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	<title>WoW Cataclysm &#187; Paladin</title>
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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>
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		<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, [...]]]></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>
]]></content:encoded>
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		<slash:comments>9</slash:comments>
		</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>
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		<category><![CDATA[Blizzard]]></category>
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		<category><![CDATA[Stats and System Changes]]></category>
		<category><![CDATA[System and Stats]]></category>
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		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=216</guid>
		<description><![CDATA[Here&#8217;s another Cataclysmic goodie for you straight from the Blue Horses mouth! Cataclysm info keeps getting released quicker as of recent which leads me to believe Beta is just around the corner.
As many of you know from panels at last year’s  BlizzCon and posts here on the forums since then, Cataclysm will bring  [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s another Cataclysmic goodie for you straight from the Blue Horses mouth! Cataclysm info keeps getting released quicker as of recent which leads me to believe Beta is just around the corner.</p>
<p><span style="color: #003366">As many of you know from panels at last year’s  BlizzCon and posts here on the forums since then, Cataclysm will bring  about major changes to familiar character stats such as Intellect, Armor  Penetration, Defense, and others, ultimately designed to make the  effects of stats more easily understandable and make gear choices more  interesting. As these changes will have a significant impact on how  stats work and relate to one another, today we wanted to offer you a  closer look at exactly what’s in store and explain some of the rationale  before Cataclysm arrives.</span></p>
<p>The most obvious question these changes raise is &#8220;Why are stats  being changed, and why now?&#8221; As the game has matured, we&#8217;ve run into  increasingly complex issues with the current stat system. Many stats are  inherently confusing, and the way they interrelate can feel convoluted.  Attack Power, for example, currently translates to damage, but so does  Armor Penetration. Defense provides five different statistical benefits  of varying utility. Mana regeneration involves understanding multiple  stats and rules and often ends up being irrelevant anyway. In addition,  the difference between a &#8220;good stat&#8221; for a class and a &#8220;bad stat&#8221; can be  extreme. Some casters want Haste but not Crit; hunters want Armor  Penetration but not Haste. There are other overarching issues, as well,  such as Intellect not being very exciting for casters despite it being a  core stat &#8212; and these are just a few examples.</p>
<p>Our ultimate goal is make gear a more interesting (and less  confusing) choice by making each stat valuable to more players. While  the reasoning behind some of the following changes may be clear, we  understand that you may have questions about some of the less obvious  alterations, and we&#8217;ll do our best to answer any questions you may have  here on the forums.</p>
<p><span style="text-decoration: underline"><strong>What You’ll See on Gear</strong></span></p>
<p><strong>Stamina</strong> &#8211; Because of the way we will be assigning Strength,  Agility, and Intellect, non-plate wearers will end up with more Stamina  than before. Health pools will be much closer between plate-wearers and  other classes.</p>
<p><strong>Spirit</strong> &#8211; Come Cataclysm, this stat should only be found on  healing gear. Non-healing casters will have other systems in place to  regenerate mana, and we are designing special solutions for Elemental  shaman and Balance druids who often share gear with healers (more on  this below). Raid buffs that currently boost Spirit (such as Blessing of  Kings) will only boost the primary stats of Stamina, Strength, Agility,  and Intellect. We are also likely changing the five-second rule and  other quirks of the current regen system.</p>
<p><strong>Intellect</strong> &#8211; Intellect will now grant Spell Power (more on  this below). Intellect will also provide less mana than it currently  does.</p>
<p><strong>Haste</strong> &#8211; Haste will become more attractive for melee classes  by allowing them to recover resources such as energy and runes more  quickly. Our intention is for Haste to let you &#8220;do stuff&#8221; more often.</p>
<p><strong>Block Rating</strong> &#8211; Block is being redesigned to scale better.  Blocked attacks will simply hit for 30% less damage. Block rating will  improve your chance to block, though overall block chances will be lower  than they are today.</p>
<p><strong>Parry</strong> &#8211; Parry no longer provides 100% avoidance and no longer  speeds up attacks. Instead, when you parry an attack, it and the next  attack will each hit for 50% damage (assuming they hit at all). In other  words, Dodge is a chance to avoid 100% of the damage from one attack,  Parry is a chance to avoid 50% of the damage from two attacks, and Block  is a chance to avoid 30% of the damage from one attack.</p>
<p><strong>Mastery</strong> &#8211; This is a new stat that will allow players to  become better at whatever makes their chosen talent tree cool or unique.  It&#8217;s directly tied to talents, so what you gain from improving this  stat is entirely dependent upon your class and the talent specialization  you choose. We’ll talk more about specific Mastery benefits in the  future.</p>
<p><strong>Armor</strong> &#8211; The way Armor mitigates damage is not changing, but  the Armor stat has been rebalanced to mirror changes to the armor curve  in Cataclysm. As a result, bonus Armor will go down slightly overall. We  are also changing the mitigation difference among armor types so that  plate doesn’t offer so much more protection than mail, leather, and  cloth.</p>
<p><strong>Resilience</strong> &#8211; This will only affect damage done by players and  critical damage done by players. It will not impact crit chance, mana  drains, or other such effects.</p>
<p><strong>Strength, Agility, Hit Rating, Expertise, and Critical Strike  Rating</strong> &#8211; These will all still appear on gear as well. Aside from  situations mentioned elsewhere in this list, in general these will  function similarly to how they do now, though the details &#8212; such as how  much Hit Rating you might need to effectively combat high-level  creatures (more on this below) &#8212; are likely to change.</p>
<p><span style="text-decoration: underline"><strong>Being Removed from Items</strong></span></p>
<p><strong>Attack Power</strong> &#8211; This stat will no longer be present on most  items as a flat value, though it will still show up on some process.  Strength and Agility, which will be present on items, will grant the  appropriate amount of Attack Power (generally 2 Attack Power per point  of Strength or Agility) depending upon which stat a particular class  favors. Agility may provide less Crit than it currently does.</p>
<p><strong>Spell Power</strong> &#8211; Spell Power is another stat that you&#8217;ll no  longer see present on most items. Instead, as mentioned above, Intellect  will grant Spell Power. One exception is that caster weapons will still  have Spell Power. This allows us to make weapons proportionately more  powerful for casters in the same way they are for melee classes.</p>
<p><strong>Armor Penetration</strong> &#8211; This stat will no longer be present on  items. Armor Penetration will still exist in talents and abilities.</p>
<p><strong>Shield Block Value </strong>- This stat will no longer be present on  items, since the amount blocked is always proportional to the amount of  damage done. Talents and other effects might still modify the  damage-reduction percentage from 30%, however.</p>
<p><span style="text-decoration: underline"><strong>Going Away Completely</strong></span></p>
<p><strong>MP5</strong> &#8211; This stat will be removed from the game completely.  Holy paladins and Restoration shaman will be redesigned to benefit from  Spirit.</p>
<p><strong>Defense</strong> &#8211; Defense is being removed from the game entirely.  Tanking classes should expect to become uncrittable versus creatures  just by shifting into Defensive Stance, Frost Presence, Bear Form, or by  using Righteous Fury.</p>
<p><strong>Spell Ranks</strong> &#8211; Spell ranks will cease to exist. All spells  will have one rank and will scale appropriately with level. The levels  at which you can learn certain spells are being changed in order to fill  in some of the gaps, and we will be introducing some new spells to  learn along the way as well.</p>
<p><strong>Weapon Skill</strong> &#8211; This stat will be removed from the game  completely. Classes will start with all the weapon skills they need to  know and will not need to improve them.</p>
<p><span style="text-decoration: underline"><strong>What Else You Should Know</strong></span></p>
<p><strong>Combat ratings</strong> &#8211; All ratings will be much harder to &#8220;cap out&#8221;  at maximum gear levels. Ratings will be steeper in Cataclysm, and  creatures in later tiers of content will be harder to hit or crit,  similar to how level-83 mobs are harder to hit or crit than level-80  mobs.</p>
<p><strong>Reforging</strong> &#8211; While these changes will go a long way to making a  wider variety of stats more attractive, we understand that sometimes  you simply don’t want more Hit Rating on your gear or you’d rather have  more Haste than more Crit. In Cataclysm, we are going to give players a  way to replace stats on gear as part of the existing profession system.  As a general rule of thumb, you’ll be able to convert one stat to 50% of  another stat. While some conversions (like converting Stamina to  Strength) won’t be permitted, the goal is to let you customize your gear  more.</p>
<p><strong>Gems</strong> &#8211; We are changing the gem colors of a few stats as a  result of these adjustments. For example, Hit is likely to be blue  instead of yellow. We&#8217;ll have more details on this in the future.</p>
<div>
<div>
<div>
<div><span style="color: #003366"><span style="text-decoration: underline"><strong>Changes to Existing Gear</strong></span></span> <span style="color: #003366"></p>
<p>As with previous expansions, we plan to roll out these changes and  modify all existing gear shortly before Cataclysm launches, though it’s  still too early to say exactly when. For the most part, the gear you  have will still be good for you, though there will be exceptions, such  as warriors using leather and mail armor.</p>
<p></span> <span style="color: #003366"></p>
<p>If you are a tank (druids excepted), expect to see:</p>
<p></span> <span style="color: #003366"></p>
<p></span></p>
<ul>
<li><span style="color: #003366">No more Defense on gear. Existing Defense becomes Dodge,  Parry, or Block Rating. </span></li>
<li><span style="color: #003366">No more Block Value on gear. Existing Block Value becomes  Block Rating. </span></li>
<li><span style="color: #003366">You’ll have as much Stamina as you’re used to, though you  may notice your tanking plate has a bit less Stamina than a comparable  piece of DPS plate, since we tend to take the gem budget out of your  most attractive stat. </span></li>
<li><span style="color: #003366">Bonus Armor on gear will go down slightly.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a melee DPS class, druid tank, or hunter, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. Bear-form Stamina scaling will be  lowered as a result. </span></li>
<li><span style="color: #003366">Strength if you wear plate. Agility if you wear mail or  leather. </span></li>
<li><span style="color: #003366">Existing Attack Power becomes Agility and Stamina.Armor  Penetration becomes Haste or Crit. </span></li>
<li><span style="color: #003366">No Intellect on melee gear. Hunters won’t need Intellect  since they will no longer use mana. Shaman and Retribution paladins will  get mana and spell damage in other ways.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a DPS caster, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. </span></li>
<li><span style="color: #003366">All of your Spell Power converted to Intellect and Stamina. </span></li>
<li><span style="color: #003366">No Spirit. You won’t miss Spirit, though, because you won’t  need it for DPS or mana regen.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a healer, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. </span></li>
<li><span style="color: #003366">All of your Spell Power converted to Intellect and Stamina. </span></li>
<li><span style="color: #003366">Spirit instead of MP5. You’ll probably be happy with  Spirit, though, because mana regen is going to matter more than it does  currently. Healing paladins and shaman will benefit more from Spirit  than they do currently.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a Balance druid or Elemental shaman:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">You will still share gear with Restoration druids and  shaman. </span></li>
<li><span style="color: #003366">Your gear will have Spirit on it. It won’t have Hit on it. </span></li>
<li><span style="color: #003366">You will have a talent that converts Spirit to Hit. We will  adjust talents accordingly so that you want about as much Spirit as,  say, a warlock wants Hit. </span></li>
<li><span style="color: #003366">Hit on rings and other such gear will still benefit you. </span></li>
<li><span style="color: #003366">Raid buffs will no longer boost Spirit, so you shouldn’t  find yourself unexpectedly over the Hit cap because of buffs.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>Many lower-level items with nonsensical combinations of stats, such  as Agility and Spirit, will be changed. We&#8217;re also updating quest  rewards, trade skills, and loot drops to support better itemization for  class builds that weren&#8217;t widely available or used prior to The Burning  Crusade (such as Balance druids).  <span style="color: #003366"> </span></p>
<p>We&#8217;re aware this is a lot of information to take in, but this is  still only a piece of the larger picture, and many of these changes rely  on integration with other systems we haven&#8217;t yet discussed in detail.  In the weeks and months ahead, we&#8217;ll continue to tell you more about  these changes, along with all of the new and exciting features we have  planned for Cataclysm.</p></div>
</div>
</div>
</div>
]]></content:encoded>
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		</item>
		<item>
		<title>Hey Tanks! The Development Team Wants You!</title>
		<link>http://www.wow-cataclysm.info/hey-tanks-the-development-team-wants-you</link>
		<comments>http://www.wow-cataclysm.info/hey-tanks-the-development-team-wants-you#comments</comments>
		<pubDate>Fri, 26 Mar 2010 01:18:19 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[Death Knight]]></category>
		<category><![CDATA[Druid]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Paladin]]></category>
		<category><![CDATA[Warrior]]></category>
		<category><![CDATA[Tanking]]></category>
		<category><![CDATA[Tanking Cooldowns]]></category>
		<category><![CDATA[Tanks]]></category>
		<category><![CDATA[Trinkets]]></category>
		<category><![CDATA[World of Warcraft]]></category>

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

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