will be a bigger consideration for  all healers. We aren&#8217;t trying to make healing more painful; we&#8217;re  trying to make it more fun. When the cost of a spell isn&#8217;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&#8217;t want  to encourage standing around doing nothing. We&#8217;re also going to cut  back on the benefits of buffs such as Replenishment so priests (and all  healers) don&#8217;t feel as penalized when those buffs aren&#8217;t available.</li>
</ul>
<p><strong>New  Talents and Talent Changes</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>We want to improve Discipline&#8217;s single-target  healing capacity. One key is to make sure shielding isn&#8217;t always a more  attractive option than healing.</li>
<li>We want to improve Holy for PvP  healing. One way to do this is to make sure that Heal&#8217;s throughput is  similar between both specs.</li>
<li>We want to improve Shadow for short  fights and reduce its susceptibility to school lockouts.</li>
<li>Discipline  will finally be getting Power Word: Barrier as a talented ability.  Think of it like a group Power Word: Shield.</li>
<li>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.</li>
<li>Since the Shadow tree has a  lot of passive damage-boosting abilities &#8212; something we&#8217;re trying to  avoid in Cataclysm &#8212; we will need to replace several of the tree&#8217;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&#8217;s cast time.</li>
<li>Misery  will no longer affect spell Hit chance. We want players to be able to  gear themselves around a Hit cap that isn&#8217;t variable depending on group  composition.</li>
</ul>
<p><strong>Mastery Passive Talent Tree Bonuses</strong></p>
<p><strong>Discipline</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Healing</li>
<li>Meditation</li>
<li>Absorption</li>
</ul>
<p><strong>Absorption</strong>:  Improves the strength of shields such as Power Word: Shield, Divine  Aegis, and Power Word: Barrier.</p>
<p><strong>Holy</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Healing</li>
<li>Meditation</li>
<li>Radiance</li>
</ul>
<p><strong>Radiance</strong>:  Your direct heals add a small heal-over-time component to the target.</p>
<p><strong>Shadow</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Spell damage</li>
<li>Spell  Crit</li>
<li>Shadow Orbs</li>
</ul>
<p><strong>Shadow Orbs</strong>: 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 &#8220;Shadow priests&#8221; before they obtain Shadowform.</p>
<p>We  hope you enjoyed this preview, and we&#8217;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.</p>
<p>[...]</p>
<p>A few quick clarifications:</p>
<p>Neither Inner Fire nor Inner  Will has charges. The decision is on which armor you want up at the  time.</p>
<p>Preventing dot clipping is something we want to do in  general. It obviously benefits Shadow priests just as much as warlocks.</p>
<p>The  idea behind Mind Spike is that you can&#8217;t always settle into your  normal, and high-ramp up rotation. It&#8217;s also useful when you have to  move or get school locked.</p>
<p>The closest analogue to PW:B is the DK  Anti-Magic Zone, but it has some important differences, such as a way  to counter it in PvP (since it absorbs all damage, not just magical  damage).</p>
<p>The idea behind the Holy &#8220;cast three in a row&#8221; talent  (it&#8217;s called &#8220;Chakra&#8221;) is that we&#8217;ve always positioned Holy as a  versatile healer. This talent lets you shift into different modes. If  you need to be a tank healer, cast three single target heals and your  single-target healing is now better. Cast three area heals, and you can  be a temporarily specialized group healer. We&#8217;re going to try to play  this mechanic up with a cool UI to try to get that &#8220;I&#8217;m almost in the  zone&#8221; feel. We&#8217;ll let it apply to as many types of spells as we can,  perhaps even Smite for those times when nobody&#8217;s taking damage.</p>
<p>We  pulled Misery because we are pulling every group benefit that improves  hit. It&#8217;s annoying to have to swap your gear in and out depending on who  shows up for your group. In general we&#8217;re going to push even harder in  Cataclysm for bringing people you like to play with, not bringing people  who have awesome buffs. The answer to almost every question of &#8220;But why  would they bring me?&#8221; should be &#8220;Because you know what the hell you&#8217;re  doing.&#8221;</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Warrior Cataclysm Preview</title>
		<link>http://www.wow-cataclysm.info/warrior-cataclysm-preview</link>
		<comments>http://www.wow-cataclysm.info/warrior-cataclysm-preview#comments</comments>
		<pubDate>Tue, 13 Apr 2010 15:53:28 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Warrior]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[warrior changes]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=268</guid>
		<description><![CDATA[With Q and A blizzard announced the upcoming changes and we have the blue, here it is below! World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the warrior. The information you&#8217;re about [...]]]></description>
			<content:encoded><![CDATA[<p>With Q and A blizzard announced the upcoming changes and we have the blue, here it is below!</p>
<p>World of Warcraft: Cataclysm will bring with it several changes to class  talents and abilities. Here you will get a glimpse into some of the  changes we have in store for the warrior. The information you&#8217;re about  to read is not complete, and is only meant to act as a preview for some  of the exciting new things to come.</p>
<p><strong>New Warrior Abilities</strong></p>
<p><strong>Inner  Rage (Level 81): </strong>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&#8217;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&#8217;t want warriors to feel  like they&#8217;re supposed to pool Rage and do nothing until they hit 100, so  we&#8217;ll be closely monitoring how this plays out during the beta testing,  and making adjustments as needed.</p>
<p><strong>Gushing Wound (Level 83):</strong> 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.</p>
<p><strong>Heroic  Leap (Level 85):</strong> 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.</p>
<p><strong>Changes to Abilities and  Mechanics</strong></p>
<p>In addition to learning new abilities, you&#8217;ll see  changes to other abilities and mechanics with which you&#8217;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.</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Heroic Strike will no longer be an &#8220;on next swing&#8221; 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&#8217;t afford the Rage, you don&#8217;t push the button, but if you have  excess Rage, you can push it a lot.</li>
<li>Battle Shout, Commanding  Shout, and possibly Demoralizing Shout will work more like the death  knight&#8217;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.</li>
<li>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.</li>
<li>Overall,  heals cast by players in Cataclysm will be a lower number relative to  players&#8217; 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&#8217;t considering giving this debuff to anyone else, though  we will certainly consider PvP utility for historically  under-represented specs that use other mechanics.</li>
<li>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.</li>
</ul>
<p><strong>New  Talents and Talent Changes</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>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%.</li>
<li>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.</li>
<li>As  a Fury talent, Booming Voice will increase the Rage generated by  shouts.</li>
<li>While we like how Titan&#8217;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&#8217;re  planning to try out a talent called Single-Minded Fury that is parallel  to Titan&#8217;s Grip and will provide a large boost to the damage of a pair  of one-handed weapons.</li>
<li>Several talents that reduce the Rage cost  of abilities will be changed to focus on increased damage for those  abilities instead.</li>
<li>The new Arms talent called Disarming Nature  will make successful disarms cause the target to cower in fear for 5/10  seconds.</li>
<li>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.</li>
<li>Improved Pummel, a Fury  talent, will cause a successful interrupt to generate 10/20 Rage.</li>
</ul>
<p><strong>Mastery  Passive Talent Tree Bonuses</strong></p>
<p><strong>Arms</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Melee Damage</li>
<li>Armor  Penetration</li>
<li>Bonus Swing</li>
</ul>
<p><strong>Bonus Swing:</strong> 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.</p>
<p><strong>Fury</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Melee Damage</li>
<li>Melee Haste</li>
<li>Enrage Intensity</li>
</ul>
<p><strong>Enrage  Intensity:</strong> 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.</p>
<p><strong>Protection</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Damage Reduction</li>
<li>Vengeance</li>
<li>Critical  Block Chance</li>
</ul>
<p><strong>Critical Block Chance:</strong> As we mentioned  in the stat changes preview, block rating is changing to a chance to  block 30% of a melee swing&#8217;s damage. Protection warriors have a chance  that the block will be a critical block and block for 60% of a melee  swing&#8217;s damage instead. There will likely be talents available to push  the amount blocked even higher.</p>
<p><strong>Vengeance:</strong> This is a  mechanic to ensure that tank damage (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 give  them a stacking attack power buff equal to 5% of the damage done, up to  a maximum of 10% of the character&#8217;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&#8217;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.</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>
<div><span>Quote from: <strong>Bornakk (<a style="color: white;" href="http://www.mmo-champion.com/index.php?tpstart=8" target="_blank">Source</a>)</strong></span></div>
<p>Here are some follow ups based on what is being  discussed.</p>
<p><strong>Q: </strong>Will the rotation for a Fury Warrior just be  Bloodthirst and Slam with Heroic Strike to burn off rage?<br />
<strong>A:</strong> 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.</p>
<p><strong>Q: </strong>Are one-handed Fury warriors  going to be competing with rogues for one-handed weapons?<br />
<strong>A:</strong> 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.</p>
<p><strong>Q: </strong>Why are warriors not getting some kind of AoE  tanking tool?<br />
<strong>A:</strong> 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.</p>
<p><strong>Q: </strong>Is only Sunder Armor being  changed?<br />
<strong>A:</strong> 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.</p>
<p><strong>Q: </strong>What about rage  loss when changing stances?<br />
<strong>A:</strong> 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.</p>
<p><strong>Q: </strong>Is the intent of Gushing Wound that warriors constantly ask for  targets to be kited around?<br />
<strong>A:</strong> 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).</p>
]]></content:encoded>
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		</item>
		<item>
		<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 the [...]]]></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>Rogue Cataclysm Preview</title>
		<link>http://www.wow-cataclysm.info/rogue-cataclysm-preview</link>
		<comments>http://www.wow-cataclysm.info/rogue-cataclysm-preview#comments</comments>
		<pubDate>Tue, 13 Apr 2010 15:20:24 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Rogue]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[Rogues]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=261</guid>
		<description><![CDATA[Blizzard released the new information in regards to the upcoming changes to rogues. Below is the blue post In World of Warcraft: Cataclysm, we&#8217;ll be making several changes to class talents and abilities across the board. Here, you&#8217;ll get a glimpse at what&#8217;s in store for the rogue class, including a look the new high-level [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard released the new information in regards to the upcoming changes to rogues. Below is the blue post</p>
<p>In World of Warcraft: Cataclysm, we&#8217;ll be making several changes to  class talents and abilities across the board. Here, you&#8217;ll get a glimpse  at what&#8217;s in store for the rogue class, including a look the new  high-level abilities and an overview of how the new Mastery system will  work with the rogue&#8217;s different talent specs.</p>
<p><strong>New Rogue  Abilities</strong></p>
<p><strong>Redirect (available at level 81):</strong> Rogues  will be getting a new ability to help them deal with changing targets.  Redirect will transfer any active combo points to the rogue&#8217;s current  target, helping to ensure combo points aren&#8217;t wasted when swapping  targets or when targets die. In addition, self-buff abilities like Slice  and Dice will no longer require a target, so rogues can spend extra  combo points on those types of abilities (more on this below). Redirect  will have a 1-minute cooldown and no other costs.</p>
<p><strong>Combat  Readiness (level 83):</strong> Combat Readiness is a new ability that we  intend rogues to trigger defensively. While this ability is active,  whenever the rogue is struck by a melee or ranged attack, he or she will  gain a stacking buff called Combat Insight that results in a 10%  reduction in damage taken. Combat Insight will stack up to 5 times and  the timer will be refreshed whenever a new stack is applied. Our goal is  to make rogues better equipped to go toe-to-toe with other melee  classes when Evasion or stuns are not in play. This ability lasts 6  seconds and has a 2-minute cooldown.</p>
<p><strong>Smoke Bomb (level 85):</strong> The rogue drops a Smoke Bomb, creating a cloud that interferes with  enemy targeting. Enemies who are outside the cloud will find themselves  unable to target units inside the cloud with single-target abilities.  Enemies can move inside the cloud to attack, or they can use  area-of-effect (AoE) abilities at any time to attack opponents in a  cloud. In PvP, this will open up new dimensions of tactical positional  gameplay, as the ability offers a variety of offensive and defensive  uses. In PvE, Smoke Cloud can serve to shield your group from hostile  ranged attacks, while also drawing enemies closer without the need to  rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10  seconds and has a 3-minute cooldown.</p>
<p><strong>Changes to Abilities and  Mechanics</strong></p>
<p>We&#8217;re also planning to make changes to some of the  other abilities and mechanics you&#8217;re already familiar with. This list  and the summary of talent changes below it are by no means  comprehensive, but they should give you a good sense of what we want for  each spec.</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>In  PvP, we want to reduce the rogue&#8217;s dependency on binary cooldowns and  &#8220;stun-locks,&#8221; and give them more passive survivability in return. One  major change is that we&#8217;ll put Cheap Shot on the same diminishing return  as other stuns. The increase to Armor and Stamina on cloth, leather,  and mail gear will help with this goal as well.</li>
<li>In PvE, even  accounting for active modifiers like Slice and Dice and Envenom, a very  large portion of the rogue&#8217;s damage is attributable to passive sources  of damage. Yes, they are using abilities for the entire duration of a  fight, but we want to reduce the percentage of rogue damage that comes  from auto-attacks and poisons. More of their damage will be coming from  active abilities and special attacks.</li>
<li>We would like to improve  the rogue leveling experience. Positional attacks and DoT-ramping  mechanics will be de-emphasized at low levels and then re-introduced at  higher levels for group gameplay. We are also providing rogues with a  new low-level ability, Recuperate, to convert combo points into a small  heal-over-time (HoT).</li>
<li>To complement the change to combo points,  non-damage abilities such as Recuperate and Slice and Dice will no  longer have target requirements and can be used with any of the rogue&#8217;s  existing combo points, including combo points remaining on recently  killed targets. This will not affect damage abilities, which will still  require combo points to be present on the specific target you want to  damage. To coincide with this, the UI will be updated so that rogues  know how many combo points they have active.</li>
<li>Ambush will now  work with all weapons, but will have a reduced coefficient when not  using a dagger. When opening from Stealth, all rogues will be able to  choose from burst damage, DoT abilities, or a stun.</li>
<li>As we&#8217;ve  done recently with some of the Subtlety abilities, we want to make sure  more rogue abilities aren&#8217;t overly penalized by weapon choice. With a  few exceptions (like Backstab), you should be able to use a dagger, axe,  mace, sword, or fist weapon without being penalized for most attacks.</li>
<li>Deadly  Throw and Fan of Knives will now use the weapon in the ranged slot. In  addition, we hope to allow rogues to apply poisons to their throwing  weapons.</li>
<li>We are very happy with Tricks of the Trade as a general  mechanic and as a way to give rogues more group utility, but we don&#8217;t  want it to account for as much threat transfer as it does now.</li>
</ul>
<p><strong>New  Talents and Talent Changes</strong></p>
<p>In Cataclysm, the overall feel of  each of the rogue&#8217;s talent trees will change, as we would like each  tree to have a clearly defined niche and purpose. The talent details  below are meant to give you an idea of what we&#8217;re going for.</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Assassination will be  more about daggers, poisons, and burst damage.</li>
<li>Combat will be  all about swords, maces, fist weapons, axes, and being engaged  toe-to-toe with your enemies. A Combat rogue will be able to survive  longer without needing to rely on Stealth and evasion mechanics.</li>
<li>The  Subtlety tree will primarily be based around utilizing Stealth,  openers, finishers, and survivability. It&#8217;ll be about daggers, too, but  less so than Assassination.</li>
<li>In general, Subtlety rogues needs to  do more damage than they do today, and the other trees need to have  more tools.</li>
<li>Weapon-specialization talents (for all classes, not  just rogues) are going away. We do not want you to have to respec when  you get a different weapon. Interesting talents, such as Hack and Slash,  will work with all weapons. Boring talents, such as Mace Specialization  and Close Quarters Combat, will be going away.</li>
<li>The  Assassination and Combat talent trees currently have a lot of passive  bonuses. We plan to dial back the amount of Critical Strike Rating  provided by these trees so that rogues still want it on their gear.</li>
</ul>
<p><strong>Mastery  Passive Talent Tree Bonuses</strong></p>
<p><strong>Assassination</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Melee damage</li>
<li>Melee  critical damage</li>
<li>Poison damage</li>
</ul>
<p><strong>Combat</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Melee damage</li>
<li>Melee  Haste</li>
<li>Harder-hitting combo-point generators</li>
</ul>
<p><strong>Subtlety</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Melee damage</li>
<li>Armor  Penetration</li>
<li>Harder-hitting finishers</li>
</ul>
<p>The initial  tier of rogue Mastery bonuses will be very similar between the trees.  However, the deeper that a player goes into any tree, the more  specialized and beneficial the Masteries will be to the play style for  that spec. Assassination will have better poisons than the other two  specs. Combat will have very steady and consistent overall damage.  Subtlety will have strong finishers.</p>
<p>We hope you enjoyed this  preview, and we&#8217;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.</p>
]]></content:encoded>
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		<title>Hunter Cataclysm Preview</title>
		<link>http://www.wow-cataclysm.info/hunter-cataclysm-preview</link>
		<comments>http://www.wow-cataclysm.info/hunter-cataclysm-preview#comments</comments>
		<pubDate>Tue, 13 Apr 2010 15:19:01 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[Hunter]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=258</guid>
		<description><![CDATA[Hunters finally got details on the new changes and how Mana is going bye bye and being replaced with Focus. Below is the blue post 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 [...]]]></description>
			<content:encoded><![CDATA[<p>Hunters finally got details on the new changes and how Mana is going bye bye and being replaced with Focus. Below is the blue post</p>
<p>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!  <strong>New Hunter Abilities</strong> <strong>Cobra  Shot (level 81):</strong> 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.  <strong>Trap Launcher (level 83):</strong> 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.  <strong>Camouflage (level 85):</strong> 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).  <strong>Resource  Mechanic Change</strong> Here we come to the meat of the upcoming  hunter changes.</p>
<ul>
<li>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&#8217; Energy generation rate of around 10 Energy per second.  Below, we have listed some examples of how we intend Focus costs to  operate:
<ul>
<li>Steady Shot/Cobra Shot: No cost. Generates 9 Focus per shot (or  12 per second instead of 6).</li>
<li>Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.</li>
<li>Aimed Shot/Multi-Shot: 60 Focus.</li>
<li>Concussive Shot/Tranquilizing Shot: 35 Focus.</li>
<li>Rapid Fire/Master’s Call/Disengage: 30 Focus.</li>
</ul>
</li>
</ul>
<p><strong>Changes to Abilities and Mechanics</strong> 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.</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>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 &#8212; though each hunter can only have  one and non-hunters will not benefit from this change &#8212; and we will not  be making any additional quivers.</li>
<li>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.</li>
</ul>
<ul>
<li>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:
<ul>
<li>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).</li>
<li>Ravagers: Will provide a debuff that will increase an enemy&#8217;s  Physical damage vulnerability (similar to a weaker version of the  warrior ability Rampage).</li>
<li>Hyenas: Will provide bleed damage (similar to a weaker version of  the druid ability Mangle).</li>
</ul>
</li>
</ul>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>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.</li>
<li>Viper Sting will now  restore 9 Focus every 3 seconds.</li>
<li>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.</li>
</ul>
<p><strong>New Talents and Talent Changes</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>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.</li>
<li>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.</li>
<li>Rapid  Recuperation will cause Rapid Fire to give 20/40/60 Focus immediately  and will cause Rapid Killing to generate 3 Focus per second.</li>
<li>Efficiency  will reduce the Focus cost of Chimera Shot, Aimed Shot, and Arcane  Shot.</li>
<li>Thrill of the Hunt grants Focus when you land a critical  strike.</li>
<li>Hunter vs. Wild increases the hunter’s Focus generation  when his or her pet is snared, stunned, or rooted.</li>
</ul>
<p><strong>Mastery  Passive Talent Tree Bonuses</strong> <strong>Beast Mastery</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Ranged Damage</li>
<li>Haste</li>
<li>Pet  Damage</li>
</ul>
<p><strong>Pet Damage: </strong>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.  <strong>Marksmanship</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Ranged Damage</li>
<li>Armor  Penetration</li>
<li>Double Shot</li>
</ul>
<p><strong>Double Shot:</strong> The  hunter will have a chance to launch a free attack off of the global  cooldown for 50% damage.  <strong>Survival</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Ranged Damage</li>
<li>Ranged  Critical Damage</li>
<li>Elemental Damage</li>
</ul>
<p><strong>Elemental  Damage:</strong> Hunter abilities such as traps, Black Arrow, and Explosive  Shot will do elemental damage of the following types: Arcane, Fire,  Frost, Nature, and Shadow.  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.  [...]  <strong>A clarification of  Camouflage and what becoming obscured actually means:</strong> Camouflage  is *not* stealth. Your enemies will never wonder where you are. We&#8217;re  trying to use the new Cataclysm water effect to put a shimmering  PREDATORy visual on you. It&#8217;s protection from ranged attacks and it  gives you some combat bonuses, but it&#8217;s not like Shadowmeld or rogue /  druid stealth where players can&#8217;t find you.  The idea with it is  that Hunters are only vulnerable to melee attacks or ranged AEs while  they are in the obscured state. If you target a camo hunter or a rogue  using Smoke Bomb, you will get an error message saying something like  &#8220;Target obscured.&#8221; You can see them and target them, but can&#8217;t use your  attacks. Imagine they are behind a pillar or something. You can try and  get off an AE near them or you can move to melee.  As most of you  know, we tried Camo once before, but because it was true stealth it was  very hard to balance, plus it felt like we were just handing out the  same cool abilities to every class instead of coming with unique  mechanics. Hunters were so overwhelmingly excited about the basic idea  that we wanted to try it again, but not as stealth.  <strong>Regarding  Cobra Shot sharing cooldown with Steady Shot:</strong> At this point in  time it&#8217;s not actually a cooldown. Cobra Shot has a 2 sec cast time, but  Beastmaster has a talent to reduce the cast time to 1.5 sec (as well as  a few damage hooks). Both generate focus so there is no reason for BM  to ever use Steady again.  <strong>Regarding focus and how much of it  Hunters will have:</strong> Hunters will get 100 focus  The focus  costs mentioned in the preview are just examples, so it is a little too  soon for you to try to min / max your rotations just yet. In general,  the basic rotations of all three hunters work okay on live today. With  focus you might hit moments where you don&#8217;t need to Steady at all, and  you&#8217;ll never run dry again for long periods of time like you might with  mana.  If the costs of some of the defensive cooldowns are too  expensive or even need to be free that&#8217;s certainly the kind of thing  we&#8217;ll consider.  <strong>Regarding Ammo in Cataclysm:</strong> There is  no ammo slot on your character sheet in Cataclysm. It no longer exists.</p>
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