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	<title>WoW Cataclysm &#187; Warrior</title>
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	<description>World of Warcraft Cataclysm information and news source</description>
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		<title>Warrior Cataclysm Preview</title>
		<link>http://www.wow-cataclysm.info/warrior-cataclysm-preview</link>
		<comments>http://www.wow-cataclysm.info/warrior-cataclysm-preview#comments</comments>
		<pubDate>Tue, 13 Apr 2010 15:53:28 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Warrior]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[warrior changes]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=268</guid>
		<description><![CDATA[With Q and A blizzard announced the upcoming changes and we have the blue, here it is below! World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the warrior. The information you&#8217;re about [...]]]></description>
			<content:encoded><![CDATA[<p>With Q and A blizzard announced the upcoming changes and we have the blue, here it is below!</p>
<p>World of Warcraft: Cataclysm will bring with it several changes to class  talents and abilities. Here you will get a glimpse into some of the  changes we have in store for the warrior. The information you&#8217;re about  to read is not complete, and is only meant to act as a preview for some  of the exciting new things to come.</p>
<p><strong>New Warrior Abilities</strong></p>
<p><strong>Inner  Rage (Level 81): </strong>Whenever the character reaches a full 100 Rage, he  or she will gain a buff that causes attacks to consume 50% more Rage  and do 15% more damage for a short amount of time. This is a passive  ability so it won&#8217;t need to be activated by the player. The goal for  this ability is to provide a benefit for hitting max Rage instead of it  feeling like a penalty. However, we also don&#8217;t want warriors to feel  like they&#8217;re supposed to pool Rage and do nothing until they hit 100, so  we&#8217;ll be closely monitoring how this plays out during the beta testing,  and making adjustments as needed.</p>
<p><strong>Gushing Wound (Level 83):</strong> This ability will apply a bleed effect to the target. If the target  moves, the bleed gains an extra stack and refreshes its duration, up to a  maximum of three stacks. The ability is currently planned to have no  cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is  designed to be weaker than Rend with one stack, but better with three  stacks, which will be reached when fighting a moving target.</p>
<p><strong>Heroic  Leap (Level 85):</strong> This ability makes the character leap at their  target and apply the Thunder Clap ability to all enemies in the area  when they land. Heroic Leap will be usable in Battle Stance and shares a  cooldown with Charge, but the Juggernaut and Warbringer talents will  allow Heroic Leap to be used in any stance and possibly while in combat.  The cooldown for this ability might be longer than the Charge ability,  but it will also apply a stun effect so you can make sure the target  will still be there when you land.</p>
<p><strong>Changes to Abilities and  Mechanics</strong></p>
<p>In addition to learning new abilities, you&#8217;ll see  changes to other abilities and mechanics with which you&#8217;re already  familiar. This list and the summary of talent changes below it are by no  means comprehensive, but they should give you a good sense of what we  intend for each spec.</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Heroic Strike will no longer be an &#8220;on next swing&#8221; attack, as  we are removing this mechanic in Cataclysm. To keep the niche of Heroic  Strike as a Rage dump, it will become an instant attack, but will cost  between 10 and 30 Rage. This ability will not be usable until you have  10 Rage, but if you have more than 10, it will consume up to 30, adding  additional damage for each point of Rage consumed above the base 10.  Other abilities, such as Cleave, Execute, and Maul (for druids) will  work similarly. The goal is to provide players with an option where if  you can&#8217;t afford the Rage, you don&#8217;t push the button, but if you have  excess Rage, you can push it a lot.</li>
<li>Battle Shout, Commanding  Shout, and possibly Demoralizing Shout will work more like the death  knight&#8217;s Horn of Winter ability. Specifically, these shouts will cost no  resources, generate rage in addition to their current effects, and be  on a short cooldown.</li>
<li>Whirlwind will hit an unlimited number of  targets, but only for 50% of weapon damage. The intent is for this  ability to be used in multi-target scenarios and not on single targets.</li>
<li>Overall,  heals cast by players in Cataclysm will be a lower number relative to  players&#8217; health than the current game. So to make the Mortal Strike  debuff less mandatory but still useful in PvP, Mortal Strike will reduce  healing by only 20%. All equivalent debuffs, including the Shadow  priest and Frost mage debuffs, will be for 20% less healing. At the  moment we aren&#8217;t considering giving this debuff to anyone else, though  we will certainly consider PvP utility for historically  under-represented specs that use other mechanics.</li>
<li>Sunder Armor  will be reduced to three stacks instead of five, and still provide only a  4% reduction in armor per stack. We want to make this debuff easier to  apply and less of a damage swing when it falls off.</li>
</ul>
<p><strong>New  Talents and Talent Changes</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>The Furious Sundering talent in the Fury tree  will make the Sunder Armor ability cause 25/50% weapon damage and reduce  the threat generated by 50/100%.</li>
<li>The Mace and Poleaxe  Specialization talents in the Arms tree will be removed. These provided  just passive stats, which are not the kinds of talents we want to design  in the future. We will keep the Sword Specialization talent, but it  will be changed to a talent that applies to all types of weapons.</li>
<li>As  a Fury talent, Booming Voice will increase the Rage generated by  shouts.</li>
<li>While we like how Titan&#8217;s Grip plays, we recognize some  warriors liked the Fury tree because of the really fast swings that  dual-wielding one-handed weapons could provide. Therefore, we&#8217;re  planning to try out a talent called Single-Minded Fury that is parallel  to Titan&#8217;s Grip and will provide a large boost to the damage of a pair  of one-handed weapons.</li>
<li>Several talents that reduce the Rage cost  of abilities will be changed to focus on increased damage for those  abilities instead.</li>
<li>The new Arms talent called Disarming Nature  will make successful disarms cause the target to cower in fear for 5/10  seconds.</li>
<li>Another new Arms talent called Blitz will make the  Charge ability hit for extra damage. The amount will possibly vary  depending on the distance travelled.</li>
<li>Improved Pummel, a Fury  talent, will cause a successful interrupt to generate 10/20 Rage.</li>
</ul>
<p><strong>Mastery  Passive Talent Tree Bonuses</strong></p>
<p><strong>Arms</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Melee Damage</li>
<li>Armor  Penetration</li>
<li>Bonus Swing</li>
</ul>
<p><strong>Bonus Swing:</strong> This  is similar to the Sword Specialization talent that is currently in the  game, but Bonus Swing will work on all attacks and with all weapons. You  have a chance to proc a free, instant weapon swing that hits for 50%  damage.</p>
<p><strong>Fury</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Melee Damage</li>
<li>Melee Haste</li>
<li>Enrage Intensity</li>
</ul>
<p><strong>Enrage  Intensity:</strong> Every benefit of being enraged is increased. This  includes doing more damage/healing/ etc. from abilities like Bloodrage,  Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.</p>
<p><strong>Protection</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Damage Reduction</li>
<li>Vengeance</li>
<li>Critical  Block Chance</li>
</ul>
<p><strong>Critical Block Chance:</strong> As we mentioned  in the stat changes preview, block rating is changing to a chance to  block 30% of a melee swing&#8217;s damage. Protection warriors have a chance  that the block will be a critical block and block for 60% of a melee  swing&#8217;s damage instead. There will likely be talents available to push  the amount blocked even higher.</p>
<p><strong>Vengeance:</strong> This is a  mechanic to ensure that tank damage (and therefore threat) doesn&#8217;t fall  behind as damage-dealing classes improve their gear during the course of  the expansion. All tanking specs will have Vengeance as their second  talent tree passive bonus. Whenever a tank gets hit, Vengeance will give  them a stacking attack power buff equal to 5% of the damage done, up to  a maximum of 10% of the character&#8217;s un-buffed health. For boss  encounters, we expect that tanks will always have the attack power bonus  equal to 10% of their health. The 5% and 10% bonuses assume 51 talent  points have been put into the Protection tree. These values will be  smaller at lower levels. Remember, you only get this bonus if you have  spent the most talent points in the Protection tree, so you won&#8217;t see  Arms or Fury warriors running around with it. Vengeance will let us  continue to make tank gear more or less the way we do today – there will  be some damage-dealing stats, but mostly survival-oriented stats.  Druids typically have more damage-dealing stats even on their tanking  gear, so their Vengeance benefit may be smaller, but overall the goal is  for all four tanks do about the same damage when tanking.</p>
<p>We  hope you enjoyed this preview, and we&#8217;re looking forward to hearing your  thoughts and feedback on these additions and changes. Please keep in  mind that this information represents a work in progress and is subject  to change as development on Cataclysm continues.</p>
<div><span>Quote from: <strong>Bornakk (<a style="color: white;" href="http://www.mmo-champion.com/index.php?tpstart=8" target="_blank">Source</a>)</strong></span></div>
<p>Here are some follow ups based on what is being  discussed.</p>
<p><strong>Q: </strong>Will the rotation for a Fury Warrior just be  Bloodthirst and Slam with Heroic Strike to burn off rage?<br />
<strong>A:</strong> We think Fury is going to end up needing another attack in there for  single-target fights. Furious Sundering was intended more as having to  Sunder being less of a penalty, but at only 3 stacks, it may not end up  being a big deal and we don’t want Fury to feel like they have to  purchase a talent that they may not always use. We don’t want Whirlwind  to be a good button against single targets however. It essentially gets  “free” damage against groups of targets when it’s effective at using  against single targets. It’s okay if warriors still do more damage in  fights where they can use Cleave and similar attacks often, but right  now it’s too extreme.</p>
<p><strong>Q: </strong>Are one-handed Fury warriors  going to be competing with rogues for one-handed weapons?<br />
<strong>A:</strong> This is unlikely. Rogues and shaman will want one-handers with Agility,  while warriors and death knights will want them with Strength. I won’t  be surprised when one of these classes picks up the other’s weapon as it  could be an upgrade simply based on the damage, but it won’t be  optimal.</p>
<p><strong>Q: </strong>Why are warriors not getting some kind of AoE  tanking tool?<br />
<strong>A:</strong> We think the newly buffed Thunder Clap plus  Shockwave are sufficient abilities for AoE tanking. The design of  Vengeance should make sure that threat generation doesn’t start to slip  behind as the dps characters gear up. It’s not our intention that tanks  face a constant struggle to generate enough threat, even in group  situations, but we also don’t want threat to be totally irrelevant  either. The danger for tanking too many creatures should also be tank  death not threat management.</p>
<p><strong>Q: </strong>Is only Sunder Armor being  changed?<br />
<strong>A:</strong> Rogue Expose Armor and other abilities that apply  a similar debuff are being changed accordingly. They will all provide  the same debuff at 12% armor reduction.</p>
<p><strong>Q: </strong>What about rage  loss when changing stances?<br />
<strong>A:</strong> We still want the act of  changing stances to require more consideration than just clicking two  buttons to use the ability you want. One idea we are going to explore is  that you don’t lose rage when you change stances, but you won’t gain  additional rage for a short period of time after changing. This lets you  say swap to do an Execute without losing your rage bar, but still keeps  the idea that shifting constantly comes with inherent efficiency risks.</p>
<p><strong>Q: </strong>Is the intent of Gushing Wound that warriors constantly ask for  targets to be kited around?<br />
<strong>A:</strong> No, it’s intended to be a bonus  when you’re in an encounter where the target either moves around a lot  (Ex. BONNNNE STORMMMM-ing Marrowgar) or just has to be moved around a  lot (say Lich King). Warriors shouldn’t have the expectation of forcing  every PvE opponent to move but it would be entertaining to watch this  (from a third party perspective).</p>
]]></content:encoded>
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		</item>
		<item>
		<title>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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		<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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		<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&#038;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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		</item>
		<item>
		<title>WoW Cataclysm Warrior Changes</title>
		<link>http://www.wow-cataclysm.info/wow-cataclysm-warrior-changes</link>
		<comments>http://www.wow-cataclysm.info/wow-cataclysm-warrior-changes#comments</comments>
		<pubDate>Mon, 24 Aug 2009 05:33:44 +0000</pubDate>
		<dc:creator>WoW Cataclysm</dc:creator>
				<category><![CDATA[Warrior]]></category>
		<category><![CDATA[Warrior Changes in WoW Cataclysm]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=97</guid>
		<description><![CDATA[Warriors were heavily cheated last expansion when many cool new abilities were announced for their class, and then nerfed to the ground or even removed from the game. Warriors in WoW Cataclysm definitely don&#8217;t want to see more of the same, and any annoucement that is made will be approached with cautious optimism. Blizzard must [...]]]></description>
			<content:encoded><![CDATA[<p>Warriors were heavily cheated last expansion when many cool new abilities were announced for their class, and then nerfed to the ground or even removed from the game.</p>
<p>Warriors in WoW Cataclysm definitely don&#8217;t want to see more of the same, and any annoucement that is made will be approached with cautious optimism. Blizzard must have had their past mistakes in mind, because this time around nothing major has been announced for Warriors in World of Wacraft: Cataclysm.</p>
<p>Here is the new additions to warrior class in Cataclysm so far:</p>
<ul>
<li>This is the big Warrior announcement that we have for WoW Cataclysm so far: Developers agree that Arms lost their iconic ability when Mortal Strike was given to more classes. They want to find a new ability to fill that niche or make Arms&#8217; MS the &#8220;ultimate&#8221; mortal strike.</li>
<li>Heroic Strike and other &#8216;next time you attack&#8217; abilities will see a change, as Blizzard doesn&#8217;t like the way it works</li>
<li>Warriors will not be affected greatly by itemization changes in WoW Cataclysm. Devs like the itemization of Warriors, and plan on making other classes more similar to Warriors in that respect.</li>
<li>Blizzard will allow Fury Warriors with 1 handed weapons to be viable again.  </li>
<li>You will be able to have a Blood Elf Warrior in WoW Cataclysm if that is what you wished.</li>
</ul>
<p>That&#8217;s it for now regarding Warrior Changes in WoW Cataclysm, be sure to stay tuned as this is obviously  just scrathing the surface of new spells and abilities for warriors in WoW Cataclysm.</p>
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