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	<title>WoW Cataclysm &#187; Priest</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>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 [...]]]></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>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>
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		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Cataclysm]]></category>
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		<category><![CDATA[Stats and System Changes]]></category>
		<category><![CDATA[System and Stats]]></category>
		<category><![CDATA[World of Warcraft]]></category>

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