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	<title>WoW Cataclysm &#187; Hunter</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>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>
]]></content:encoded>
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		</item>
		<item>
		<title>Cataclysm Stat &amp; System Changes</title>
		<link>http://www.wow-cataclysm.info/cataclysm-stat-system-changes</link>
		<comments>http://www.wow-cataclysm.info/cataclysm-stat-system-changes#comments</comments>
		<pubDate>Fri, 26 Mar 2010 01:42:34 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[Classes]]></category>
		<category><![CDATA[Death Knight]]></category>
		<category><![CDATA[Druid]]></category>
		<category><![CDATA[Features]]></category>
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		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Stats and System Changes]]></category>
		<category><![CDATA[System and Stats]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=216</guid>
		<description><![CDATA[Here&#8217;s another Cataclysmic goodie for you straight from the Blue Horses mouth! Cataclysm info keeps getting released quicker as of recent which leads me to believe Beta is just around the corner. As many of you know from panels at last year’s BlizzCon and posts here on the forums since then, Cataclysm will bring about [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s another Cataclysmic goodie for you straight from the Blue Horses mouth! Cataclysm info keeps getting released quicker as of recent which leads me to believe Beta is just around the corner.</p>
<p><span style="color: #003366">As many of you know from panels at last year’s  BlizzCon and posts here on the forums since then, Cataclysm will bring  about major changes to familiar character stats such as Intellect, Armor  Penetration, Defense, and others, ultimately designed to make the  effects of stats more easily understandable and make gear choices more  interesting. As these changes will have a significant impact on how  stats work and relate to one another, today we wanted to offer you a  closer look at exactly what’s in store and explain some of the rationale  before Cataclysm arrives.</span></p>
<p>The most obvious question these changes raise is &#8220;Why are stats  being changed, and why now?&#8221; As the game has matured, we&#8217;ve run into  increasingly complex issues with the current stat system. Many stats are  inherently confusing, and the way they interrelate can feel convoluted.  Attack Power, for example, currently translates to damage, but so does  Armor Penetration. Defense provides five different statistical benefits  of varying utility. Mana regeneration involves understanding multiple  stats and rules and often ends up being irrelevant anyway. In addition,  the difference between a &#8220;good stat&#8221; for a class and a &#8220;bad stat&#8221; can be  extreme. Some casters want Haste but not Crit; hunters want Armor  Penetration but not Haste. There are other overarching issues, as well,  such as Intellect not being very exciting for casters despite it being a  core stat &#8212; and these are just a few examples.</p>
<p>Our ultimate goal is make gear a more interesting (and less  confusing) choice by making each stat valuable to more players. While  the reasoning behind some of the following changes may be clear, we  understand that you may have questions about some of the less obvious  alterations, and we&#8217;ll do our best to answer any questions you may have  here on the forums.</p>
<p><span style="text-decoration: underline"><strong>What You’ll See on Gear</strong></span></p>
<p><strong>Stamina</strong> &#8211; Because of the way we will be assigning Strength,  Agility, and Intellect, non-plate wearers will end up with more Stamina  than before. Health pools will be much closer between plate-wearers and  other classes.</p>
<p><strong>Spirit</strong> &#8211; Come Cataclysm, this stat should only be found on  healing gear. Non-healing casters will have other systems in place to  regenerate mana, and we are designing special solutions for Elemental  shaman and Balance druids who often share gear with healers (more on  this below). Raid buffs that currently boost Spirit (such as Blessing of  Kings) will only boost the primary stats of Stamina, Strength, Agility,  and Intellect. We are also likely changing the five-second rule and  other quirks of the current regen system.</p>
<p><strong>Intellect</strong> &#8211; Intellect will now grant Spell Power (more on  this below). Intellect will also provide less mana than it currently  does.</p>
<p><strong>Haste</strong> &#8211; Haste will become more attractive for melee classes  by allowing them to recover resources such as energy and runes more  quickly. Our intention is for Haste to let you &#8220;do stuff&#8221; more often.</p>
<p><strong>Block Rating</strong> &#8211; Block is being redesigned to scale better.  Blocked attacks will simply hit for 30% less damage. Block rating will  improve your chance to block, though overall block chances will be lower  than they are today.</p>
<p><strong>Parry</strong> &#8211; Parry no longer provides 100% avoidance and no longer  speeds up attacks. Instead, when you parry an attack, it and the next  attack will each hit for 50% damage (assuming they hit at all). In other  words, Dodge is a chance to avoid 100% of the damage from one attack,  Parry is a chance to avoid 50% of the damage from two attacks, and Block  is a chance to avoid 30% of the damage from one attack.</p>
<p><strong>Mastery</strong> &#8211; This is a new stat that will allow players to  become better at whatever makes their chosen talent tree cool or unique.  It&#8217;s directly tied to talents, so what you gain from improving this  stat is entirely dependent upon your class and the talent specialization  you choose. We’ll talk more about specific Mastery benefits in the  future.</p>
<p><strong>Armor</strong> &#8211; The way Armor mitigates damage is not changing, but  the Armor stat has been rebalanced to mirror changes to the armor curve  in Cataclysm. As a result, bonus Armor will go down slightly overall. We  are also changing the mitigation difference among armor types so that  plate doesn’t offer so much more protection than mail, leather, and  cloth.</p>
<p><strong>Resilience</strong> &#8211; This will only affect damage done by players and  critical damage done by players. It will not impact crit chance, mana  drains, or other such effects.</p>
<p><strong>Strength, Agility, Hit Rating, Expertise, and Critical Strike  Rating</strong> &#8211; These will all still appear on gear as well. Aside from  situations mentioned elsewhere in this list, in general these will  function similarly to how they do now, though the details &#8212; such as how  much Hit Rating you might need to effectively combat high-level  creatures (more on this below) &#8212; are likely to change.</p>
<p><span style="text-decoration: underline"><strong>Being Removed from Items</strong></span></p>
<p><strong>Attack Power</strong> &#8211; This stat will no longer be present on most  items as a flat value, though it will still show up on some process.  Strength and Agility, which will be present on items, will grant the  appropriate amount of Attack Power (generally 2 Attack Power per point  of Strength or Agility) depending upon which stat a particular class  favors. Agility may provide less Crit than it currently does.</p>
<p><strong>Spell Power</strong> &#8211; Spell Power is another stat that you&#8217;ll no  longer see present on most items. Instead, as mentioned above, Intellect  will grant Spell Power. One exception is that caster weapons will still  have Spell Power. This allows us to make weapons proportionately more  powerful for casters in the same way they are for melee classes.</p>
<p><strong>Armor Penetration</strong> &#8211; This stat will no longer be present on  items. Armor Penetration will still exist in talents and abilities.</p>
<p><strong>Shield Block Value </strong>- This stat will no longer be present on  items, since the amount blocked is always proportional to the amount of  damage done. Talents and other effects might still modify the  damage-reduction percentage from 30%, however.</p>
<p><span style="text-decoration: underline"><strong>Going Away Completely</strong></span></p>
<p><strong>MP5</strong> &#8211; This stat will be removed from the game completely.  Holy paladins and Restoration shaman will be redesigned to benefit from  Spirit.</p>
<p><strong>Defense</strong> &#8211; Defense is being removed from the game entirely.  Tanking classes should expect to become uncrittable versus creatures  just by shifting into Defensive Stance, Frost Presence, Bear Form, or by  using Righteous Fury.</p>
<p><strong>Spell Ranks</strong> &#8211; Spell ranks will cease to exist. All spells  will have one rank and will scale appropriately with level. The levels  at which you can learn certain spells are being changed in order to fill  in some of the gaps, and we will be introducing some new spells to  learn along the way as well.</p>
<p><strong>Weapon Skill</strong> &#8211; This stat will be removed from the game  completely. Classes will start with all the weapon skills they need to  know and will not need to improve them.</p>
<p><span style="text-decoration: underline"><strong>What Else You Should Know</strong></span></p>
<p><strong>Combat ratings</strong> &#8211; All ratings will be much harder to &#8220;cap out&#8221;  at maximum gear levels. Ratings will be steeper in Cataclysm, and  creatures in later tiers of content will be harder to hit or crit,  similar to how level-83 mobs are harder to hit or crit than level-80  mobs.</p>
<p><strong>Reforging</strong> &#8211; While these changes will go a long way to making a  wider variety of stats more attractive, we understand that sometimes  you simply don’t want more Hit Rating on your gear or you’d rather have  more Haste than more Crit. In Cataclysm, we are going to give players a  way to replace stats on gear as part of the existing profession system.  As a general rule of thumb, you’ll be able to convert one stat to 50% of  another stat. While some conversions (like converting Stamina to  Strength) won’t be permitted, the goal is to let you customize your gear  more.</p>
<p><strong>Gems</strong> &#8211; We are changing the gem colors of a few stats as a  result of these adjustments. For example, Hit is likely to be blue  instead of yellow. We&#8217;ll have more details on this in the future.</p>
<div>
<div>
<div>
<div><span style="color: #003366"><span style="text-decoration: underline"><strong>Changes to Existing Gear</strong></span></span> <span style="color: #003366"></p>
<p>As with previous expansions, we plan to roll out these changes and  modify all existing gear shortly before Cataclysm launches, though it’s  still too early to say exactly when. For the most part, the gear you  have will still be good for you, though there will be exceptions, such  as warriors using leather and mail armor.</p>
<p></span> <span style="color: #003366"></p>
<p>If you are a tank (druids excepted), expect to see:</p>
<p></span> <span style="color: #003366"></p>
<p></span></p>
<ul>
<li><span style="color: #003366">No more Defense on gear. Existing Defense becomes Dodge,  Parry, or Block Rating. </span></li>
<li><span style="color: #003366">No more Block Value on gear. Existing Block Value becomes  Block Rating. </span></li>
<li><span style="color: #003366">You’ll have as much Stamina as you’re used to, though you  may notice your tanking plate has a bit less Stamina than a comparable  piece of DPS plate, since we tend to take the gem budget out of your  most attractive stat. </span></li>
<li><span style="color: #003366">Bonus Armor on gear will go down slightly.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a melee DPS class, druid tank, or hunter, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. Bear-form Stamina scaling will be  lowered as a result. </span></li>
<li><span style="color: #003366">Strength if you wear plate. Agility if you wear mail or  leather. </span></li>
<li><span style="color: #003366">Existing Attack Power becomes Agility and Stamina.Armor  Penetration becomes Haste or Crit. </span></li>
<li><span style="color: #003366">No Intellect on melee gear. Hunters won’t need Intellect  since they will no longer use mana. Shaman and Retribution paladins will  get mana and spell damage in other ways.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a DPS caster, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. </span></li>
<li><span style="color: #003366">All of your Spell Power converted to Intellect and Stamina. </span></li>
<li><span style="color: #003366">No Spirit. You won’t miss Spirit, though, because you won’t  need it for DPS or mana regen.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a healer, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. </span></li>
<li><span style="color: #003366">All of your Spell Power converted to Intellect and Stamina. </span></li>
<li><span style="color: #003366">Spirit instead of MP5. You’ll probably be happy with  Spirit, though, because mana regen is going to matter more than it does  currently. Healing paladins and shaman will benefit more from Spirit  than they do currently.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a Balance druid or Elemental shaman:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">You will still share gear with Restoration druids and  shaman. </span></li>
<li><span style="color: #003366">Your gear will have Spirit on it. It won’t have Hit on it. </span></li>
<li><span style="color: #003366">You will have a talent that converts Spirit to Hit. We will  adjust talents accordingly so that you want about as much Spirit as,  say, a warlock wants Hit. </span></li>
<li><span style="color: #003366">Hit on rings and other such gear will still benefit you. </span></li>
<li><span style="color: #003366">Raid buffs will no longer boost Spirit, so you shouldn’t  find yourself unexpectedly over the Hit cap because of buffs.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>Many lower-level items with nonsensical combinations of stats, such  as Agility and Spirit, will be changed. We&#8217;re also updating quest  rewards, trade skills, and loot drops to support better itemization for  class builds that weren&#8217;t widely available or used prior to The Burning  Crusade (such as Balance druids).  <span style="color: #003366"> </span></p>
<p>We&#8217;re aware this is a lot of information to take in, but this is  still only a piece of the larger picture, and many of these changes rely  on integration with other systems we haven&#8217;t yet discussed in detail.  In the weeks and months ahead, we&#8217;ll continue to tell you more about  these changes, along with all of the new and exciting features we have  planned for Cataclysm.</p></div>
</div>
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		<title>Hunter Changes in WoW Cataclysm</title>
		<link>http://www.wow-cataclysm.info/hunter-changes-in-wow-cataclysm</link>
		<comments>http://www.wow-cataclysm.info/hunter-changes-in-wow-cataclysm#comments</comments>
		<pubDate>Sat, 22 Aug 2009 15:35:12 +0000</pubDate>
		<dc:creator>WoW Cataclysm</dc:creator>
				<category><![CDATA[Hunter]]></category>
		<category><![CDATA[wow cataclysm hunter]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=62</guid>
		<description><![CDATA[Each class in WoW Cataclysm will see major changes from talent tree revamps to new class mechanics and I plan to make sure there&#8217;s a place for all those little changes to be listed clearly. It&#8217;s a huge expansion and one that&#8217;s definitely not to be sniffed at &#8211; everywhere from the Barrens to the [...]]]></description>
			<content:encoded><![CDATA[<p>Each class in WoW Cataclysm will see major changes from talent tree revamps to new class mechanics and I plan to make sure there&#8217;s a place for all those little changes to be listed clearly.</p>
<p>It&#8217;s a huge expansion and one that&#8217;s definitely not to be sniffed at &#8211; everywhere from the Barrens to the Eversong Forest is getting torn up and shattered, and flying mounts are finally coming out of Northrend and Outland.</p>
<p>It&#8217;s also going to drag in a lot of players who quit during vanilla or Burning Crusade, and those who flocked to <a href="http://www.partybets.com/">party bets</a> or console games in the meantime. It&#8217;s a passion, and Cataclysm will push everyone&#8217;s knowledge of the world of Warcraft out into the unknown.</p>
<p>Hunters in WoW Cataclysm will especially see lots of new changes to the way the class is being played, are some WoW Cataclysm Hunter features</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Hunters will no longer use mana in WoW Cataclysm, it has been completely removed. (Shamans and Hunters will no longer need to share items)</li>
<li>Instead of mana Hunters will now use Focus.</li>
<li>Focus regenerates continuously, much like Rogues do. Abilities such as Steady shot improves the rate of getting focus back.</li>
<li>Rogue energy returns at a 10 / sec rate, Hunter focus returns at 6/sec (12/sec with steady shot)</li>
<li>A shot will cost 30 to 60 focus.</li>
<li>Hunters will have fewer cooldowns on abilities, and will therefore probably function much more like rogues now.</li>
<li>Ammunition will become an item, not a consumable that you can run out of.</li>
<li>Hunters might be able to pick talent trees for their pet, in order to choose just the pet that looks best to them</li>
<li>There&#8217;s a small chance that hunters will be able to tame mounts in the distant future.</li>
</ul>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>In Patch 3.3, pets will scale of all of your stats and allow buffs from raid encounters to affect them.</li>
<li>In Patch 3.3, there will be changes to make sure that pets can&#8217;t be hit by AOEs from bosses but others (PvP) will be able to affect them.</li>
<li>Pets classes might get a &#8220;move to this location&#8221; command for their pet, long cooldown abilities that let your pet teleport to you to get out of trouble. This would be good feature since developers can&#8217;t make pet AI as smart as a player.</li>
</ul>
<p>For other Hunter class changes in WoW Cataclysm stayed tuned, as their will be MUCH much more information in the coming days.</p>
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