WotlK new infos

shynaski's picture

some bits of informations from a french site whose GM has been to Blizzard headquarters in the begining of the month.
This site really has a good reputation (www.judgehype.com) and never spreads unconfirmed rumors so I take those for granted, unless Bliz decides to change them of course

I won't mention the detailed informations about the new zones, who cares about the color of trees or the size of new cities hu? Smiling

Instances
We will have the choise to enter raid instances with 10 OR 25 people
Loot and difficulty will be harder in 25 men, but the content will be the same.

It will be 2 different instances tho since you can enter a 10 men instance if you are saved with the 25 version. For example you could Kill Archi on Monday with 25 people and on Tuesday with 10.

This will also apply to Naxxramas - which will be the exact same as now, with same map, same trash, same events and same encounters (whendo we make Naxx training sessions ? )

DeathKnight
will start at lvl 55, requires a lvl 55 char
the mana/energy/rage bar is replaced by a number of runes. Each spell requires a certain number of runes to activate. The runes take 10 seconds to recharge, so if you choose/use your runes well you should be able to chain spells without interruption.

The more you use your runes, the more Runic Power you get, which can be used to cast other powerfull spells like Chains Ice (traps an enemy in ice), DeathCoil (damages and enemy or heals an ally - what about the warlock DC ? Sticking out tongue ), armor inscreased, aoe range pull, attack speed increase or summon a dozen of ghouls for a few seconds

The DK will be able to summon a ghoul out of any dead body, even players, and said player will then have the possibility to control directly the ghoul which has been summoned from his body ! Works in arenas too. (nerf DKs already)

DK will be a tank/hybrid dps, however they will not be able to equip a shield (yet Blizz said they could tank in the highest content... I'm scared what their sick minds will come with again)

DK will have his own 40% and 100% mount (death charger)

more to come I guess Smiling

Edit: 14 new screens http://worldofwarcraft.judgehype.com/index.php?page=gimages&g=741&add=0

90 screens of Blizzard headquarters Sticking out tongue
http://worldofwarcraft.judgehype.com/index.php?page=gimages&g=731
the black orc figurine on the second page is a signed collector offered exclusively to every blizzard employee Smiling

Nikkey's picture

@ Fri, 09/05/2008 - 10:45

about the tanking part, if you've ever seen Final fantasy 7: Advent Children, you'll see its easily possible to avoid being hit if you've got a stupidly big sword.

Ironson's picture

@ Fri, 09/05/2008 - 10:50

i call shotgun on the DK raid spot!

I am 53% addicted to World of Warcraft.

Ironson's picture

@ Fri, 09/05/2008 - 10:50

i call shotgun on the DK raid spot!

I am 53% addicted to World of Warcraft.

Nikkey's picture

@ Fri, 09/05/2008 - 10:52

lol, all you want a DK for is to summon shy's body as a slave dont you

Nikkey's picture

@ Fri, 09/05/2008 - 11:49

Ah, found the Tanking solution they've come up with

Frost Presence -- Increases Armor by 45% and allows the Death Knight to generate 25% more threat. Only one presence can be active at any time.

And an imba taunt: Death Grip -- This is the Death Knight's "taunt" ability. It also pulls the target to the Death Knight, forcing them to attack the Death Knight for a short amount of time. Yes, I said pulls the target; Blizzard is going to allow players to move mobs in the expansion both with Death Grip, and other knockback/pull abilities. This works on players too, so PvP balance ahoy!

Thought's picture

@ Fri, 09/05/2008 - 13:09

    This post will be updated multiple times, stay tunedLatest updates12:30 CEST - Added the Curse.com WotLK Preview and Curse.com Tigole/Kalgan interview. Also added the Death Knight Skills from them to the compilation. The layout of the news was changed slightly to make it more readable, another media update is on the way.Wrath of the Lich King PreviewAt the beginning of the week, multiple websites have been invited to the Blizzard HQ for a presentation of WotLK, we'll probably see tons of screenshots and some useful information released today. SourcesYou should really check the following site, the interviews and articles are really interesting.Wrath of the Lich King Preview on Curse.comTigole and Kalgan Interview on Curse.comWrath of the Lich King Preview on Gamespy.com

    Judgehype.com for Screenshots and VideoInformation summaryQuote from Blizzard staffDeath Knights

    • All players with a level 55 character will be able to create one Death Knight per realm, per account. (Gamespy.com)
    • Blizzard's designers decided to start the class with a full complement of abilities right off the bat, figuring that any player that has advanced a character to level 55 would be able to learn to handle the new class with minimal difficulty. (Gamespy.com)
    • Death Knights will have a summonable Skeletal Deatcharger Mount. (Gamespy.com)
    • Death Knights aren't using Mana or Energy, the runes are their primary source of power and are slotted into their "blade," which lies underneath their health bar as a visual indicator of what resources are available to the player at any given moment. (Gamespy.com)
    • Spent runes automatically refresh after a set period of time, much like a Rogue's energy bar. (Gamespy.com)
    • There are six slots in the blade, and the player is free to fill those slots with any given number of Blood, Unholy or Frost runes. (Gamespy.com)
    • Death Knights also have a secondary resource called Runic Power generated by using your rune abilities. It will use the same mechanics as rage and increase when you deal damage, or slowly decrease if you're not using it. (Gamespy.com)
    • Death Knights will have a lot of abilities that cost all available Runic Power with varying levels of effectiveness based on total Runic Power spent. (Same mechanics as Execute for warriors, or finishing moves for Rogues) (Gamespy.com)
    • Death Knights will have spells equivalent to auras called "Presence", providing them with powerful self-buffs depending on their role in the group. (One for tanking, one for damage dealing, etc ...) (Gamespy.com)
    • An instant lifedrain spell (described as death coil without the fear component) will be available.  (Gamespy.com)
    • Death Knights will be the first class to use diseases as a source of damage, with abilities that become strong depending on how many diseases are already applied to the target. (Gamespy.com)
    • "Army of the Dead" will spawn numerous undead minions to attack nearby hostiles targets. (Gamespy.com)
    • Death Knights will also revive an enemy (or ally) as a ghoul to use it as a pet with its own special abilities like a disease-inflicting strike and a stun. (Gamespy.com)
    • When an ally is risen as a ghoul, a pop-up will appear and this ally will have the choice to control the ghoul if he wants to. (Gamespy.com)
    • The Death Knight's particular niche will be in tanking magic-damage-dealing bosses. They will have an ability much like a banshee's anti-magic shell, greatly diminishing the amount of incoming magic damage they'll receive in combat (Gamespy.com)

    Death Knight Skills

    • Death Coil -- Depletes all Runic Power, dealing 600 damage to a non-Undead target, or healing 900 damage on a friendly target. (Curse.com)
    • Death Grip -- This is the Death Knight's "taunt" ability. It also pulls the target to the Death Knight, forcing them to attack the Death Knight for a short amount of time. Yes, I said pulls the target; Blizzard is going to allow players to move mobs in the expansion both with Death Grip, and other knockback/pull abilities. This works on players too, so PvP balance ahoy! (Curse.com)
    • Chains of Ice -- Roots the target in place. When the spell fades, it places a snare on the target that reduces in potency as the duration runs out. (Curse.com)
    • Death Pact -- Sacrifices the raised ghouls to heal the Death Knight. (Curse.com)
    • Death and Decay -- Targeted, AoE Damage-over-time which pulses similar to the Paladin spell Consecration. Anyone affected by Death and Decay has a chance to be feared. (Curse.com)
    • Frost Presence -- Increases Armor by 45% and allows the Death Knight to generate 25% more threat. Only one presence can be active at any time. (Curse.com)
    • Unholy Presence -- Increases Attack Speed and Movement speed by 15%. Only one presence can be active at any time. This was described by Tom Chilton as the "PvP" presence. (Curse.com)
    • Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power. (Curse.com)
    • Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds. (Curse.com)
    • Summon Deathcharger -- Allows the Death Knight to summon a Deathcharger mount. This mount is acquired through quests, similar to the Paladin and Warlock land mounts.  (Curse.com)
    • Raise Dead -- Raises a nearby corpse to fight for the Death Knight for 2 minutes. If used on a player corpse, the player has the option to play as the ghoul for the duration -- gaining access to the ghoul's abilities. (Curse.com)       The ghoul has the ability to do the following:              Leap to the target              Rend for decent damage-over-time              Stun target, and of course more

    Raids & Dungeons

    • All raid dungeons in Wrath of the Lich King will have both 10-person and 25-person versions. So at level 80, every major encounter and every big boss fight can be experienced with a group of 10. (Gamespy.com)
    • 25-person raiding progression is not dependent on 10-person raiding progression. (Gamespy.com)
    • There will be no attunements or keys to obtain, and you won't be locked out of a 25-person instance if you decide to attempt the 10-person version, and vice-versa. (Gamespy.com)
    • 25-person raids will earn more, higher-level rewards, in what should be the equivalent of one "tier" of loot quality. (Gamespy.com)
    • A new instance focused on the different dragonflights "The Chamber of Aspects" might be added to the game, but this isn't confirmed yet. (Gamespy.com)
    • Zero raid bosses have been designed at this point. (Gamespy.com)

    Others

    • Players will unlock their flying mount at level 77. (Gamespy.com)
    • You can use your Outland flying mount, and new flying mounts will be available. (Gamespy.com)

    Screenshots from Judgehype Northrend VideosA new 10 minutes long video has been released and is available on some websites, this one has been uploaded by Judgehype.com.Thanks Judgehype.comThe same video cut into smaller parts is also available on Gamespy.comDragonblightZul'DrakSholazar BasinBorean TundraHowling Fjord

    shynaski's picture

    @ Fri, 09/05/2008 - 13:11

    now give me one good reason for anyone not to reroll a deathknight Laughing out loud

    Tinùviél "Mmmmm shadowtrap... whats that ?"

    Ompi's picture

    @ Fri, 09/05/2008 - 14:04

    let's all reroll Dks, would be some fun raids. A raid full of players that just started to play their new main! ^^ Sticking out tongue

    But indeed it sounds like loads of fun, i'm totaly sure everwyon will make a DK alt, at least Sticking out tongue
    Just remember when Wotk comes, all classes will get new spells and abilitys.

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Someone's picture

    @ Fri, 09/05/2008 - 14:22

    Lol @ judgehype.com guys.
    french nubcakes.
    check this out http://worldofwarcraft.judgehype.com/index.php?page=mediaevent2008-1

    second headline: Media Event 2008 : Wrath of the Lick King.

    We are facing the LICK king?
    women want him, men want to be him or something?

    Someone.

    --------------------- The Only True Chaos Lord -------------------
    Cleavage is like the sun, you can take a peek at it but staring at it for too long is hazardous for your health!

    Stellvia's picture

    @ Fri, 09/05/2008 - 17:38

    DK will be so overhyped and in the end we'll have 2-3 max in the guild that hit 80 and raid Sticking out tongue

    Image Hosted by ImageShack.us

    Ompi's picture

    @ Fri, 09/05/2008 - 18:32

    WotlK 10min Tralier

    http://www.vimeo.com/992930?pg=embed&sec=992930

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Ompi's picture

    @ Fri, 09/05/2008 - 18:59

    Curse's Interview with Tigole and Kalgan:

    * Karazhan showed Blizzard that 10-man raids could work, and were good for more casual players; on the other hand, more hardcore raiding guilds were upset about having to break into 10-man groups. Thus Wrath's split 10-man/25-man raid system.
    * Naxx is going to have to be tuned way down, since it's now an entry-level raid instead of a top-level raid.
    * Class balance as we know it is going to change drastically with the new talents for every class (at least in their current, secret, developmental state).
    * WoW was always planned out with item inflation in mind, so don't worry about it too much.
    * There will be a Northrend kick-off event.
    * Kaplan would rather we did dailies for gold instead of farming primals, since it's less repetitive; on that note, he wants to make more of a varied experience, like the cooking daily or the daily dungeon with randomization built in.
    * They're planning a new item type that will bind to your account, specifically for twinking. You might get it in a dungeon, and you can mail it to your alts, but you can't sell it on the AH or anything.
    * There will be a new battleground, with siege weapons and destructible buildings.
    * The Paladin is designed to be the best AoE tank, and the Warrior the best tank for sheer mitigation; the Death Knight is designed to be the anti-caster tank. These distinctions should be fairly irrelevant in 5-mans -- any tank class should be able to tank a regular or heroic dungeon -- but they will come into play in the more difficult raids.
    * They're experimenting with daily quests being used during the leveling process.
    * The Arena gear will come in two tiers, to mirror the quality of the 10-man and 25-man raids.
    * 10-man and 25-man gear will be recolors of the same models, and you will be able to wear them together for set bonuses.
    * Arthas will not be in the game from the beginning, but will be patched in.

    This is some really interesting stuff. Here's hoping the details keep pouring in.

    Sorurce: http://www.wowinsider.com/2008/05/09/wrath-stuff-from-curse/

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Myrah's picture

    @ Fri, 09/05/2008 - 19:25

    I just hope they adjust warrior dps (that of tanks but even more that of dps spec) to those abilities... or it wouldnt be just ferals stealing the show but deathknights as well

    Image Hosted by ImageShack.us

    Thought's picture

    @ Sun, 11/05/2008 - 23:59

    Thought's picture

    @ Mon, 26/05/2008 - 23:44

    Thought's picture

    @ Sat, 14/06/2008 - 23:50

    rogue and shaman suposed new skills/talents...

    -------------

    Rogue

    -------------
    http://war-tools.darlinganime.com/index.php?i=rogue

    Combat

    Assassination

    Subtlety

    -------------

    Shaman

    -------------
    http://war-tools.darlinganime.com/index.php?i=shaman

    Enhancement:

    Enhancing Totems - Moved to Tier 0
    Improved Lightning Shield - Moved to Tier 0, increases Earth Shield/Water Shield effect by 5%
    Astral Knowledge - Now 3 Points - 2% Intellect Per Point
    Shield Spec - Now 2 points, same effect
    Guardian Totems - No change
    Thundering Strikes - No change
    Imp. Ghost Wolf - No change
    Mental Dexterity - Increases AP by 33%/66%/100% of Intellect (Bloodlust icon, tier 2)
    Shamanistic Focus - No change
    Anticipation - No change
    Flurry - No change
    Toughness - No change
    Improved Weapon Totems - No change
    Spirit Weapons - No change
    Elemental Weapons - No change
    Mental Quickness - No change
    Weapon Mastery - No change
    Duel Wield Spec - No change
    Duel Wield - No change
    Stormstrike - No change
    Improved Stormstrike - Increases the amount of Stormstrike charges by 1/2, and reduces the cooldown by 1/2 seconds.
    Unleashed Rage - No change
    Static Shock - 3 points - You have a 2%/4%/6% chance to hit your target with a lightning shield orb charge when you do damage, and increases your number of charges of your lightning shields by 1/2/3.
    Shamanistic Rage - No change
    Improved Shamanistic Rage - 2 points - When under the effects of Shamanistic Rage, you have a 50%/100% chance to be cause you to be immune to all stun, snare, and movement impairing effects.

    -Weapon Specialization -
    Axe - Increases the critical strike damage bonus by 5%/10%/15%/20%/25%.
    Mace - Has a 1%/2%/3%/4%/5% chance to increase your melee haste by 10% for 15 seconds.
    First - Attacks from your fist weapons have a 1%/2%/3%/4%/5% chance to reduce the armor of your target by 20% for 6 seconds.

    Restoration:
    Improved Healing Wave - No change
    Tidal Focus - No change
    Improved Reincarnation - No change
    Ancestral Healing - No change
    Totemic Focus - No change
    Nature's Guidance - No change
    Healing Focus - Now 3 points, 23%/46%/70%
    Totemic Mastery - No change
    Healing Grace - No change
    Restorative Totems - No change
    Tidal Mastery - No change
    Healing Way - No change
    Nature's Swiftness - No change
    Focused Mind - No change
    Purification - No change
    Cleanse Spirit - Requires Purification - 186 mana - 40 yd range - cleanse the spirit of a friendly target, removing 1 poison effect, 1 disease, and 1 curse effect.
    Mana Tide Totem - No change
    Nature's Guardian - No change
    Blessing of the Eternals (35 points in Restoration) - 2 points - Increases the critical effect chance of your spells by 2%/4% and increases the bonus healing from your Earthliving Weapon by 5%/10%.
    Improved Chain Heal - No change
    Nature's Blessing - No change
    Ancestral Awakening - Requires 40 Points - 3 points - When you critically heal with your healing wave or lesser healing wave, you summon an ancestral spirit to aid you, instantly healing the lowest target within 40yds for 20%/40%/60% of the amount healed.
    Earth Shield - No change
    Improved Earth Shield - 2 Points - (40 points in resto) - Increases charges by 1/2, and amount healed by 5%/10%
    Tidal Waves - 5 points (45 points in resto) - Increases the critical effect chance of your lesser healing wave and healing wave spells by 1%/2%/3%/4%/5% and your healing wave and lesser healing wave spells gain an additional 5%/10%/15%/20%/25% of your bonus healing effects.

    Spirit Link:
    372 Mana - 40 yd range
    Instance Cast
    You link the friendly target with two nearby targets, causing 50% of the damage taken to be distributed to the linked targets. After 2200 damage, the link will sever.

    Elemental:
    Earth's Grasp - Moved to Tier 0
    Convection - Now 3 points - 4%/8%/12% (Not too sure on the last 2)
    Concussion - Includes Lava Burst and Thunder
    Call of Flame - Increase Lava Burst by 2%/4%/6%
    Elemental Warding - No change
    Elemental Devastation - Now on Tier 1
    Call of Thunder - Includes Thunder
    Elemental Focus - Now includes lesser healing wave and healing wave (zomfg!!!)
    Reverberation - No change
    Improved Fire Nova totem - 50%/100% chance to stun for 2 seconds
    Eye of the Storm - No change
    Unrelenting Storm - No change
    Elemental Fury - No change
    Storm Reach - 10%/20% radius on Thunder
    Elemental Precision - No Change
    Lightning Mastery - No change
    Elemental Mastery - No change
    Elemental Shields - No change
    Lightning Overload - No change
    Elemental Oath - (35 points in elemental) Needs Elemental Mastery - Spell hit is increased by 50%/100% while elemental mastery or elemental focus is active.
    Astral Shift - (40 points in elemental) 3 points - When you are critically hit twice in a row, you have a 33%/66%/100% chance to shift into the atral plane, causing you to be immune to all physical damage for 3 seconds. This effect has a 30 second cooldown.
    Totem of Wrath - No change
    Lava Flow - (40 points in elemental) 3 points - Increase the amount of spell damage gained while having flametongue weapon equipped by 5%/10%/15% and increases the damage done by your flame shock and lava burst by 4%/8%/12%
    Storm, Earth, and Fire - (45 Points in elemental) 5 points - Your frost shock has a 5%/10%/15%/20%/25% chance to root the target in frozen ice for 2 seconds, your earthshocks range is increased by 1/2/3/4/5 yards, and your periodic damage done by flame shock is increased by 20%/40%/60%/80%/100%.

    Thunder:
    Instant - 45 second cooldown
    You call down a bolt of lighting, energizing you and damaging nearby enemies within 10 yards. Restores 5% mana to you and deals 595 to 679 nature damage to all nearby enemies, knocking them back 200 yards.

    Thought's picture

    @ Sun, 15/06/2008 - 00:02

    from another site

    New Shaman Spells:

    • Hex - Transforms the enemy into a random critter, reducing the target's movement speed by 75%. While moving, the hexed target cannot attack or cast spells. Only one target can be hexed at a time. Only works on Humanoids and Beasts.
    • Lava Burst - You hurl molten lava at the target, dealing 888 to 1132 Fire damage. If Flame Shock is on the target, Lava Burst will consume the Flame Shock, causing Lava Burst to critically hit.
    • Earthliving Weapon - Imbue the Shaman's weapon with earthen life. Increases healing done by $51940$s2 and each heal has a 20% chance to proc Earthliving on the target, healing an additional 180 over 6 seconds. Lasts 30 minutes. (Scales with spellpower)
    • Feral Spirit - Summons 2 Spirit Wolves under the command of the Shaman, lasting 30 sec.
    • Weapon Specialization - "Axe - Increases the critical strike damage bonus by $s1%. Mace - Has a $s2% chance to increase your melee haste by 10% for 15 sec. Fist - Attacks from your fist weapons have a $s3% chance to reduce the armor of your target by 20% for 6 sec."
    • Improved Shamanistic Rage - While under the effect of Shamanistic Rage, you have a 50/100% chance also cause you to be immune to all stun, snare and movement impairing effects.
    • Spirit Link - You link the friendly target with two nearby targets, causing 50% of the damage taken to be distributed to the linked targets. After 2200 damage, the link will sever.
    • Feral Spirit - Summons 2 spirit wolves under the command of the shaman, lasting 30 seconds.
    • Thunder - You call down a bolt of lighting, energizing you and damaging nearby enemies within 10 yards. Restores 5% mana to you and deals 595 to 679 nature damage to all nearby enemies, knocking them back 200 yards.
    • Static Shock - You have a 2/4/6% chance to hit your target with a Lightning Shield Orb charge when you do damage, and increases your spell damage by $s2% when you have Lightning Shield active. (Lower 2 ranks " and increases your the number of charges of your Lightning Shield by 1.")
    • Tidal Wave - Increases the critical effect chance of your Lesser Healing Wave and Healing Wave spells by 1/2/3/4/5%, and your Healing Wave and Lesser Healing Wave spells gain an additional 5/10/15/20/25% of your bonus healing effects.
    • Improved Earth Shield - Increases the amount of charges for your Earth Shield by 1/2, and increasing the healing done by your Earth Shield by 5/10%.
    • Ancestral Awakening - When you critically heal with your Healing Wave or Lesser Healing Wave, you summon an Ancestral spirit to aid you, instantly healing the lowest health friendly target within 40 yards for 20% of the amount healed.
    • Lava Flow - Increases the amount of spell damage gained while having Flametongue Weapon equipped by 5/10/15%, and increases the damage done by your Flame Shock and Lava Burst by 4/8/12%.
    • Astral Shift - When you are critically hit twice in a row, you have a 33/66/100% chance to shift into the Astra Plane, causing you to be immune to all physical damage for 3 sec. This effect has a 30 second cooldown.
    • Storm, Earth, and Fire - Your Frost Shock has a 5/10/15/20/25% chance to root the target in frozen ice for 2 sec., your Earth Shock's range is increased by 1/2/3/4/5 yards and the periodic damage done by your Flame Shock is increased by 20/40/60/80/100%.

    Note: 200 Yards is probably a typo.
    New Ranks:

    Elemental Combat

    • Earth Shock (Rank 9) - 990 mana, 723 to 761 nature damage.
    • Earth Shock (Rank 10) - 1170 mana, 849 to 895 nature damage.
    • Flame Shock (Rank Cool - 945 mana, 425 fire damage, 476 fire damage over 12 sec.
    • Flame Shock (Rank 9) - 1115 mana, 500 fire damage, 556 fire damage over 12 sec.
    • Frost Shock (Rank 6) - 955 mana, 681 to 719 frost damage.
    • Frost Shock (Rank 7) - 1135 mana, 802 to 848 frost damage.
    • Lightning Bolt (Rank 13) - 555 mana, 595 to 679 nature damage.
    • Lightning Bolt (Rank 14) - 685 mana, 715 to 815 nature damage.
    • Chain Lightning (Rank 7) - 1380 mana, 806 to 920 nature damage (on first target).
    • Chain Lightning (Rank Cool - 1695 mana, 973 to 1111 nature damage (on first target).

    Enhancement

    • Lightning Shield (Rank 10) - 755 mana, 325 nature damage.
    • Lightning Shield (Rank 11) - 895 mana, 380 nature damage.

    Restoration

    • Healing Wave (Rank 13) - 1355 mana, 2624 to 2996 healing.
    • Healing Wave (Rank 14) - 1600 mana, 3034 to 3466 healing.
    • Lesser Healing Wave (Rank Cool - 805 mana, 1382 to 1578 healing.
    • Lesser Healing Wave (Rank 9) - 965 mana, 1606 to 1834 healing.
    • Earth Shield (Rank 4) - 860 mana, 300 healing.
    • Earth Shield (Rank 5) - 1020 mana, 337 healing.
    Ompi's picture

    @ Sun, 15/06/2008 - 00:26

    The rouge stuff is just stupidly silly. Just buff the strongest pvp class 10timest over.. i meen comon:

    Stay of Exection: No warriors can ever execute rouges anymore( not that they can now anyways with cheat death )
    Turn the Tables: 15% chance to reflect damage...........
    Deadly Brew: Awsome, now they can add poisons eaven faster and have 4 poisons up at the same time. LOVLY!
    Devious Poisons: Now you can't eaven dispell your friend anymore, cause all the 4 poisons will then stack on you insted, funfunfun.
    Shadow Dance: Re-enter stealth 4 times within 2 mins, ( Vanish-->Shadow dance-->Preparation-->Vanish-->Shadow dance )
    Wrongfully accused: Just don't target anywon that you se is attacking you, and you are immune to damage for 3 sec, yeah Cheat death is to weak so we need to add the same effect for the start of the fight aswell.

    Sorry for my whining and shamans got some verry nice stuff aswell, but these rogues changes looks abit to mutch to me to give to the alredy best pvp class.

    ps. I se that shamans got some by the looks of it OP spells aswell, but i'll leave that for you to whine about. Smiling

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Tubs's picture

    @ Sun, 15/06/2008 - 00:48

    Thought wrote:
    Thunder:
    Instant - 45 second cooldown
    You call down a bolt of lighting, energizing you and damaging nearby enemies within 10 yards. Restores 5% mana to you and deals 595 to 679 nature damage to all nearby enemies, knocking them back 200 yards.

    i think 200 yards is a typo :DD

    "To strike Marcbolan is to strike an anvil. You are more likely to re-shape your weapon than to move him… and heavens forbid he lands on you..."

    Ompi's picture

    @ Sun, 15/06/2008 - 04:40

    Kinda funny, more then half of the stuff posted regarding shamans is in the talent tree and spells i suggested a few weeks back on the shaman discussion thread^^

    Here is a verry good site about WOTLK evey spoiler that might be something from blizz you can find here.

    http://wotlk.wikidot.com/classes

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Ompi's picture

    @ Sun, 15/06/2008 - 01:42

    Tubs wrote:

    Thought wrote:
    Thunder:
    Instant - 45 second cooldown
    You call down a bolt of lighting, energizing you and damaging nearby enemies within 10 yards. Restores 5% mana to you and deals 595 to 679 nature damage to all nearby enemies, knocking them back 200 yards.

    i think 200 yards is a typo :DD

    Your right it's a typo, the correct distance should be 2 yards.

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Thought's picture

    @ Sun, 15/06/2008 - 02:08

    http://www.vimeo.com/1170403?pg=embed&sec=1170403

    New mount it seems...

    --
    ye rogues got some pretty heavy stuff for pvp
    i wonder how fast it will get nerfed Sticking out tongue

    on the other hand its suposed leaked stuff, so it can be a bit fake, and even if its true, its still alpha so alot of changes will happen til the oficial release.

    after reading some of the new talents and skills, i have to say deathknights arent appearing so overpowered as i though Sticking out tongue

    Ompi's picture

    @ Sun, 15/06/2008 - 04:42

    New Wotlk Teir: http://warcraftmovies.com/stream.php?id=76115&stream=&h=418c6a722a18e74f...

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Stellvia's picture

    @ Sun, 15/06/2008 - 10:48

    Ompi wrote:
    http://wotlk.wikidot.com/classes

    if this things are true we're gonna see a big change in playstyle to priests sadly enough.

    Mark of Divinity (level 70, instant, 65% of base mana, 30m duration) - "Marks the target with Divinity, causing 30% of all of your healing to also heal the target."
    Healing 2 tanks at once? Shocked

    Circle of Healing (Rank 7)- 730 mana, 8 second cooldown. 684 to 756 healing on party or raid.

    CoH gets a CD but heals the entire raid instead? That's changing the nature of the spell completely Sad Yeah a 35k instant heal is cool but I'd rather have the old CoH I can control.

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    Thought's picture

    @ Sun, 15/06/2008 - 12:06

    damn ur using the same avatar that my girlfriend uses on forums >_<

    i noticed they are improving the healing trees alot, either the encounters on wotlk are very demanding healing wise, or they are trying to make things easier Sticking out tongue

    Stellvia's picture

    @ Sun, 15/06/2008 - 14:04

    perhaps blizz finally realises taht raids requiring more healers than DPS is a bit over the top.

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    Ompi's picture

    @ Sun, 15/06/2008 - 18:30

    Think they are trying to level out the healers more. Like shaman getting hot(Earthliving Weapon ), not so strong but still something. Druids getting aoe healing(Flourish), nothing strong either but still aoe heal. And we should prob expect to se paladins getting some sort of aoe heal aswell, and maby hot to. Since priest allredy got healing abilitys in all heal forms you prob "only" get some what equal improvement in all Smiling

    Tho the "role" for all diffrent healers prob will stay the same:
    Druids: Hot kings, Paladins: Singel target kings, Shamans: Aoe kings, Priest: The all around Kings ( got verry strong heals in all forms of healing and can preform in any one of them verry good. ) so eaven if most classes get heals they where missing before, those new heals will never be able to compete with the class that normaly take care of that sort of healing, if you know what i meen.
    Or i should stay that i hope they won't.

    Tho we got to remember these are just so called spoilers. so we have no idea how mutch of it that is tru or if any of it is.

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    @ Sun, 15/06/2008 - 19:57

    I love the Warlocks cripple Laughing out loud


    "Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”

    Stellvia's picture

    @ Sun, 15/06/2008 - 19:58

    Some of the new priest holy talents are pretty nuts though not to say OP.

    - making a target unkilleable for 10 seconds (3 min CD)
    - 16% chance to have next spell free of mana cost, and increase haste by 60%
    - if gheal, etc do more than 50% OH you get all the mana back 10 sec CD.

    I wonder if we'll need any mana regen at all like this

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    Ompi's picture

    @ Sun, 22/06/2008 - 04:16

    Hehe, seems like blizzard have shut down the WOTLK spoiler site: http://wotlk.wikidot.com
    For now^^

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Thought's picture

    @ Sun, 22/06/2008 - 16:05

    there's a bunch of private servers by now you can allways go there and test some of the new things ^^, at least you can check the maps eheh

    shynaski's picture

    @ Sun, 22/06/2008 - 17:41

    Stellvia wrote:

    - if gheal, etc do more than 50% OH you get all the mana back 10 sec CD.

    yay, lets make that game even easier so kids can play it from 3 years old !

    Tinùviél "Mmmmm shadowtrap... whats that ?"

    Ompi's picture

    @ Mon, 23/06/2008 - 16:55

    Ompi wrote:
    Hehe, seems like blizzard have shut down the WOTLK spoiler site: http://wotlk.wikidot.com
    For now^^

    The spoiler site is now up and active again Smiling

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Thought's picture

    @ Wed, 25/06/2008 - 12:50

    some items


    '

    @ Wed, 25/06/2008 - 14:12

    Hehe insane items again at lvl 75. the sword is kinda powerfull i guess - wonder how much armor cloth will have when a lvl 75 sord ignors 450 already...

    shynaski's picture

    @ Wed, 25/06/2008 - 14:30

    yet the gap seems lower than TBC was so far

    Tinùviél "Mmmmm shadowtrap... whats that ?"

    @ Wed, 25/06/2008 - 14:42

    I can´t really judge it yet until I see some cloth DPS loot Smiling


    "Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”

    Stellvia's picture

    @ Wed, 25/06/2008 - 17:06

    shynaski wrote:
    yet the gap seems lower than TBC was so far

    Blizz said they wouldn't make the gap as big as before.

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    Ompi's picture

    @ Sat, 28/06/2008 - 14:58

    WWI Developer Panel:

    Blizzard devs talk about class changes in Wrath of the Lich King

    !!ME LIKE!!
    _____________

    Death Knight

    * Developers don't want talent trees to be pigeonholed into specific roles. Each tree will be functional both roles.
    * Runes have a 10 second separate cooldown
    * Army of the Undead will make players feel like how the Lich King feels when he commands the Scourge to attack
    * All races are confirmed to have Death Knights. The Lich King wants them all Smiling

    Hunter

    * Steady Shot will no longer clip Auto Shot, meaning it won't have to be timed, just spammed Smiling
    * The skill point system of pets will be replaced with Pet Talents, one tree for utility, one tree for tanking and one tree for DPS
    * A new ability will make the pet deal extra 20% damage when on 20% health

    Mage

    * Mage Armor will be reworked to reduce harmful debuff durations
    * New ability: Frostfire Bolt. In itself it's not as good as Frostbolt or Fireball, but when the player talents into both Frost and Fire, Frostfire Bolt will be better.
    * Devs will make sure Mages are kings of AoE damage, and scaling up their damage to be viable

    Shaman

    * Totems will affect the entire raid!
    * Strength of Earth and Grace of Air will be merged
    * Windfury will be changed, so that druids are affected by it too. It's no longer a weaponbuff, but a buff.
    * Rockbiter Weapon will be replaced with Earthliving Weapon which increases healing done
    * Flametongue Weapon will increase spell damage
    * New ability: Hex. Emergency CC spell that leaves movement control for the hexxed player, but is unable to cast spells. 0.5sec casting time, 8-10sec duration

    Rogue

    * Sap will work on not only humanoid targets, but on pretty much everything that has a brain
    * New ability: Fan of Knives. Similar to the Warden spell in Warcraft 3. Short AoE

    Warrior

    * New talent: Titan Grip is now confirmed. Allows the Warrior to wield Two-Hand weapons in both hands.
    * New ability: Shockwave. Helps prot warriors dealing damage
    * New talent: Bladestorm. Similar to WC3 spell
    * Devs want warriors to feel more like the warriors in Warcraft 3

    Warlock

    * New talent: transforms the warlock into "Illidan demon form". One of the available spells in demon form is an AoE shadowbolt that can be spammed!
    * New ability: Demonic Circle. Small area where the warlock can teleport back into and decreases pet summoning time

    Paladin

    * Retribution itemization will be moved even closer to Warrior and Death Knight itemization
    * New ability: Hand of Purity. Reactive healing spell

    Priest

    * New ability: Divine Hymn. New holy spell that allows the priest to heal the entire party. When a partymember is struck they go into a trance.
    * New 51 point shadow talent: Dispersion. 90% incoming damage reduction, 6% health/mana regen. The priest can move, but cannot cast spells. Allows a new form of defense against melee to make Shadow Priests more viable in highend Arena PVP
    * New talent: Guardian Spirit. Prevents friendly target from being killed. A pet that gives "Cheat Death" to the target, if the player would die, the spirit pet dies instead

    Druid

    * Entangling Roots will work indoors as well, to help druids get into heroic groups
    * New ability: Flourish. 1.5sec casting time healing spell, its effectiveness depends a lot on what HoT effects are on the target
    * Cyclone won't be changed
    * Potions, on-hit effects and items will work in forms.

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Tubs's picture

    @ Sat, 28/06/2008 - 15:38

    thx ompi nice post

    "To strike Marcbolan is to strike an anvil. You are more likely to re-shape your weapon than to move him… and heavens forbid he lands on you..."

    chaosim's picture

    @ Sat, 28/06/2008 - 15:59

    Ompi wrote:

    * Totems will affect the entire raid!
    * Strength of Earth and Grace of Air will be merged
    * Windfury will be changed, so that druids are affected by it too. It's no longer a weaponbuff, but a buff.
    * Rockbiter Weapon will be replaced with Earthliving Weapon which increases healing done
    * Flametongue Weapon will increase spell damage
    * New ability: Hex. Emergency CC spell that leaves movement control for the hexxed player, but is unable to cast spells. 0.5sec casting time, 8-10sec duration

    awesome!! Thx for that my Uber Cl Laughing out loud

    Ompi's picture

    @ Sat, 28/06/2008 - 16:03

    chaosim wrote:
    Ompi wrote:

    * Totems will affect the entire raid!
    * Strength of Earth and Grace of Air will be merged
    * Windfury will be changed, so that druids are affected by it too. It's no longer a weaponbuff, but a buff.
    * Rockbiter Weapon will be replaced with Earthliving Weapon which increases healing done
    * Flametongue Weapon will increase spell damage
    * New ability: Hex. Emergency CC spell that leaves movement control for the hexxed player, but is unable to cast spells. 0.5sec casting time, 8-10sec duration

    awesome!! Thx for that my Uber Cl Laughing out loud

    I say thanks for getting WF, Agi, Str, Stoneskin, Wrath of air, totem of wrath, healing stream and mana stream FOR THE WHOLE RAID! and you only need 2-3 shamans for that Laughing out loud:D

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    @ Sat, 28/06/2008 - 17:00

    I say why bring so many shamans now! Sticking out tongue And next to that, drop the mages and get 10 Warlocks, I mean which boss wouldn't be scared of an army of Illidans!!! Laughing out loud


    "Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”

    Ompi's picture

    @ Sat, 28/06/2008 - 17:00

    Scypher wrote:
    drop the mages and get 10 Warlocks, I mean which boss wouldn't be scared of an army of Illidans!!! Laughing out loud

    Haha

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    chaosim's picture

    @ Sat, 28/06/2008 - 18:32

    I suppose that has something to do with the 10man tingy for the whole raid change no?

    anyway, awsome changes if it turns out too be the truth

    Ompi's picture

    @ Sat, 28/06/2008 - 18:48

    chaosim wrote:
    I suppose that has something to do with the 10man tingy for the whole raid change no?

    Witch? with the totems you meen?
    chaosim wrote:

    anyway, awsome changes if it turns out too be the truth

    well, i saw the livestream from the WWI where the blizzard developing team, the lead designers was saying and announcing all the info i posted about the classes. So if it aint tru, then blizzard is lieing to us Sticking out tongue

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    shynaski's picture

    @ Sat, 28/06/2008 - 19:26

    Oh my god i'm so excited about the new paladin stuff ...
    not

    Tinùviél "Mmmmm shadowtrap... whats that ?"

    Dûr's picture

    @ Tue, 15/07/2008 - 12:33

    I've found the talents. Looks interesting:

    http://thottbot.com/-/wotlk

    Shynaski: "I'm very disapointed with paladins as well, mainly because of what DKs can do."

    Féral's picture

    @ Tue, 15/07/2008 - 13:12

    WTF I get WF!!!!1111

    Jokkers's picture

    @ Tue, 15/07/2008 - 15:16

    Rofl
    Hunter

    * Steady Shot will no longer clip Auto Shot, meaning it won't have to be timed, just spammed

    can they make the hunter any more afk farmbot class?

    Ompi's picture

    @ Tue, 15/07/2008 - 17:04

    Almoste all that info have alredy been posted in this thread a while back ;P

    Oh btw, latest nice claimed spoiler i'v read is that heroism will affect the whole raid just as they say totems will^^

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Thought's picture

    @ Wed, 16/07/2008 - 14:31

    Ompi wrote:
    Almoste all that info have alredy been posted in this thread a while back ;P

    Oh btw, latest nice claimed spoiler i'v read is that heroism will affect the whole raid just as they say totems will^^

    yeah, ive read that in diferent sites so might be a reliable info Sticking out tongue

    Ompi's picture

    @ Fri, 18/07/2008 - 10:42

    The beta for Wotlk is now out and here are the first patch notes for it, so most of this stuff that is in thes patch not we can expect to se in wotlk, beta is still testing so they will prob nerf/buff/remove/add stuff before it comes out but we still get to se what spells and abilitys that "might" get into the game when it's released.

    This is official, not from a spoiler site or sutch!

    _______________________________________

    World of Warcraft: Wrath of the Lich King: Beta

    Welcome to the World of Warcraft: Wrath of the Lich King Beta Test. The list below contains information on the current available content for testing and general information. This information is subject to change. Alpha testers should note that your characters have been temporarily locked out. In a few weeks time, we will unlock these characters and you will be able to continue to level them. Please visit the Beta forums to submit feedback and discuss the expansion development with others.

    General

    o The continent of Northrend is now available! To travel there, visit one of four transportation masters in either Orgrimmar, Undercity, Stormwind Harbor,or Menethil Harbor.
    o The floating magical city of Dalaran is now available!
    o The Barber Shop has been implemented and you can now visit one of the Barber Shops in the major cities to change your appearance.
    o The all new Achievement System has been implemented.
    o Transportation between Howling Fjord and Borean Tundra can be found at the Tuskarr villages in those zones.
    o The level cap is currently set to 77.
    o Hit Rating, Critical Strike Rating, and Haste Rating now modify both melee attacks and spells.
    o Spellpower:
    + All items and effects which grant bonuses to spell damage and spell healing are being consolidated into a single stat, Spellpower. This stat will appear with the same values found on items which grant “increased spell damage and healing” such as on typical Mage and Warlock itemization.
    + For classes which do not heal, they should see no change in the character sheet other than new tooltip wording.
    + Healing characters will see their bonus healing numbers on the character sheet decrease, however, all healing spells have been modified to receive more benefit from spellpower than they received from bonus healing, with a net effect of no change to the amount healed by their spells. Some talents have had to be rebalanced to accommodate this change, but the amount healed will remain roughly the same. In addition, some talents will provide only healing spell power.
    o NPC Transportation Locations
    + Horde:
    # Undercity to Vengeance Landing (Howling Fjord)
    # Orgrimmar to Warsong Hold (Borean Tundra)
    + Alliance:
    # Menethil Harbor to Valgarde (Howling Fjord)
    # Stormwind Harbor to Valiance Keep (Borean Tundra)

    Known Issues

    o The current patch notes are incomplete, but will be more progressively more comprehensive in each patch.

    World Environment Zones

    o The following zones are available for testing: Howling Fjord, Borean Tundra, Dragonblight, and Grizzly Hills, Sholazar Basin, and Zul'Drak.

    Dungeons

    o The following dungeons are available for testing:
    + Howling Fjord: Utgarde Keep (70-72)
    + Borean Tundra: The Nexus (70-72)
    + Dragonblight: Azjol-Nerub (72-74)
    + Grizzly Hills: Drak’Tharon Keep (74-76)
    + Storm Peaks: The Halls of Stone (77-79)

    Classes

    o All Classes are available for play. Spells and talents will be available for testing past 70.
    o The Death Knight Hero class is now available for play.
    + Death Knights will now start with 0 talent points at level 55.
    + Creating a new Death Knight will start you at level 55 in Eastern Plaguelands.
    + The Death Knight start zone, Acherus, the Ebon Hold, is fully implemented and is located in the Eastern area of Eastern Plaguelands.

    Druid

    o Brambles (Balance): Now increases the damage done by your Treants, and also damage caused from your Treants and Barkskin has a 5/10/15% chance to Daze the target for 3 sec.
    o Celestial Focus (Balance): The stun proc now works with Starfall.
    o Entangling Roots: Can now be used indoors.
    o Faerie Fire (Feral): Now an 11-point talent, down from being a 21-point talent.
    o Feral Charge (Feral) is now a 21-point talent, up from being a 11-point talent.
    o Feral Charge (Feral): Can now be used in Cat form.
    o Feral Instinct (Feral) no longer increases threat generated in Bear form, but now increases damage done by your Swipe ability by 5/10/15%.
    o Focused Starlight (Balance): Now also works with Starfall.
    o Force of Nature (Balance): Cooldown reduced to 2 minutes, down from 3.
    o Hurricane: No longer has a cooldown (was 1 minute).
    o Improved Faerie Fire (Feral): Now also works with spell hit, in addition to ranged and melee hit %.
    o Improved Mark of the Wild (Restoration): Now a 2-point talent, down from a 5-point talent.
    o Improved Tranquility (Restoration): Now also reduces the cooldown of your Tranquility spell by 25/50%.
    o Mangle (Feral): Now increases the damage done by Maul in addition to Shred.
    o Moonglow (Balance): Now also works with Starfall.
    o Moonkin Form (Balance) no longer increases your attack power or causes you to regenerate mana off melee attacks, but now has a chance to cause you to instantly regenerate 2% of your total mana every time you critically hit with a spell.
    o Nature's Focus (Restoration): Now a 3 point talent, down from a 5-point talent. Also moved to Tier 1, up from Tier 2. Now also includes Nourish.
    o Nature's Grace (Balance): Now also reduces the global cooldown of your Wrath spell by 50% while in effect.
    o Nature's Grasp (Balance): Can now be used and can proc indoors.
    o Nature's Reach (Balance): Now also reduces threat generated by Balance spells by 15/30%.
    o New Spell: Revive - Returns the spirit to the body, restoring a dead target to life with health and mana. Cannot be cast when in combat. (Ranks 1-7 added)
    o Omen of Clarity (Restoration): Now a passive spell. Now also works for spells (healing and damage). Proc rate is roughly 6% with a 10 second internal cooldown.
    o Primal Tenacity (Feral) now reduces damage while stunned by 5/10/15%, and reduces the duration of fear effects by 5/10/15%.
    o Remove Curse can now be used in Tree of Life form.
    o Soothe Animal can now be used on Dragonkin as well as Beasts.
    o Soothe Animal is now instant cast.
    o Subtlety (Restoration): Now a 3-point talent, down from a 5-point talent. Also moved to Tier 2, up from Tier 3. Also now only reduced threat for Restoration spells, and reduces the chance that your healing over time spells (Lifebloom, Regrowth and Rejuvenation) will be dispelled, rather than all Druid spells. Threat management for Balance can now be found in the Balance tree, within Nature's Reach.
    o Survival of the Fittest (Feral): Increased to 2/4/6%, up from 1/2/3%.
    o The mana regeneration penalty when in Bear Form, Dire Bear Form and Cat Form has been removed.
    o Tranquil Spirit (Restoration) now also includes Nourish.
    o Tree of Life (Restoration): 30% snare penalty has been removed.
    o Tree of Life (Restoration): Can now cast Dispel Curse.
    o Tree of Life (Restoration): You can now cast all Restoration spells (Healing Touch) in the form, but Tree of Life now only reduces the mana cost of your healing over time spells (Rejuvenation, Lifebloom, Regrowth and Flourish) by 20%.
    o Vengeance (Balance): Now also works with Starfall.

    Hunter

    o All pet families now have one unique ability. New abilities have been added for families such as bears and sporebats.
    o Aspects now no longer cost mana.
    o Avoidance, Dash / Dive and Cobra Reflexes are now pet talents instead of pet skills.
    o Bite now has no cooldown, does the same damage and costs the same Focus as Claw, so works as a Focus dump.
    o Clever Traps (Survival) has been renamed "Trap Mastery."
    o Concussive Barrage (Marksmanship) - Can now proc from Volley attacks.
    o Deterrence (Survival) - Cooldown reduced to 3 minutes, and now also increases your chance to resist spells by 60%. Now has a new spell effect.
    o Every hunter pet can learn Growl, Cower and either Bite or Claw (never both).
    o Hunter pets can now learn talents in one of three trees depending on family. Pets gain talent points starting at level 20 and earn an extra talent point every 4 levels.
    o If a hunter tames a pet that is more than five levels beneath than the hunter's level, then the pet jumps to five levels beneath than the hunter's level.
    o Improved Feign Death (Survival): Now also reduces damage taken during Feign Death by 15/30%.
    o Loyalty, Training Points and the hunter Beast Training button no longer exist. Hunter pets can now learn all skills at their level. They will get new ranks automatically as they gain levels.
    o Master Tactician (Survival) - Chance to proc increased to 10%, up from 6%.
    o Monster Slaying (Survival) and Humanoid Slaying (Survival) has been combined into "Improved Tracking".
    o New Talent - Improved Tracking (Survival) - Increases all damage done to targets that are being tracked 1/2/3/4/5%.
    o Steady Shot now uses ammo. In result, its bonus damage has been slightly reduced. Players can notice a damage increase based upon what ammo they use.
    o Surefooted (Survival) now reduces the duration of movement impairing effects by 10/20/30% (instead of resist % chance).
    o Trap Mastery (Survival) has been removed.

    Mage

    o Arcane Focus (Arcane) is now 3 ranks and increases chance to hit and reduces mana cost of Arcane spells by 1/2/3%.
    o Counterspell now costs 9% of base mana.
    o Frost Armor, Ice Armor, Mage Armor and Molten Armor are no longer Magic effects and cannot be dispelled.
    o Invisibility now makes the caster invisible after 3 seconds, reduced from 5 seconds.
    o Magic Attunement (Arcane) now also increases the range of your Arcane spells by 3/6 yards.
    o Polymorph now costs 12% of base mana.
    o Portal spells now cost 18% of base mana.
    o Prismatic Cloak (Arcane) now also reduces the fade time of Invisibility by 1/2 seconds.
    o Slow Fall now costs 6% of base mana.
    o Teleport spells now cost 9% of base mana.

    Paladin

    o All Auras now affect all party and raid members within the area of effect.
    o Anticipation (Protection) moved to tier 1, now increases chance to dodge by 1/2/3/4/5%.
    o Avenger's Shield (Protection) cast time reduced to .5 seconds, duration increased to 10 seconds.
    o Avenging Wrath no longer causes Forebearance, damage increase reduced to 20%, now increases healing done by 20%.
    o Blessing of Freedom renamed Hand of Freedom. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
    o Blessing of Light and Greater Blessing of Light removed. Their effects have been folded into all relevant abilities.
    o Blessing of Protection renamed Hand of Protection. Only one Hand spell can be on the target per paladin at any one time. All ranks now cost 6% of base mana.
    o Blessing of Sacrifice renamed Hand of Sacrifice, is now only 1 rank and transfers 20% of the damage taken to the caster, duration reduced to 12 seconds, cooldown increased to 2 minutes. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
    o Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
    o Conviction (Retribution) now increases critical chance with all spells and melee attacks.
    o Divine Intellect (Holy) moved to tier 2, increases total Intellect by 3/6/9/12/15%.
    o Divine Intervention cooldown reduced to 20 minutes.
    o Divine Protection and Divine Shield now cost 3% of base mana.
    o Divine Purpose (Retribution) now reduces chance to be hit by spells and ranged attacks by 1/2/3%.
    o Divine Strength (Holy) moved to tier 1 in the Protection tree.
    o Greater Blessing of Salvation removed.
    o Hammer of Justice now costs 3% of base mana.
    o Hammer of Wrath is now considered a Retribution spell, moved from Holy, mana cost reduced, missile speed increased, now usable on targets below 35% health.
    o Healing Light (Holy) moved to tier 2.
    o Holy Shield (Protection) cooldown reduced to 8 seconds.
    o Holy Shock (Holy) range changed to 20/40 yards when used on enemies/friends respectively, cooldown reduced to 6 seconds.
    o Holy Wrath is now instant cast, causes a 3 second stun, cooldown reduced to 30 seconds, radius reduced to 10 yards.
    o Illumination (Holy) moved to tier 3.
    o Improved Concentration Aura (Protection) moved to the Holy tree.
    o Improved Concentration Aura moved from the Protection tree to tier 4 in the Holy tree.
    o Improved Devotion Aura (Protection) moved to tier 4, reduced to 3 ranks, now increases armor of Devotion Aura by 17/34/50% and increases all healing done to units affected by Devotion Aura by 1/2/3%.
    o Improved Hammer of Justice (Protection) now reduces cooldwon by 10/20/30 secs.
    o Improved Righteous Fury (Protection) threat bonus folded into base spell, talent still reduces all damage taken by 2/4/6%.
    o Improved Sanctity Aura (Retribution) renamed Sanctified Retribution, now causes all units affected by Retribution Aura to cause 2% more damage.
    o Improved Seal of Righteousness (Holy) moved to tier 1, renamed XXX, now affects Seal of Righteousness, Seal of Vengeance and Seal of Corruption.
    o Improved Seal of the Crusader (Retribution) renamed Heart of the Crusader and the effects now apply to all Judgement spells.
    o Judgement of Justice will no longer prevent Fear effects, only prevent NPCs from fleeing (e.g. at low health).
    o Lay on Hands no longer drains all mana, cooldown reduced to 20 minutes.
    o Pure of Heart (Holy) reduced to 2 ranks, now reduces duration of Curse and Disease effects by 25/50%.
    o Redoubt (Protection) moved to tier 2.
    o Repentance (Retribution) mana cost changed to 9% of base, duration increased to 1 minute (10 second PvP duration), now usable against Demons, Dragonkin, Giants, Humanoids and Undead.
    o Retribution Aura damage increased and now gains damage based on Holy spell power.
    o Righteous Fury now increases threat caused by Holy damage by 90%.
    o Sanctified Light (Holy) now also increases the critical chance of Holy Shock.
    o Sanctity Aura (Retribution) removed.
    o Seal of Justice/Judgement reduced to 1 rank with all the effects of the previous rank 2, the Judgement effect no longer prevents Fear.
    o Seal of the Crusader has been removed. The effects of Judgement of the Crusader have been folded into all relevant abilities.
    o Seal of Vengeance damage over time effect duration increased to 18 seconds.
    o Spiritual Focus (Holy) moved to tier 1.
    o Stoicism (Protection) moved to tier 2, now reduces duration of Stun effects by 10/20/30% and reduces chance your spells will be resisted by 10/20/30%.
    o Toughness (Protection) moved to tier 3.
    o Turn Undead (ranks 1 and 2) removed. Turn Evil now granted at level 24, mana cost changed to 9% of base.
    o Unyielding Faith (Holy) moved to tier 2.

    Priest

    o Circle of Healing (Holy): Now works on any targets in the caster's raid, and is now a "smart" heal and chooses the lowest health targets to heal first within it's range. Also now has a 6 second cooldown. Also no longer will heal summoned Snakes from Hunter's Snake Trap.
    o Enlightenment (Discipline): Now also gives 1% spell damage and 1% heal per point.
    o Focused Will (Discipline): Now increases healing effects on you by 3/4/5%, down from 4/7/10%.
    o Force of Will (Discipline): This talent now increases your spell damage by a flat amount, rather than increasing your spells by a %. (Now increases school %, rather than selected spells damage %). In other words, your spell damage gained from this talent is now reflected on your character sheet, rather than the skill tool-tips.
    o Holy Fire: Cast time reduced to to 2 seconds, down from 3.5. Damage increased roughly 60%. Duration for the damage over time effect reduced to 7 seconds, down from 10. Holy Fire now has a 10 second cooldown.
    o Improved Inner Fire (Discipline) - Now also increases the bonus healing on your Inner Fire spell by 10/20/30%.
    o Improved Shadow Word: Pain (Shadow) - Now increases damage done by your Shadow Word: Pain by 5/10%, but no longer increases the duration of your Shadow Word: Pain.
    o Levitate now costs 3% of base mana.
    o Lightwell (Holy): Cast time reduced to .5 sec, down from 1.5 sec. Charges increased to 10, up from 5. Now breaks from any attack that hits you for 30% or more of your total health. Cooldown reduced to 3 minutes, down from 5.
    o Mind Control now has only one rank and costs 12% of base mana.
    o Mind Soothe now has only one rank, costs 6% of base mana and has no max target level.
    o Mind Vision now costs 3% of base mana.
    o New Talent: Improved Spirit Tap (Shadow) - Gives you a 50/100% chance to gain a 50% bonus to your Spirit after gaining a critical effect chance from your Mind Blast or Shadow Word: Death spells. For the duration, your mana will regenreate at a 25% rate while casting. Lasts 8 sec.
    o New Talent: Twin Faiths (Discipline) - Increases your damage and healing by 1/2/3/4/5%.
    o Pain Suppression (Discipline): Cooldown increased to 3 minutes, up from 2.
    o Power Infusion (Discipline): Cooldown reduced to 2 minutes, down from 3.
    o Psychic Scream now costs 15% of base mana.
    o Searing Light (Holy): Now also increases the damage of your Holy Nova and Penance spells.
    o Shackle Undead now costs 9% of base mana.
    o Shadow Focus (Shadow): Now a 3 point talent, down from 5. Now also reduces the mana cost of your Shadow spells by 2/4/6%.
    o Shadow Resilience (Shadow): Now reduces physical damage taken by 2/4%, but no longer reduces the chance to be critically hit by spells.
    o Shadowform (Shadow): Now has an innate 30% threat reduction. Now has a shapeshift UI.
    o Silent Resolve (Discipline): Now a 3 point talent, down from 5 points.
    o Spirit Tap (Shadow) - Talent reduced to 3 points, down from 5. Now also leads into "Improved Spirit Tap"
    o Wand Specialization (Discipline) has been removed.

    Rogue

    o Blade Twisting (Combat) now cause all damaging melee attacks to have a 10% chance to daze for 4/8 seconds.
    o Deadened Nerves (Assassination) now reduces all damage taken by 1/2/3/4/5%.
    o Fleet Footed (Assassination) now reduces duration of movement impairing effects by 25/50% rather than increasing resist chance.
    o Gouge is now only 1 rank and causes damage based on attack power.
    o Kick is now only 1 rank and no longer causes damage.
    o Nerves of Steel (Combat) now reduces the duration of all Stun and Fear effects by 15/30%.
    o Pick Lock and Disarm Trap no longer require Thieve's Tools.
    o Premeditation (Subtlety) duration increased to 20 seconds.
    o Riposte (Combat) now slows the target's melee attacks by 20% instead of disarming them.
    o Setup (Subtlety) chance to gain a combo point increased to 33/66/100%.
    o Vanish no longer requires the reagent Flash Powder.
    o Vile Poisons (Assassination) reduced to 3 ranks, now increases damage of poisons and Eviscerate by 7/14/20% and increases dispel resistance by 10/20/30%.

    Shaman

    o All totems are now considered on the "Physical" school, and no longer magical spells.
    o Ancestral Knowledge (Enhancement): Now increases your Intellect by 2/4/6%, instead of increasing your total Mana by 2/4/6/8/10%.
    o Call of Flame (Elemental): Now also increases the damage of your Lava Burst spell by 2/4/6%.
    o Call of Thunder (Elemental) now also increases the critical strike chance of your Thunder spell.
    o Concussion (Elemental) now increases the damage of your Thunder and Lava Burst spells.
    o Convection (Elemental) is now a 3-point talent, down from a 5-point talent. Now lowers the mana cost of Thunder and Lava Burst.
    o Earth's Grasp (Elemental) is now a tier-1 talent, up from tier-2.
    o Elemental Detestation (Elemental) is now a tier-2 talent, up from tier-4.
    o Elemental Focus (Restoration): Now also can proc off Lesser Healing Wave and Healing Wave, and can be used on all healing spells.
    o Elemental Fury (Elemental) now requires Elemental Focus as a pre-requisite
    o Elemental Precision (Elemental): Chance to hit reduced to 1/2/3% from 2/4/6%, but threat reduction increased to 10/20/30% up from 4/7/10%.
    o Enhancing (Enhancement) Totems is now a Tier 1 talent, up from Tier-2.
    o Flametongue Totem is now a flat spell damage totem. All ranks have been modified.
    o Frostbrand's snare effect has been increased to 50%, up from 25%.
    o Ghost Wolf's mana cost is now 13% base.
    o Grace of Air Totem has been removed. (Agility has been rolled over into Strength of Earth Totem)
    o Improved Fire Totems (Elemental) is now (again) Improved Fire Nova Totem. It now has a 50/100% chance to stun all targets for 2 sec.
    o Improved Lightning Shield (Enhancement) is now Elemental Shields, and is in Tier-1.
    o New ranks have been added of Water Shield, starting at level 20. (Level 20, 27, 34, 41, 48, 55, 62, 69)
    o New Spell: Earthliving Weapon - Imbue the Shaman's weapon with earthen life. Increases healing done by x and each heal has a 20% chance to proc Earthliving on the target, healing an additionaly over 12 sec. Lasts 30 minutes.
    o New Talent: Cleanse Spirit (Restoration) - Cleanse the spirit of a friendly target, removing 1 poison effect, 1 disease effect, and 1 curse effect.
    o New Talent: Elemental Shields (Enhancement): Increases the damage done by your Lightning Shield orbs by 5/10/15%, increases the amount of mana gained from your Mana Shield orbs by 5/10/15% and increases the amount of healing done by your Earth Shield orbs by 5/10/15%.
    o New Talent: Mental Dexterity (Enhancement) - Increases your Attack Power by 33/66/100% of your Intellect.
    o Rockbiter ranks 5 through 9 have been removed. Windfury Weapon is intended to replace Rockbiter at level 30.
    o Shapeshifting will no longer cancel Water Walking.
    o Shield Specialization (Enhancement) - Now a 2-point talent, and increases the chance to block with attacks by 10/20%, and increases the amount blocked by 5/10%.
    o Stoneskin Totem now increases armor instead of reducing physical damage.
    o Storm Reach (Elemental): Now also increases the radius of your Thunder spell by 10/20%.
    o Strength of Earth Totem now also increases agility.
    o Tranquil Air Totem has been removed. (Threat is being addressed by modifications to the base threat of players and/or "baked" into tanking abilities.)
    o Unleashed Rage is now raid wide.
    o Windfury Totem is now a flat 20% melee haste totem. All ranks have been modified.
    o Windwall Totem has been removed.
    o Wrath of Air is now a flat 10% spell haste totem.

    Warlock

    o Aftermath (Destruction) - Now a 2-point talent, down from 5.
    o All demon abilities and spells will automatically be learned as pets gain levels. Demon Master trainers will be removed.
    o Blood Pact now works raid-wide (not just in party).
    o Cataclysm (Destruction) - Now also increases your chance to hit with Destruction spells by 1% per point.
    o Curse of Recklessness will no longer prevent Fear effects, only prevent NPCs from fleeing (e.g. at low health).
    o Dark Pact: Tooltip updated to be more consistent with other similar effects.
    o Demon Armor - Now increases healing done by spells and effects by 20%, but no longer has in-combat health regeneration.
    o Demon Skin, Demon Armor and Fel Armor are no longer Magic effects and cannot be dispelled.
    o Fel Armor - Now increases your spell damage equal to 30% of your total Spirit, but no longer increases healing done by spells and effects by 20%.
    o Fel Stamina (Demonology) has been merged with Fel Intellect into Fel Vitality.
    o Howl of Terror now costs 15% of base mana.
    o Improved Curse of Weakness (Affliction) is now "Frailty" - Increases the amount of attack power reduced by your Curse of Weakness spell by 10/20%, and increases the amount of armor reduced by your Curse of Recklessness by 10/20%.
    o Improved Enslave Demon (Demonology) is now a Tier 5 talent, up from Tier 4.
    o Improved Lash of Pain (Destruction) and Improved Firebolt (Destruction) have been merged into one talent, Demonic Power.
    o Improved Shadow Bolt (Destruction) - Now increases damage by your next Shadow damage spells by 3/6/9/12/15%, down from 4/8/12/16/20%.
    o Mana Feed: Tooltip updated to be more consistent with other similar effects.
    o Master Demonologist – Felguard (Demonology) - Now increases all damage by 1/2/3/4/5%, and reduces all damage done to you by 1/2/3/4/5%.
    o Master Demonologist – Imp (Demonology) - Now increases Fire damage by 1/2/3/4/5%, and critical hit chance with Fire spells by 1/2/3/4/5%.
    o Master Demonologist – Succubus (Demonology) - Now increases Shadow damage by 1/2/3/4/5%, and critical hit chance with Shadow spells by 1/2/3/4/5%.
    o Master Demonologist (Demonology) - Most effects have been altered.
    o New Talent: Demonic Empowerment (Demonology) - Grants your Summoned Demon power for a short time.
    o New Talent: Eradication (Affliction) - Your Corruption, Siphon Life and Curse of Agony ticks have a 5/10/15% chance to increase your spell haste by 20% for 8 sec. This effect has a 10 second cooldown.
    o New Talent: Molten Core (Destruction) - Your Shadow spells and damage over time effects have a 5/10/15% chance to increase the damage of your Fire spells by 10% for 6 sec.
    o Pyroclasm (Destruction) - Now also includes Conflagrate.
    o Shadowfury (Destruction) - Can now be cast while moving. Stun duration increased to 3 seconds, up from 2.
    o Soul Link (Demonology) is now an 11-point talent (used to be a 31-point talent), but the 5% bonus damage from this talent has been removed. In addition, the damage absorbed by Soul Link is now 15%, down from 20%.
    o Soul Siphon (Affliction): Now also increases the damage of your Drain Soul.
    o Suppression (Affliction) is now a 3-point talent, down from 5. Now increases your chance to hit with Affliction spells by 1/2/3%, down from 1/2/3/4/5%.
    o Unstable Affliction (Affliction): Silence effect reduced to 3 seconds, down from 5.

    Warrior

    o Anticipation (Protection) now increases chance to dodge by 1/2/3/4/5%, moved to tier 2.
    o Challenging Shout cooldown reduced to 3 minutes.
    o Death Wish (Fury) no longer makes you immune to Fear effects.
    o Death Wish and Sweeping Strikes have swapped locations in their respective talent trees.
    o Defensive Stance now increases threat by 45%.
    o Defiance (Protection) removed, replaced by Incite and moved to a new location on tier 2.
    o Hamstring now only has one rank and no longer causes damage.
    o Improved Bloodrage (Protection) now increases rage generation of both the instant and over-time effects by 25/50%.
    o Improved Disarm (Protection) now reduces the cooldown of Disarm and Shield Break by 5/10/15 seconds and increases damage taken by disarmed targets by 4/7/10%.
    o Improved Shield Block (Protection) now has 2 ranks and reduces cooldown of Shield Block by 5/10 secs. It no longer increases the number of blocks.
    o Iron Will (Arms) now has only 3 ranks, reducing the duration of Stun and Charm effects by 10/20/30%.
    o Last Stand (Protection) cooldown reduced to 6 minutes.
    o Mace Specialization (Arms) can no longer trigger more than once per 6 seconds.
    o Mocking Blow now only has one rank and causes weapon damage, cooldown reduced to 1 min and can now be used in Defensive Stance.
    o Overpower now only has one rank and no longer causes any bonus damage (i.e. weapon damage only).
    o Poleaxe Specialization (Arms) now also increases critical damage done by Axes and Polearms by 1/2/3/4/5%.
    o Pummel now only has one rank and no longer causes damage.
    o Shield Bash now only has one rank and will cause damage based on a % of AP.
    o Shield Block now increases chance to block and amount blocked by 100% for the next attack. Cooldown increased to 30 seconds.
    o Shield Slam is now available to all warriors, starting at level 40.
    o Shield Specialization (Protection) moved to Tier 1, now increases rage by 2 on a successful block.
    o Sword Specialization (Arms) can no longer trigger more than once per 6 seconds.
    o Toughness (Protection) moved to tier 3.

    Professions

    o The following tradeskills are available to train up to 425: First Aid, Herbalism, Mining, Skinning, Enchanting, and Leatherworking.

    User Interface

    o The /cower emote now has an animation.
    o Macros and key bindings are now saved server-side so there is no longer a need to reconfigure them when logging in using another computer.
    o Shift-clicking to loot mail: You can now hold Shift and click on mail in your inbox to automatically loot any items and gold without opening the mail. This default behavior can be changed via Auto Loot Mail in the Interface Options (Controls).
    o Combat Log Changes:
    + The combat log now differentiates between a spell failure due to resistance and spell failure due to missing the target. Where once both events reported as a resist; a spell missing the target is now reported as a miss.
    + Overhealing is now reported in the combat log.
    + When a source of damage is entirely prevented (by a shield block, a full resist, or a damage shield like Power Word:Shield, the prevented amount will now be displayed.

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Ompi's picture

    @ Fri, 18/07/2008 - 19:12

    o Windfury Totem is now a flat 20% melee haste totem. All ranks have been modified.
    o Wrath of Air is now a flat 10% spell haste totem.

    Ohh, no more chance on extra attack from wf and no more spelldam/healing from woa? news to me.

    Edit: just noticed that "Flametongue Totem is now a flat spell damage totem. All ranks have been modified."
    Since as thought posted that spell damage and spell healing will be the same stat. This totem should then in theroy give for healing aswell, like a new wrath of air with another name and totem school.

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Féral's picture

    @ Fri, 18/07/2008 - 12:35

    druid changes are just unbelievable!

    Out of combat res
    HT in tree form
    cat charge
    OOC works for everything
    Indoor Roots
    Survival of the fittest increased from 3% to 6%! (if this is chance not to be crit it will be awesome)

    Procs + pots in forms and WF!

    cannot wait.

    Thought's picture

    @ Fri, 18/07/2008 - 17:20

    mages seem to stay the same ... dindt saw anything spectacular

    this is the change that concerns me most Sticking out tongue

    Quote:
    o Spellpower:
    + All items and effects which grant bonuses to spell damage and spell healing are being consolidated into a single stat, Spellpower. This stat will appear with the same values found on items which grant “increased spell damage and healing” such as on typical Mage and Warlock itemization.
    + For classes which do not heal, they should see no change in the character sheet other than new tooltip wording.
    + Healing characters will see their bonus healing numbers on the character sheet decrease, however, all healing spells have been modified to receive more benefit from spellpower than they received from bonus healing, with a net effect of no change to the amount healed by their spells. Some talents have had to be rebalanced to accommodate this change, but the amount healed will remain roughly the same. In addition, some talents will provide only healing spell power.

    either im getting it wrong, or a caster with heals will benefit from the same spell damage as a mage for example, doing damage, but also can heal since alot of spellpower works for dps as well as healing, i know he wont have all healing talents if he is dps but seems a bit unfair to me eheh

    im also predicting there will be some fristration on the drops sometime, since a spellpower ring for example can be rolled by 6 classes Sticking out tongue

    Ompi's picture

    @ Fri, 18/07/2008 - 17:37

    Thought wrote:
    mages seem to stay the same ... dindt saw anything spectacular

    this is the change that concerns me most Sticking out tongue

    Quote:
    o Spellpower:
    + All items and effects which grant bonuses to spell damage and spell healing are being consolidated into a single stat, Spellpower. This stat will appear with the same values found on items which grant “increased spell damage and healing” such as on typical Mage and Warlock itemization.
    + For classes which do not heal, they should see no change in the character sheet other than new tooltip wording.
    + Healing characters will see their bonus healing numbers on the character sheet decrease, however, all healing spells have been modified to receive more benefit from spellpower than they received from bonus healing, with a net effect of no change to the amount healed by their spells. Some talents have had to be rebalanced to accommodate this change, but the amount healed will remain roughly the same. In addition, some talents will provide only healing spell power.

    either im getting it wrong, or a caster with heals will benefit from the same spell damage as a mage for example, doing damage, but also can heal since alot of spellpower works for dps as well as healing, i know he wont have all healing talents if he is dps but seems a bit unfair to me eheh

    im also predicting there will be some fristration on the drops sometime, since a spellpower ring for example can be rolled by 6 classes Sticking out tongue

    Helps hybrid classes alot but as you say it will be alot harder to get items since so meny others need it to. for casters that is. I guess it's only spell hit items that can be left for one side only.
    Not sure if i like this change or not^^

    btw, anywon know how big the tier sets in wotlk will be? 5 or 8 set?

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Stellvia's picture

    @ Fri, 18/07/2008 - 17:39

    Thought wrote:
    mages seem to stay the same ... dindt saw anything spectacular

    this is the change that concerns me most Sticking out tongue

    either im getting it wrong, or a caster with heals will benefit from the same spell damage as a mage for example, doing damage, but also can heal since alot of spellpower works for dps as well as healing, i know he wont have all healing talents if he is dps but seems a bit unfair to me eheh

    im also predicting there will be some fristration on the drops sometime, since a spellpower ring for example can be rolled by 6 classes Sticking out tongue

    What concerns me is that aside from spellpower/healing a caster DPS and a healer need completely different stats. So they are gonna screw over either DPS or healing with this change. I hate it allready Smiling it's all in blizzards plan to have each item be usuable by more classes, which kinda sucks, but the new talents are allready taking away alot of the uniqueness in the game but now healers and spellcaster are gonna wear the same stuff too. no more uniqueness at all, everyone the same gear.... great.
    So we're gonna have ehalers running around with staffs that add to spellhit, and DPS using staffs that gives mana regen... yeah nice thinking blizz, seriously ...

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    Ompi's picture

    @ Fri, 18/07/2008 - 17:55

    Stellvia wrote:
    Thought wrote:
    mages seem to stay the same ... dindt saw anything spectacular

    this is the change that concerns me most Sticking out tongue

    either im getting it wrong, or a caster with heals will benefit from the same spell damage as a mage for example, doing damage, but also can heal since alot of spellpower works for dps as well as healing, i know he wont have all healing talents if he is dps but seems a bit unfair to me eheh

    im also predicting there will be some fristration on the drops sometime, since a spellpower ring for example can be rolled by 6 classes Sticking out tongue

    What concerns me is that aside from spellpower/healing a caster DPS and a healer need completely different stats. So they are gonna screw over either DPS or healing with this change. I hate it allready Smiling it's all in blizzards plan to have each item be usuable by more classes, which kinda sucks, but the new talents are allready taking away alot of the uniqueness in the game but now healers and spellcaster are gonna wear the same stuff too. no more uniqueness at all, everyone the same gear.... great.
    So we're gonna have ehalers running around with staffs that add to spellhit, and DPS using staffs that gives mana regen... yeah nice thinking blizz, seriously ...

    Guess that's why they are adding so you can change your apperance with hairstyle and sutch. Just so we can have some uniqueness while running around in the same gear Sticking out tongue

    Nah but all the teir items will prob be 8 sets i think, so the "only" items that could be used by all casters is the neck, ring, cloak and the weapon/offhand and there will prob still be dps and heal version of all those ( i hope Sticking out tongue ) if a healer runs around with a spellhit ring he will just show of to everywon else what a nubster he is and doubt anything like that will be granted within vigi Laughing out loud

    Will help alot during leving and soloing for healers at least, since you can use the same gear for both speccs and do some what well. Should make it easyer to find healers for instances during the levling period i think. Time will tell.

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Ompi's picture

    @ Fri, 18/07/2008 - 18:08

    The current talents for all classes as they are on the Beta at the moment:
    http://www.mmo-champion.com/talent/

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Thought's picture

    @ Fri, 18/07/2008 - 18:25

    guess we will have to wait and see..

    another thing i noticed is that they kinda removed salvations and tranquility totems Sticking out tongue, but tanks are now producing more threat, hope its enough Sticking out tongue

    and some of things are now afect all the raid instead of just the group >_<

    totems
    heroism
    auras

    Ompi's picture

    @ Fri, 18/07/2008 - 19:24

    Thought wrote:
    guess we will have to wait and see..

    another thing i noticed is that they kinda removed salvations and tranquility totems Sticking out tongue, but tanks are now producing more threat, hope its enough Sticking out tongue

    and some of things are now afect all the raid instead of just the group >_<

    totems
    heroism
    auras

    Edit: From those that are on beta, heroism seems at the moment to be unchanged. Meening: party only buff.

    I like these 2 new "party proc" abilitys btw Smiling

    Elemental Oath - Elemental shaman:
    Your spell crits grants the party with elemental Oath, reducing the mana cost of spells and abilitys by your party by 2% and increasing the critical strike damage by 2%. stacks up to 3 times. last 15sec.

    Hunting Party - Survival Hunter:
    Your critical shots have a 100% chance to restore 2% mana, 10 energy, 4 rage or 10 Runic Power to all members of your party. This effect has a 8sec cooldown.

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Stellvia's picture

    @ Fri, 18/07/2008 - 19:28

    Circle of Healing gets a CD...... ty Blizz, time to reroll, every time we get a fun spell they nerf it in the ground. It's situational on bosses as it is, but this makes it useless. And to add insult to injury, druids get flourish which is almost exactly the same... but w/o CD.... great.

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    Ompi's picture

    @ Fri, 18/07/2008 - 19:51

    Stellvia wrote:
    Circle of Healing gets a CD...... ty Blizz, time to reroll, every time we get a fun spell they nerf it in the ground. It's situational on bosses as it is, but this makes it useless. And to add insult to injury, druids get flourish which is almost exactly the same... but w/o CD.... great.

    Pallys get an aoe heal without Cd aswell Sticking out tongue
    Your Holy concentration talent is realy awsome btw, 16% chance to get 60% haste on your 3 next heals.

    Nah but it's just on the beta, so everything can still change. Buff/Nerfs.

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    @ Fri, 18/07/2008 - 20:39

    Did you see that salavation as we know it is going, something totally different.

    Ompi's picture

    @ Fri, 18/07/2008 - 22:32

    Cragus wrote:
    Did you see that salavation as we know it is going, something totally different.

    yeah, seems like they are doing some changes on how threat works in wotlk, as of what i'v read.

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Stellvia's picture

    @ Fri, 18/07/2008 - 22:56

    51 Holy: Blizz got something right for once?

    Guardian Spirit:
    Calls upon a guardian spirit to watch over the friendly target. The spirit increases the healing received by the target by 40%, and also prevents the target from dying by sacrificing itself. This sacrifice terminates the effect but heals the target of 10% of their maximum health. Lasts 10 sec.
    6% of base mana, Instant cast, 40 yd range, 3 min cooldown

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    Ironson's picture

    @ Sat, 19/07/2008 - 11:30

    holy fiend!

    I am 53% addicted to World of Warcraft.

    Stellvia's picture

    @ Sat, 19/07/2008 - 14:21

    If you add all the top holy talents together we're looking at some pretty amazing tank healer set-up there. The HPS is simply phenomenal, there's no other word for it
    - 1 in 7 spells free of mana
    - 3 out of 7 spells at 60% faster cast
    - if you overheal more than 50 % (which happens often when MT healing) you get 60% of mana back (crazy this talent)
    - if tank drops below 50% HP you gain + 15% healing and +10 % crit chance
    - Guardian Spirit: the cheat death button O.o

    Disc tree seems to be all about PW Shield. Not sure what to think about this, as long as the shield debuff remains which prevents casting shield often on the same player it might become a really crap tree Sad

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    akolen's picture

    @ Sat, 19/07/2008 - 15:27

    I am not sure what blizz are trying to achieve with tanking warriors.
    Our main difference vs pallys and druids was how easy it was to be crush immune, and support this whilst becoming a "stronger" tank by increasing other stats (HP or avoidance).

    The changes to shield block seem to have removed this, it looks to me like a massive nerf and I am struggling to see how or why you would want warrior tanks, apart from when you need a shield useage, but then pallys can do that as well so I am a bit bemused.

    --------------------------------------------------------

    Fattest meatshield in WOW

    "It's usually really easy to heal ako as he can take more hammer than a bag of nails"

    Stellvia's picture

    @ Sat, 19/07/2008 - 16:50

    I feel the same when judging healers Ako. Right now each ehaler has their strenght and weakness. In WLK every ehaler get a nr of spells which completely erase those differences. The uniqueness between classes is greatly removed. Sure the talent tress look different but all in all the skills are simply renamed and slightly altered versions of the same spell.
    On top of that they are removing the uniqueness in gear too : veryone in the same gear.
    In stead of making characters and classes stand out they are making them more alike, a very bad evololution imo. Wow was about choices what can I do what can't I do, now it's becoming the same for everyone.

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    Stellvia's picture

    @ Sat, 19/07/2008 - 17:39

    Concerning the Healing into spellpower change: it WILL be a very BIG mess.

    Just take a look at the current conversions of MH/BT gear

    http://wotlk.wowhead.com/?items=4.1&filter=qu=4;cr=16;crs=3959;crv=0
    http://wotlk.wowhead.com/?items=4.1&filter=qu=4;cr=16;crs=3606;crv=0

    if an item has no spellhit, which is DPS and which is healing then? Because I don't think spirit will make a difference. As it stands now cloth classes are allready hardest to gear up because of the competition between them, this is gonna get far worse, and then we didn't even take weapons into consideration yet.

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    Tubs's picture

    @ Sun, 20/07/2008 - 12:35

    why all the whining it's still the beta Laughing out loud,

    Cheer up ^^

    "To strike Marcbolan is to strike an anvil. You are more likely to re-shape your weapon than to move him… and heavens forbid he lands on you..."

    Thought's picture

    @ Sun, 20/07/2008 - 16:27

    Tubs wrote:
    why all the whining it's still the beta Laughing out loud,

    Cheer up ^^

    cause if ppl dont complain while alpha/beta it will go to unchanged to the final version Sticking out tongue

    Nyxxi's picture

    @ Sun, 20/07/2008 - 22:52

    lets hope everyone trying the beta has the same views about this as stell and ako then Smiling


    We are all puppets, I'm just the puppet who can see the strings..
    "Time you enjoy wasting, was not wasted." - John Lennon

    Myrah's picture

    @ Sun, 20/07/2008 - 23:08

    warriors seem to get their threat greatly increased, so yes probably you will see more of a balancing, where all functions are more or less replacable

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    Stellvia's picture

    @ Sun, 20/07/2008 - 23:25

    Too bad they capped the beta at 78 atm, so no idea about early raid zones. At elast not yet, they will raise the cap later in the beta for sure, I'm hoping we get a few vids out on the early raid stuff. i remember watching them in TBC beta and the stuff i noticed there (mana usage, size of ehaling and damage etc etc) turned out to be a trend for entire expansion.

    Seeing all those AoE skills on healers, but with restrictions, and the change or party to raid based setups i really wonder how damage intake will be. Especially raid based abilities seem ridiculously overpowered atm. Either Blizz is testing stuff or they aren't finished developing them yet. The Alpha didn't change very much to the skills, although a couple talents go changed.
    Funny this for priest would be a talent I considered OP got changed in one even stronger lol. Alot of things suggest the massive mana post consumption in TBC is not gonna happen in WLK, there's too much easy non gear based regen on talents.

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    Stellvia's picture

    @ Mon, 21/07/2008 - 13:37

    Been looking a bit at (holy) paladin and boy did they change stuff around O.o . Paladin playstyle is gonna change ALOT and playing a paladin will become loads and loads more complicated and thus fun !!

    1. Blessings and Hands

    A number of blessings is removed and changed into a new type of spell : Hands. These Hands have a short time effect and will NOT overwrite blessings.
    Blessings that stay are : Kings Wisdom Might Sanctuary
    Turned into Hands:
    - Hand of Protection (used to be BoP): The thing is does remains identical to now but it does NOT remove blessings. Paladin FINALLY got a usuable shield in raids now. Being able to make someone invulnerable to physical attacks for 10 seconds every minute is damn nice.
    - Hand of Salvation (used to be BoS) : reduces 2% of total threat every second for 10 seconds. Paladins are gonna be able to reduce threat when and where needed on players instead of giving the permanent buff. I expect this skill will be what sets skilled paladins apart from non skilled ones, as 1 paladin alone can remove threatcapped issues now. Healers will suddenly need a threat meter =). A drastic change yes, but it will make a pally healers life VERY interesting.
    - Hand of Sacrifice: 30% of the damage taken by the targetted player is targetted to the paladin for 12 seconds. one word : AWESOME: Pop in on a tank active your divine shield and during 12 seconds 30% of the damage the tank takes is removed and given to an invulnerable paladin healer.

    Features like this also appear on other healing classes making me believe fights will have "enrage" moments where skills like this or a priests guardian spirit or pain suppression will be required to keep your MT up. It is simply not possible that blizzard would give so many heavy tank death prevention mechanisms (priests give 40% more healing done or 40% less dam taken, paladins give 30% less dam taken and Lay's CD heavy reduced, warriors last stand CD reduced, etc) without making them required in fights. I am 100% sure fights will have alot of periodic enrages or boss abilities where the damage is simply so big it's practically unhealable

    2. The Holy Tree

    Serious reshuffle of the talents. As a result however it'll be a bit hard to avoid the reduce curse magic and such PvP like talents now. Some big changes:

    - Lay on Hands: Base CD reduced to 20 minutes (from 60) but function remains the same. With talents the CD can be further reduced to 12 minutes. => Paladins now have a "oh crap" button like druids and shamans
    - Holy SHock : A fairly useless spell atm but it's getting some heavy changes: Crits with holy shock make the next Holy Light instant! That is pretty neat, ofc you'll still be hindered by GCD but it puts a very good use to Holy Shock now, especially since the base healing of the spell got seriously buffed. Tank healing paladins can thus use HS instead of flash of light hoping for a crit (I guess pallies will have about 30% crit once in proper gear). HPS on a pally tank healer is gonna be great. They can HS crit and keep the HL ready for fast instant healing, too bad the tooltip doesn't mention how long the effect stays active but I'm guessing it'll be around 10 seconds as usual with such effects.
    - Seals and Judgements: for holy paladins it gets increased to 30y : Holy pallies cna now seal and especially judge enemies, also judging increases their melee and spellcasting speed by 10 seconds. A pretty great change, at long last a holy paladin can now use half of their (class defining seal/judge mechanism) spell in combat.
    - Beacon of Light: a AoE heal over time: castable on a party member it heals everyone in range over 15 seconds. Given the current nature of the spell I do expect some tweaks. It currently heals the entire raid and has no CD. Cast it 3x and the healing is ridiculous. Comparable spells in other classes either are target or CD capped, I'm pretty sure the paladin version will get a target/CD cap as well else it is ridiculously OP and will trivialise raid healing completely. Nonetheless the functionality of this spell is great.
    - Guardian Shield: Each time the target takes damage they gain a Sacred Shield, absorbing 500 damage. They cannot gain this effect more than once every 6 seconds. An alternate prayer of mending, a good skill whcih adds more flavor Smiling

    3. Divine Shield and protection tree

    Divine Shield is gonna be one of the top spells for paladins. The cookie cutter paladin holy build will be 51 Holy / 20 Prot. At this level Protection tree is giving some very nice healing benefits as well.
    http://wotlk.wowhead.com/?talent=sxAzgzzhVuMxRtVGz0Tc

    Improved Devotion Aura: Increases armor bonus of devotion aura by 50% and increases all healing received by targets affected by devotion aura by 3% (3/3 talent points). Auras are currently effecting the ENTIRE raid. 3% more healing aura is very very nice. You'll want at least one paladin specced into this.
    Divine Guardian: When Divine Shield is active all damage taken by raid members within 30 yards of the paladin is reduced by 30 % !!!!!! AMAZING this talent is !!! (stell does a Joda there). OMG this is so so powerfull ! Add to this the utility of Divine shield coupled with hand of sacrifice and you got one hell of a spell. Yes on a 5 min CD but the things you can do with this are simply undreamed of. 2-3 paladins in each raid will make a massive difference.

    WLK promised a mass overhaul for paladins, Holy paladins sure are gonna get a very interesting life now. No more casting only 2 spells and buffing before pulls. They will now have a far larger range of skills to use, can finally use seals and judgements in raid environments and will have to actively use Hands to aid the raid. On top of that Divine Shield will offer some pretty strong utility. I expect this to be a very very enjoyable and challenging raiding spec and class for skilled players. Any current paladin healer that loves spamming his 2 buttons and that's it is gonna be in for a shock, paladin healing will take great skill and dedication in WLK.

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    shynaski's picture

    @ Mon, 21/07/2008 - 21:30

    seriously I fail to share your otpimism, most of those changes are fixes that should have gone live ages ago (like the hands system), hand of sacrifice + divine shield will get nerferd as soon as as any dude from blizz notices the paladin class hasn't been deleted from WotlK, holy shock is still way too mana costly, lay of hands is becoming semi-usable (hurray !), holy builds will have a reason to judge targets but no usable judgements (10 seconds judgment of wisdom, hurray !), changes in prot tree are marginal, last 3 pointers are all the same, and what ret is getting is only gadgets or things kids cried for (no kids, ret won't become usefull for the "grp healing" of its 51 pointer !)
    oh and of course beacon of light which is ridiculously overpowered now - i bet if it's not changed it'll receive a minus bonus form + healing :s
    miles away from the awsomeness of what shamans/priest/[insertrandomclasshere] are getting
    Smiling

    Tinùviél "Mmmmm shadowtrap... whats that ?"

    Tubs's picture

    @ Mon, 21/07/2008 - 23:02

    But shy you have to admit Stell makes a good argument and some of the stuff mentioned above is very nice if it stays implemented.

    It seems Blizz are going for a one-of-every-spec-in-raids type of angle atm with nearly every class-spec making an argument to take a raid spot, and the ones that will be under-represented will be sure to recieve some love.

    Seriously, the Hunter and Paladin trees are exceptional they have gotten some goodness. Blizz woudn't make entire wholesale changes now and not keep some of it although they have been prone to knee-jerk reactions before with palas (Illumination anyone?).

    "To strike Marcbolan is to strike an anvil. You are more likely to re-shape your weapon than to move him… and heavens forbid he lands on you..."

    Stellvia's picture

    @ Wed, 23/07/2008 - 00:08

    Quote from: Nethaera (Source)
    We’re pleased to announce a convenient upgrade to the way that mounts and vanity pets are handled in Wrath of the Lich King.

    Players will be able to “learn” a mount or non-combat pet much like learning a spell, recipe, or new ability, and these creatures will then show up on a new Pet tab within the Character Info section of the interface. Players will be able to access and preview their learned mounts and vanity pets through this tab.

    Once learned, the pet icon or mount icon will no longer appear in bag spaces or bank spaces. This inventory space will be made available once again for other adventuring needs. Pets can still be set to hotkeys by dragging them to the hotkey bar, much like any other spell or ability.

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    Dûr's picture

    @ Wed, 23/07/2008 - 06:24

    Finally! I can take all my Pokémon to a raid! I am undefeatable!

    Shynaski: "I'm very disapointed with paladins as well, mainly because of what DKs can do."

    @ Wed, 23/07/2008 - 14:33

    Found this that look a little nice for all you hunters out there:

    http://www.mmo-champion.com/

    Excetar

    Ompi's picture

    @ Wed, 23/07/2008 - 23:30

    Stellvia wrote:
    Been looking a bit at (holy) paladin and boy did they change stuff around O.o . Paladin playstyle is gonna change ALOT and playing a paladin will become loads and loads more complicated and thus fun !!

    1. Blessings and Hands

    A number of blessings is removed and changed into a new type of spell : Hands. These Hands have a short time effect and will NOT overwrite blessings.
    Blessings that stay are : Kings Wisdom Might Sanctuary
    Turned into Hands:
    - Hand of Protection (used to be BoP): The thing is does remains identical to now but it does NOT remove blessings. Paladin FINALLY got a usuable shield in raids now. Being able to make someone invulnerable to physical attacks for 10 seconds every minute is damn nice.
    - Hand of Salvation (used to be BoS) : reduces 2% of total threat every second for 10 seconds. Paladins are gonna be able to reduce threat when and where needed on players instead of giving the permanent buff. I expect this skill will be what sets skilled paladins apart from non skilled ones, as 1 paladin alone can remove threatcapped issues now. Healers will suddenly need a threat meter =). A drastic change yes, but it will make a pally healers life VERY interesting.
    - Hand of Sacrifice: 30% of the damage taken by the targetted player is targetted to the paladin for 12 seconds. one word : AWESOME: Pop in on a tank active your divine shield and during 12 seconds 30% of the damage the tank takes is removed and given to an invulnerable paladin healer.

    Features like this also appear on other healing classes making me believe fights will have "enrage" moments where skills like this or a priests guardian spirit or pain suppression will be required to keep your MT up. It is simply not possible that blizzard would give so many heavy tank death prevention mechanisms (priests give 40% more healing done or 40% less dam taken, paladins give 30% less dam taken and Lay's CD heavy reduced, warriors last stand CD reduced, etc) without making them required in fights. I am 100% sure fights will have alot of periodic enrages or boss abilities where the damage is simply so big it's practically unhealable

    2. The Holy Tree

    Serious reshuffle of the talents. As a result however it'll be a bit hard to avoid the reduce curse magic and such PvP like talents now. Some big changes:

    - Lay on Hands: Base CD reduced to 20 minutes (from 60) but function remains the same. With talents the CD can be further reduced to 12 minutes. => Paladins now have a "oh crap" button like druids and shamans
    - Holy SHock : A fairly useless spell atm but it's getting some heavy changes: Crits with holy shock make the next Holy Light instant! That is pretty neat, ofc you'll still be hindered by GCD but it puts a very good use to Holy Shock now, especially since the base healing of the spell got seriously buffed. Tank healing paladins can thus use HS instead of flash of light hoping for a crit (I guess pallies will have about 30% crit once in proper gear). HPS on a pally tank healer is gonna be great. They can HS crit and keep the HL ready for fast instant healing, too bad the tooltip doesn't mention how long the effect stays active but I'm guessing it'll be around 10 seconds as usual with such effects.
    - Seals and Judgements: for holy paladins it gets increased to 30y : Holy pallies cna now seal and especially judge enemies, also judging increases their melee and spellcasting speed by 10 seconds. A pretty great change, at long last a holy paladin can now use half of their (class defining seal/judge mechanism) spell in combat.
    - Beacon of Light: a AoE heal over time: castable on a party member it heals everyone in range over 15 seconds. Given the current nature of the spell I do expect some tweaks. It currently heals the entire raid and has no CD. Cast it 3x and the healing is ridiculous. Comparable spells in other classes either are target or CD capped, I'm pretty sure the paladin version will get a target/CD cap as well else it is ridiculously OP and will trivialise raid healing completely. Nonetheless the functionality of this spell is great.
    - Guardian Shield: Each time the target takes damage they gain a Sacred Shield, absorbing 500 damage. They cannot gain this effect more than once every 6 seconds. An alternate prayer of mending, a good skill whcih adds more flavor Smiling

    3. Divine Shield and protection tree

    Divine Shield is gonna be one of the top spells for paladins. The cookie cutter paladin holy build will be 51 Holy / 20 Prot. At this level Protection tree is giving some very nice healing benefits as well.
    http://wotlk.wowhead.com/?talent=sxAzgzzhVuMxRtVGz0Tc

    Improved Devotion Aura: Increases armor bonus of devotion aura by 50% and increases all healing received by targets affected by devotion aura by 3% (3/3 talent points). Auras are currently effecting the ENTIRE raid. 3% more healing aura is very very nice. You'll want at least one paladin specced into this.
    Divine Guardian: When Divine Shield is active all damage taken by raid members within 30 yards of the paladin is reduced by 30 % !!!!!! AMAZING this talent is !!! (stell does a Joda there). OMG this is so so powerfull ! Add to this the utility of Divine shield coupled with hand of sacrifice and you got one hell of a spell. Yes on a 5 min CD but the things you can do with this are simply undreamed of. 2-3 paladins in each raid will make a massive difference.

    WLK promised a mass overhaul for paladins, Holy paladins sure are gonna get a very interesting life now. No more casting only 2 spells and buffing before pulls. They will now have a far larger range of skills to use, can finally use seals and judgements in raid environments and will have to actively use Hands to aid the raid. On top of that Divine Shield will offer some pretty strong utility. I expect this to be a very very enjoyable and challenging raiding spec and class for skilled players. Any current paladin healer that loves spamming his 2 buttons and that's it is gonna be in for a shock, paladin healing will take great skill and dedication in WLK.

    Verry nice!!

    I'm looking on all these info verry open minded with great optimism. Some stuff seems verry Op, others like shit and the changing of so mutch as: Main healing roles, threat ect but blizz have been doing and working on this game for so long ( especially on WOTLK ) that you can only hope that they get most of it right Smiling

    Still a long time till it's finaly out and you play it for real insted of just reading about their current game tests.

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Stellvia's picture

    @ Thu, 24/07/2008 - 00:50

    This is gonna be my new ret build. I took some extra healing talents to be able to selfheal when questing/instancing, which i consider Llewelynns major weakness atm. Right now I heal for tooltip value due to no spellpower but with "Sheath of Light and the spellpower and crit change to mechanics she'll get a massive buff.
    Atm she's got 1800 AP and 25% crit, in WLK that'll be 1800 AP 25% crit AND 1100 Healing and 25% spellcrit in the SAME gear :DD.
    http://wotlk.wowhead.com/?talent=sxhZxZVf0t0fuAIoxuAo
    The whole ret tree rocks now, gonna be great, the only question is how the DPS will be compared to otehr DPS classes. At first glance however 1 ret pally will offer great raid buffs and on top of that has some moderate healing (although not the endurance to last long).
    The other paladin weakness (going oom) is getting fixed as well, the Sheath of Light talent coupled with the several judgement buffs in the end of the tree will mean some really big judgements, which then give a good portion of mana back. I did some quick maths for current gear and dam and it looks awesome, no more mana issues at first glance Smiling)

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    Féral's picture

    @ Thu, 24/07/2008 - 01:11

    The same will be the case for moonkins. The balance tree is getting incredible buffs and its party/raid utilities will be well worth getting one. Also with the moonkin change i doubt they will ever go oom Sticking out tongue

    chaosim's picture

    @ Thu, 24/07/2008 - 06:04

    dam all those new hawt paladin stuff makes me thinking wether I shall dust off my shiny full t2 geared sexeh paladin with the ragnaros club as main in wolk or my shaman o_O

    Tubs's picture

    @ Thu, 24/07/2008 - 09:33

    You won't need to heal yourself if you got divine storm tbh ^^, no downtime Laughing out loud

    "To strike Marcbolan is to strike an anvil. You are more likely to re-shape your weapon than to move him… and heavens forbid he lands on you..."

    Stellvia's picture

    @ Thu, 24/07/2008 - 23:02

    Latest Class comments by Blizzard

    Death Knight

    * The bug preventing Death Coil from using any runic power when casted should be fixed soon. (Source)
    * A lot of the existing quests are still being tweaked. We also have plans to do a few more at the end to make the transition to good old EP a little less jarring. We even have a new Ebon Hold that is a little smaller and easier to navigate. One of the best parts of WoW should be even better by the time we go live. If you haven't spent much time in Northrend, many of the quests there are of this caliber with equally interesting mechanics. It's hard to compress as many into such a great story as the DK start zone though. The good news is that some of the plot threads started in Acherus extend up into Northrend.... (Source)

    Druid

    * We have no plans to implement a "Dire Cat" form at this time. "Dire Bear" exists for the sole purpose of upgrading the Feral Druid's armor value to match the Warrior/Paladin etc. (Druids get no shield) We do, however, intend to allow Druids to be able to use items and enchants with procs in forms, which I believe will work in the next beta build (don't hold me to it though). (Source)
    * I think what Kalgan meant was that we intend to do different texture variances for Druid forms, including Cat form. Which is true, though not sure how soon we're going to get that. They may come from a repeatable quest, or through inscription. Regarding the "Feral Range Bug," that really is not a bug. Have a Warrior, Rogue or any melee class play without using a snare and you'll encounter the same issue. The issue is that the server and client are not sync. When you try to do damage to the target, while your client shows him on your screen, the server disagree's and gives you an error. Snares help alleviate the problem, which is what we're giving Feral Druids in the form of "Infected Wounds" for the expansion. (Source)
    * I just had a chat with our programmers and we do have some new tech for WOLK intended to help solve the melee range issue. The server will try to "predict" the range between you and your target, which we hope will make the issue less evident. This has not yet been implemented in beta, but I'll let you know when we do finally put in the change. (Source)

    Hunter

    * When your pet gains a level, it will automatically gain a new rank of Growl if one is available at that level. The only thing you really need to manage is which talents to choose... and keeping your spore bat fed and happy. You don't learn skills from (disposable) beasts any longer, and the only thing to do at the Pet Trainer is untalent your pet. (Source)
    * We didn't want hunters to have spend a big chunk of talent points just to get pet resistance up to where it is in Burning Crusade. So pets will have some amount of inherent resistance. We're not sure how much that will be yet, but it should be enough that your pet doesn't feel fragile. If you want a truly magic-resistant pet, you can top it off with talents. For now at least the lower ranks of the old resistance skills are just free like Growl and Cower. (Source)
    * There are talents in all 3 pet trees that you can invest in if maintaining happiness is a problem (or just annoying) for you. We're also trying to give you a few more options to keep your pet alive, such as more Avoidance and reduced spell damage, and even more ways to heal your pet. Of course you can always choose to focus directly on more damage and hope your pet survives long enough to make good use of it. (Source)
    * Think of your pet bar as just shortcuts to your spellbook. It doesn't really matter if an ability is on the bar or not. It can be cast or autocast directly from the spellbook, and unfortunately all new abilities start with autocast defaulted on. This is something we might be able to fix, but in the meantime, peek at your pet's spellbook whenever it gains a level to make sure nothing has changed. Cower can surprise you, because it/si something a lot of players passed on before -- understandably, because even if effective it's not a very fun thing to spend points on, which is why we just give it away now. (Source)
    * We haven't done a major pass on threat generation yet for any of the classes. We realize it was very easy in BC for hunters to pull aggro off of their pets. You can probably tell from some of the pet talents (including the ones that just grant more pet dps) that we want pets to be able to hold their own threat against a hunter. This is especially true when it's just you and Bitey out on your own, but ideally a tanking pet with the proper spec will be an effective offtank for 5-player instances, or even a main tank under some circumstances (say a group quest perhaps). (Source)

    Paladin

    * In terms of Blessing of Salvation and Defiance, we're turning away from requiring talents and spells to grant threat and instead just "bake" it into the existing threat generation abilities. (Source)

    Priest

    * We'll be removing the imposed cooldown on Circle of Healing in an upcoming beta build. We'll experiment with the ability having no cooldown, but it's still possible we may decide it needs it. We are indeed concerned with the impact AOE heals such as Circle of Healing, Chain Heal etc. have in endgame raiding, but we haven't decided the best way to address the issue. (Source)

    Rogue

    * Doing some changes to poisons, should see them in an upcoming build. (Source)
    * Riposte - This mechanic is being replaced with "Dismantle" which you can use on demand instead of relying on a proc. (Source)

    Shaman

    * The Lightning Shield being triggered without any cooldown is a bug. (Source)
    * Maelstrom is resetting the swing timer, this is a bug and we hope to have it not reset your swing timer sometime soon. (Source)
    * We'll be doing a polish pass of the Shaman soon. But yes, we do want Flametongue Weapon to be the "Elemental Shaman" weapon. Not sure yet if that is through passive spell damage or a different mechanic. (Source)

    Warlock

    * Haunt is currently not yet completely implemented, we hope to get the damage over time boost effect to work in a future build. (Source)
    * We're doing a polish pass of the Warlock currently, you'll see some changes in the next build (sometime this week I believe?), and a little more after that until the end of beta. Keep letting us know what you think. (Source)
    * Design of Demon Form is not yet complete, we're going to give him a strong melee attack and make the form a type of "DPS timer" for PvE purposes. It's texture is also not yet finished. (Source)
    * Improved Soul Leech is bugged and should be working in 1-2 builds. (Source)

    Warrior

    * We have more work to do on the Warrior, yes =) Hang tight a bit longer. (Source)
    * The goal is for Arms or Fury Warrior to be able to tank nearly as well as a Prot Warrior in terms of threat generation. Where the Prot Warrior is unique is in his defensive utility and playstyle. (Source)

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    Tubs's picture

    @ Sat, 26/07/2008 - 02:12

    New Divine Storm 51 point paly talent animation ^^
    http://youtube.com/watch?v=x_bs-UEcc7s&feature=related
    looks really cool ;D

    "To strike Marcbolan is to strike an anvil. You are more likely to re-shape your weapon than to move him… and heavens forbid he lands on you..."

    Stellvia's picture

    @ Sat, 26/07/2008 - 09:08

    Tubs wrote:
    New Divine Storm 51 point paly talent animation ^^
    http://youtube.com/watch?v=x_bs-UEcc7s&feature=related
    looks really cool ;D

    Hahaha Laughing out loud

    check this out for a funny ret pally bug Smiling
    http://www.youtube.com/watch?v=n7QKTUKRRCM&feature=related

    (due to a bug pally get +500% dam on judgements lol)

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    Stellvia's picture

    @ Sat, 26/07/2008 - 09:36

    Newest talent changes for each class:

    Quote from Blizzard staff
    Death Knight
    Blood

    * Will of the Necropolis now increases your expertise by 3/6/9 instead of 4/8/12
    * Blood Gorged now only affects melee damage
    * Frost Aura increases your Frost Resistance by 32/65 instead of 22/45.

    Unholy

    * Corpse Explosion base damage has been changed from 60 to 216.
    * Improved Corpse Explosion now casts a disease on enemy target that deals 36% of the explosion damage over 15 seconds instead of 9 seconds.
    * Unholy Aura increases your Shadow Resistance by 32/65 instead of 22/45.

    Druid
    Balance

    * Moonkin Form mana cost has been changed from 22% base mana to 538 mana.
    * Typhoon mana cost has been increased from 475 to 645 and the range changed from 20 to 24 Yards.
    * Force of Nature mana cost has been changed from 12% base mana to 284 mana. Cooldown has been reduced from 3 to 2 minutes.
    * Starfall mana cost has been increased from 655 to 866. Range increased from 30 to 36 yards. Damage seems to be changed as well but it looks like the version displayed in the talent calculator isn't the first rank of the spell.

    Feral

    * Faerie Fire range has been increased from 30 to 36 yards.
    * Primal Tenacity now increases your chance to resist Stun and Fear mechanics by 5/10/15% (Old version : Reduces the duration of Fear effects by 5/10/15% and reduces all damage taken while stunned by 5/10/15%)
    * Improved Mangle now reduces the cooldown of your Mangle (Bear) ability by 7% (instead of 0.5 sec) and reduces the energy cost of your Mangle (Cat) ability by 2.

    Restoration

    * Tree of Life mana cost reduced from 28% base mana to 978 mana.
    * Flourish mana cost decreased from 585 to 450. Amount of healing decreased (Rank 1 now heals 672 HP instead of 1610).

    Hunter
    Survival

    * Hunting Party now gives your critical shots a 20/30/40/50/60% chance to restore 2% mana, 10 energy, 4 rage, or 10 runic power to all member of your party. (Old version : 20/40/60/80/100% chance)
    * Potent Venom now increases the amount of damage done to targets afflicted by your Wyvern or Serpent Sting by 1% regardless of the rank. (Old version : Increased the damage by 1% for each rank, up to 3%)

    Mage
    Arcane

    * Arcane Impact is now called Spell Impact and increases the critical strike chance of Arcane Explosion, Arcane Blast, Blast Wave, Fire Blast, Ice Lance, and Cone of Cold by 2/4/6% (Old version : Was only affecting Arcane Explosion / Arcane Blast)
    * New Talent - Student of the Mind (Tier 3) - Increases your total spirit by 4/8/12%
    * Arcane Potency now requires 1 Point in Presence of Mind instead of 5 points in Arcane Concentration
    * Potent Spirit has been removed
    * New Talent - Arcane Flows (Tier 8, requires 1 point in Arcane Power) - Reduces the cooldown of your Presence of Mind, Arcane Power, and Invisibility spells by 30 secs.
    * Netherwind Presence now increases your spell haste by 2/4/6% (Old version : Gives your Arcane Missiles, Arcane Barrage, Arcane Blast, Fireball, Frostbolt, and Forstfire Bolt spells a 1/2/3/4/5% chance to cause the next Arcane Blast, Fireball, Frostbolt or Frostfire Bolt to be instant.)

    Frost

    * Arctic Reach doesn't influence Ice Lance anymore

    Paladin
    Holy

    * The amount of health point healed by Holy Shock has been increased by 66%. (eg. Rank 7 now heals for 2401-2599 instead of 1431-1549)
    * Infusion of Light now reduces the cast time of your next Holy Light spell by 1.3/2.5 secs instead of 1.25/2.5 secs.

    Protection

    * Holy Shield will now give you 6 charges instead of 4.
    * Avenger's Shield mana cost reduced by 70%, damage has been reduced. (eg. Rank 3 now deals 494-602 damage for 780 mana instead of 705-861 for 1745 mana)
    * Guarded by the Light now reduces the mana cost of your Consecration, Holy Wrath and Avenger's Shield by 15/30% (Old version : Whenever your parry or dodge an attack you have a 10% chance to reduce the mana cost of your next Consecration, Holy Wrath, or Avenger's Shield spell by 25%/50%)

    Retribution

    * Improved Blessing of Might now increases the attack power bonus of your Blessing of Might by 10/20/30/40/50% instead of 4/8/12/16/20%
    * Vindication now has a chance to reduce the target's attributes by 10/20% for 15 seconds. (Old version : 5/10% reduction)
    * Pursuit of Justice is now a 2 rank talents (was 3), reducing the change to be hit by spells by 1/2% and mounted movement speed by 9/15% (Old version : 1/2/3% hit and 5/10/15% mounted speed)
    * Repentance now costs 395 mana instead of 9% of base mana.

    Rogue
    Subtlety

    * Fixed a typo in Honor Amongst Thieves, now gives a 10/20/30% to gain a combo point when you or someone in your group critically hits with a damage, healing, or spell ability. (Was ... 100/200/300%)

    Shaman
    Elemental

    * Convection (Tier 1) is now a 3 points talent, reducing the mana cost of Shock, Lightning Bolt, Chain Lightning, Thunder and Lava Burst spells by 4%/8%/12% (Old version : 5 points and 2/4/6/8/10%)
    * Concussion doesn't affect Lava Burst and Thunderstorm anymore.
    * Storm Reach now also increases the radius of your Thunderstorm spell by 10% along with the range improvement on Lightning Bolt / Chain Lightning.
    * Elemental precision increases your chance to hit with Fire, Frost, and Nature spells by 2/4/6% and reduces the threat caused by these spells by 4/7/10% (Old version : 1/2/3% hit and 10/20/30% threat)
    * Astral Shift now has a 33/66/100% chance to shift into the Astral Plane reducing all damage taken by 30% (Old version : 100% chance to reduce all damage taken by 10%/20%/30%)
    * Thunderstorm range increased from 10 to 12 yards, damage increased from 595-679 to 640-729, knockback stays 20 yards.

    Enhancement

    * Improved shields now increases the amount of Mana Shield orbs by 10% instead of 5%, improvements to Lightning Shield and Earth Shield stay the same.
    * Shamanistic Rage now gives your successful melee attacks a chance to regenerate mana equal to 15% of your attack power. (Old version : mana regeneration equal to 30% of your attack power)
    * Maelstrom Weapon now reduces the casting time of any spell by 4/8/12/16/20% when you critically hit with a melee weapon. (Old version : was only affecting Lightning Bolt, Chain Lightning, and Lava Burst)
    * Feral Spirit now lasts 45 seconds instead of 30 seconds.

    Restoration

    * Nature's Guardian cooldown has been changed from 8 to 5 seconds.
    * Spirit Link now also breaks if a shared damage would reduce a target's health below 20%.

    Warrior
    Arms

    * Bloodletting has been renamed to Improved Rend once again and doesn't increase the amount of damage caused by Bloodbath anymore.
    * Fixed a typo in Second Wind, Stun or Immobilize effects generate 10/20 rage. (Old version ... 100/200 ^^)

    Protection

    * Shield Specialization now gives you a chance to generate 1 rage when a block occurs. (Old version : 2 Rage)

    Warlock
    Affliction

    * Death's Embrace (Tier 9) does not affect Shadowburn anymore. Haunt has replaced Shadowburn here.
    * Haunt (Tier 11) has been changed from a 10 sec cooldown to a 15 sec cooldown.

    Demonology

    * Soul Link (Tier 3) is not required for Unholy Power anymore.
    * Master Demonologist (Tier 6) is no longer required to take Demonic Empowerment (Tier 7)

    Destruction

    * Aftermath (Tier 2) changed to 2%/4% chance to daze the target for 5 sec. (Previously 5/10% for 5 sec)
    * Chaos Bolt (Tier 11) changed to an 8 sec cooldown. (Previously 12 secs)

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    chaosim's picture

    @ Sat, 26/07/2008 - 10:09

    Stellvia wrote:

    check this out for a funny ret pally bug Smiling
    http://www.youtube.com/watch?v=n7QKTUKRRCM&feature=related

    (due to a bug pally get +500% dam on judgements lol)

    Its not a bug! Laughing out loud

    There is so much new hawt paladin stuff Im over-stimulated [runs too the fridge for a beer]

    ..back. Now Im gonna play with my new build which will be =
    http://wotlk.wowhead.com/?talent=sZE0zZxf0t0fuAIoguAo

    Stellvia's picture

    @ Sat, 26/07/2008 - 11:20

    It is a bug : he judgement are suppose to do sick damage but not 10-15k. One of the top talents in the ret tree currently is bugged, I think it was the Art of War being a permanent instead of temp buff and something about it having the wrong dam modifier leading to silly 15k judgements. Big judgement crits should be in the 8k area, I'll do the maths perhaps Smiling

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    Stellvia's picture

    @ Sat, 26/07/2008 - 17:12

    Something most people missed

    - Alliance paladins get Seal of Blood but it's called Seal of the martyr
    - Horde paladins get Seal of Vengeance but is called Seal of Corruption

    the difference between ally and horde is thus removed, the seals will jsut have a different name Smiling

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    Stellvia's picture

    @ Mon, 28/07/2008 - 09:35

    New changes, half of them are known allready but there's some new things in there

    Death Knight
    Blood

    * Vendetta now heals you up to 2/4% (old version: 3/6%) of your total maximum health.
    * Mark of Blood no longer has a cooldown. (that's probably a typo on the official talent calc)

    Frost

    * New Tier 8 Talent - Blood of the North - Whenever you used a Blood Strike, there is a 20% chance that the Blood Rune will become a Death Rune when it activates.
    * Improved Icy Touch now does an additional 10/20/30/40/50% damage or 20/40/60/80/100% damage to Frozen Targets.
    * Frost Strike no longer requires Merciless Combat to be trained.
    * Frost Aura now increases your Frost Resistance by 32/64 (old 26/49).
    * Nerves of Cold Steel moved from Tier 3 to Tier 2.
    * Annihilation moved from Tier 6 to Tier 3.
    * Merciless Combat moved from Tier 8 to Tier 6.
    * Aneurysm moved from Tier 8 to Tier 7.

    Unholy

    * Corpse Explosion damage increased from 60 to 216 damage (modified by attack power).
    * Improved Corpse Explosion length component increased from 9 seconds to 15 seconds.
    * Unholy Aura now increases your Shadow Resistance by 32/64 (old 26/49).

    Druid
    Balance

    * The mana cost for Moonkin Form has been changed from 22% base mana to 538 mana.
    * Typhoon Mana cost increased from 475 mana to 645 mana, and damage increased from 400 to 530.
    * Force of Nature mana cost changed from 12% base mana to 284 mana, and cooldown reduced from 3 to 2 minutes.

    Feral

    * Primal Tenacity now reduces the duration of Fear effects by 10/20/30% (old version: 5/10/15%) , and reduces all damage taken while Stunned by 10/20/30% (old version: 5/10/15%).

    Restoration

    * Swiftmend mana cost changed from 16% base mana to 379 mana.
    * Tree of Life mana cost changed from 28% base mana to 978 mana.

    Hunter
    Beast Mastery

    * Intimidation now costs 202 mana instead of 6% base mana.
    * Bestial Wrath now costs 338 mana instead of 10% base mana.

    Marksmanship

    * Aimed Shot casting time increased to 3 secs.
    * Scatter Shot now costs 202 mana instead of 6% base mana.
    * Silencing Show now costs 302 mana instead of 6% base mana.

    Survival

    * Wyvern Sting minimum range increased to 8 yards from 5 yards.

    Mage
    Arcane

    * Arcane Impact (tier 3) changed to Spell Impact proccing off many more spells. Tooltip: Increases the critical strike chance of your Arcane Explosion, ArcaneBlast, Blast Wave, Fire Blast, Ice Lance, Cone of Cold spells by an additional 2/4/6%.
    * Arcane Potency (tier 6) no longer requires 5 points in Arcane Concentration (tier 2), but 1 point in Presence of Mind.
    * Student of Mind (tier 9) moved to Tier 3.
    * Potent Spirit (tier Cool replaced with Mind Mastery. New tooltip: Increases spell damage by up to 5/10/15/20/25% of your total intellect.
    * Netherwind Presence (tier 10) moved to Tier 9 to replace Student of Mind. The talent has also been reworked to give 6% passive haste. New tooltip: Increases your spell haste by 2/4/6%.
    * Missile Barrage (tier 10) new talent to replace Netherwind Presence's instant casts with faster Arcane Missiles. Tooltip: Gives your Arcane Barrage, Fireball, Frostbolt and Frostfire Bolt spells a 3/6/9/12/15% chance to reduce the channeled duration of the next Arcane Missiles spell to 1.5 secs and fire missiles every .3 sec.

    Fire

    * Living Bomb mana cost lowered from 400 to 388 mana, and damage increased from 51 to 56-57 (explosion dmg increased from 212 to 233-234).

    Frost

    * Icy Veins mana cost lowered from 3% base mana to 67 mana.
    * Arctic Reach is no longer affecting Ice Lance.
    * Summon Water Elemental mana now costs 358 mana instead of 16% base mana.
    * Deep Freeze now costs 253 mana instead of 8% base mana.

    Paladin
    Holy

    * Divine Favor now costs 21 mana instead of 3% base mana.
    * Holy Shock mana costs has been decreased by 30% through all ranks.

    Protection

    * Blessing of Kings now costs 24 mana instead of 6% base mana.
    * Holy Shield damage increased by 10%, charges increased to 6.
    * Guarded by Light proc removed. New tooltip: Reduced the mana cost of your Consectration, Holy Wrath and Avenger's Shield spells by 15%.
    * Hammer of the Righteous costs 263 mana instead of 6% base mana.

    Retribution

    * Improved Blessing of Might increases the attack power bonus of Blessing of Might by 10/20/30/40/50%.
    * Vindication reduced to 2 talent points, debuff increased to 20%.
    * Seal of Command now costs 57 mana instead of 14% base mana.
    * Pursuit of Justice reduced to 2 talent points, at 2/2 the effect is unchanged.
    * Repetance now costs 395 mana instead 9% base mana.
    * Crusader Strike now costs 100 mana instead of 8% base mana.
    * Divine Storm now costs 181 mana instead of 12% base mana.

    Priest
    Discipline

    * Power Infusion now costs 416 mana instead of 16% base mana.
    * Pain Suppression now costs 209 mana instead of 8% base mana.
    * Penance range is increased to 40 yard for friendly targets.

    Holy

    * Guardian Spirit now costs 231 mana instead of 6% base mana.

    Shadow

    * Vampiric Embrace now costs 77 mana instead of 2% base mana.
    * Shadowform now costs 1161 mana instead of 32% base mana.

    Shaman
    Elemental

    * Convection reduced to 3 talent points. At 3/3 the effect is unchanged.
    * Elemental Fury has been unlinked from Elemental Focus.
    * Totem of Wrath now costs 147 mana instead of 5% base mana.
    * Thunderstorm damage ranged moved from 595-679 to 610-694.

    Enhancement

    * Improved Shields now increases mana gained from your Mana Shield orbs by 10% instead of 5% from Water Shield. The other effects are unchanged.
    * Stormstrike now costs 329 mana instead of 8% base mana.
    * Feral Spirit now costs 527 mana instead of 12% base mana and the wolves last 45 seconds instead of 30.

    Restoration

    * Mana Tide now costs 88 mana instead of 3% base mana.
    * Cleanse Spirit now costs 307 mana instead of 7% base mana.
    * Earth Shield mana cost has been doubled. Rank 3 at level 70 now costs 900 mana instead of 450.
    * Spirit Link now costs 517 mana instead of 12% base mana.

    Warlock
    Affliction

    * Fel Concentration now also gives 14/28/42/56/70% chance to avoid interruption while casting Unstable Affliction and Haunt.
    * Curse of Exhaustion now costs 231 mana instead of 6% base mana.
    * Improved Felhunter: Your felhunter gains mana equal to 50/100% of the damage done by its Shadow Bite ability, and increases the effect of your Felhunter's Fel Intellgence by 2%. (Old tooltip: Your Felhunter gains mana equal to 33% of the damage done by its Shadow Bite ability, and reduced the cooldown of your Felhunter's Expel magic by 10 sec.
    * Eradication now gives Corruption ticks 5/10/15% chance to increase spell casting speed by 20% for 12% instead of 4/7/10% chance.
    * Haunt now costs 462 mana instead of 12% base mana, casting time increased to 2 secs from 1.5 secs.

    Demonology

    * Demonic Embrace now increases total Stamina by 2/4/6/8/10% down from 3/6/9/12/15%.
    * Soul Link now costs 616 mana instead of 16% base mana.
    * Unholy Power unlinked from Soul Link.
    * Demonic Sacrifice's 20% spell haste and 10% spell damage buff changed to 10% fire damage for Imp, restoring 2% of total health every 4 sec for Voidwalker, 10% shadow damage for Succubus, restoring 3% total mana every 4 sec for Felhunter and 10% shadow and fire damage, restoring 2% of total mana every 4 sec for the Felguard.
    * Demonic Empowerment now doesn't heal the Succubus to 100% when vanishing, only increases the Imp's spell critical chance by 20%, instead of resetting the Felhunter's cooldowns now dispels all magical effects from the Felhunter.
    * Summon Felguard now costs 2092 mana instead of 80% base mana.

    Destruction

    * Aftermath now only gives Destruction spells a 2/4% chance to daze down from 5/10%.
    * Conflagrate Rank 1-5 damage increased by 10.
    * Shadowfury Rank 1-2 damage increased by 15.
    * Eternal Flames tooltip clarified.
    * Chaos Bolt cooldown reduced from 12 to 8 seconds, damage increased by 22.

    Warrior
    Arms

    * Bloodletting renamed to Improved Rend.

    Protection

    * Shield Specialization now generates 1 rage (old: 2 rage) when a block occurs.

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    Nyxxi's picture

    @ Mon, 28/07/2008 - 11:24

    i may have missed this somewhere in the thread.. but wtf is up with changing +healing to +spell power? Archons Gavel in wotlk as i see has something like 266 spell power instead of 500 healing? am i missing something here?

    Edit: nvm it apears the change from healing to spell power wont make much difference to the amount ur heals do.

    Quote:
    Blizzard Quote: (Source)
    Well as you've probably now gathered, 1 point of spellpower will be equal to a greater amount of the current bonus healing stat. So although healers will have a lower amount of spellpower than the bonus healing they have now, they will still heal for roughly the same amount.

    Regarding whether more gear will become wanted by more people and whether deciding who gets what will become harder to manage, well yes there might be some of that Smiling I can definitely imagine some of my guilds raid loot bidding becoming even more intense than it is currently.

    In the 5 mans though, I guess it'll come back down to the simple "need and greed" type rules. If the item is a definite improvement on your existing item of that slot, then it's only fair that you roll for it. If you're grouping with friends this'll be more easy to deal with... Eye-wink Generally if you're grouping with polite and friendly folk, loot distribution should be just as easy to do as it has always been.


    We are all puppets, I'm just the puppet who can see the strings..
    "Time you enjoy wasting, was not wasted." - John Lennon

    shynaski's picture

    @ Mon, 28/07/2008 - 13:45

    Stellvia wrote:
    Something most people missed

    - Alliance paladins get Seal of Blood but it's called Seal of the martyr
    - Horde paladins get Seal of Vengeance but is called Seal of Corruption

    the difference between ally and horde is thus removed, the seals will jsut have a different name Smiling

    duno if we must be happy or cry tbh,
    I mean, the change is really nice and what all alliance paladins wanted, but why on earth didn't they do that long ago then ?! they always had "good" reasons not to give alliance and horde paladins the same seals, and now, miracle ! we get them !
    don't want to sound like i got a lot of sand you-know-where but for me it's just showing they don't know what to do with paladins Eye-wink

    as for ret changes it'll only get paladins on par with the other dps boosts of other classes, so we shouldl still be rotting in the middle of the e-peen meters - first ret videos look like retadins are still getting huge mana issues when going full out Sad

    Tinùviél "Mmmmm shadowtrap... whats that ?"

    Stellvia's picture

    @ Tue, 29/07/2008 - 04:20

    Inscription - Glyph Previews

    Glyps are inscription effects that make your spells stronger or different.
    As it stands now you are allowed to have
    - 2 major glyphs : will make a big boost
    - 2 minor : give a small effect
    - 2 cosmetic : don't change the spell but may alter graphics or alike

    Quote from Blizzard staff
    Miscellaneous

    * Glyph Mastery (Passive) - Unlocks an additional Glyph.

    Hunter

    * Venomous Mana (Glyph Passive) - Empowers a Greater Glyph to grant your Viper Sting ability an additional 15% chance to resist dispel effects.

    Mage

    * Glyph of the Penguin - Empowers a Minor Glyph to cause your Polymorph: Sheep spell to turn the target into a baby penguin.

    Druid

    * Glyph of Natural Force (Class: Druid) - Empowers a Greater Glyph to avoid interruption caused by damage while casting your Wrath spells by 50%.
    * Glyph of Moonfire (Class: Druid) - Empowers a Lesser Glyph to reduce the rage cost of your Demoralizing Roar by 20.
    * Glyph of Thorns (Class: Druid) - Empowers a Minor Glyph to reduce the mana cost of your Thorns spells by %s1%.
    * Glyph of Wild Endurance (Class: Druid) - Empowers a Minor Glyph to increase the duration of your Mark of the Wild and Gift of the Wild spells by 30 min.
    * Glyph of the White Bear - Changes the appearance of your bear and dire bear forms to that of a polar bear.
    * Glyph of Frenzied Regeneration - While Frenzied Regeration is active, healing effects on you are 20% more powerful.
    * Glyph of Growl - Increases the chance for your Growl ability to work successfully by 8%.
    * Glyph of Mangle - Increases the duration of Mangle by 6 sec.
    * Glyph of Swipe - Your Swipe ability now hits 1 additional target.
    * Glyph of Shred - Increases the damage dealt by Shred to stunned and incapacitated targets by 20%.
    * Glyph of Rip - Increases the duration of your Rip ability by 3 sec.
    * Glyph of Rake - Your Rake ability prevents targets from fleeing.
    * Glyph of Swiftmend - Your Swiftmend ability no longer consumes a Rejuvenation or Regrowth effect from the target.
    * Glyph of Innervate - Your innervate ability now has an additional 20% strength mana regeneration effect on you in addition to the effect on your primary target.
    * Glyph of Rebirth - Increases the amount of health on a character brought back to life via Rebirth by 100%.
    * Glyph of Regrowth - Increases the amount of your initial Regrowth heal by 50% if your Regrowth effect is still active on the target.
    * Glyph of Rejuvenation- While your rejuvenation targets are below 50% health you will heal them for an additional 50% health.
    * Glyph of Healing Touch - Decreases the cast time of Healing Touch by 1.5 sec., the mana cost by -25% and the amount healed by -50%.
    * Glyph of Lifebloom - Increases the duration of Lifebloom by 1 sec.
    * Glyph of Starfire - Your Starfall ability increases the duration of your Moonfire effect on the target by 3 sec.
    * Glyph of Insect Swarm - Increases the damage of your Insect Swarm ability by 30% but it no longer affects your victim's chance to hit.
    * Glyph of Hurricane - Your Hurricane ability now also slows the movement speed of its victims by -20%.
    * Glyph of Starfall- Increases the duration of Starfall by 2 sec.
    * Glyph of Wrath - Increases the chance you'll resist spell interruption when casting your Wrath spell by 50%.
    * Glyph of Moonfire - Increases the periodic damage of your Moonfire ability by 75% but initial damage is decreased by -90%.
    * Glyph of Entangling Roots - Increases the damage your Entangling Roots victims can take before the Entangling Roots automatically breaks by 20%.

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    Féral's picture

    @ Tue, 29/07/2008 - 09:51

    omg, think ill be taking up inscription!

    @ Tue, 29/07/2008 - 12:07

    You dont have to be a scribe (or whatever) to use Inscription afaik. It's a bit like Enchanting.


    "Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”

    Stellvia's picture

    @ Tue, 29/07/2008 - 12:38

    Stellvia's picture

    @ Tue, 29/07/2008 - 13:21

    Paladin changes (some good and bad)

    - Divine Protection changed (protectiong and not shield): All damage taken reduced by 50% for 12 seconds. The time between you attacks is increased by 50%. 5 minute CD, causes forbearance. It doesn't make you loose aggro, it doesn't share CD with Divine Shield anymore.
    => A paladin Shield wall !
    - Forbearance debuff increased to 3 minutes, up from 1 minute (Ouch)
    - Avenging Wrath no longer causes Forbearance
    - New spell: Divine Plea : While channeling this spell you gain 50% of your mana over 6 seconds (awesome !)
    - Seals now last 2 minutes
    - Seal of Command at 77 Level on a paladin who's wearing the BT mace: Gives chance to do 755-905 additional holy damage. Judgement causes 1508-1573 dam or 3016-3146 while targeted is incapacitated. O.O
    - Judgement cause GCD Sad
    - (unconfirmed) Judgements no longer use up the Seal
    - Eye for an Eye: All criticals against you cause 10/20% of the damage taken to the attacker as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health (was 15/30% damage return for spell attacks only).
    - The Art of War: Reduces all damage taken by 1/2/3% and gives your Hand of Freedom a 33/66/100% chance to remove Stun effects.
    - Righteous Vengeance: Increases critical damage bonus of your Judgement and Divine Storm spells by 5/10/15/20/25% (was 3/6/9/12/15% for all damage criticals).
    - Divine Storm: Mana cost changed to 20% of base mana up from 12%.

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    Stellvia's picture

    @ Tue, 29/07/2008 - 13:06

    Some strange Alchemy nerf/buff I'll let you decide

    - All potions will now cause potion sickness preventing you from using any potion again untill you are out-of-combat......... no more chainpotting :s
    - Passive effect: All alchemists will now receive greater benefit from potions, kinda like the alchemist stone does now.

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    Stellvia's picture

    @ Tue, 29/07/2008 - 15:14

    Not only rogue regen is changed, mana regen is changed the same lol : http://files.filefront.com/regenmechavi/;11267790;/fileinfo.html

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    Stellvia's picture

    @ Tue, 29/07/2008 - 15:25

    Up-to-date Talent trees for the current Beta build:
    http://www.mmo-champion.com/talent/?

    They (finally) started on warlocks and mages Smiling

    Warlock
    Class changes list in the work, check the updated talent calculator for all the changes
    Destruction

    * Molten core now has a 5%/10%/15% chance, up from 4%/7%/10%
    * Nether Protection has been changed; now gives you a 10%/20%/30% chance once a spell (of any school) hits you you reduce all damage from that school by 60% for 10 secs.
    * Emberstorm now reduces the cast time of Immolate by 0.1/0.2/0.3/0.4/0.5 instead of 2%/4%/6%/8%/10%
    * Improved Soul Leech now restores mana to you and your summoned demon by 5%/10%, down from 15%/30%.
    * Backdraft is now fixed, ranks now reduce cast time and mana cost of your next three destruction spells by 10%/20%/30%.
    * Empowered Imp has been implemented and now all critical hits done by your imp have a 33%/66%/100% chance to increase your spell critical hit chance for your next spell by 100%, up from a 20%/40%/60% chance.
    * Eternal Flames no longer has a chance to refresh the duration of your immolate on the target.
    * Chaos Bolt is no longer implemented.

    Affliction

    * Fel Concentration now gives you a 14%/28%/42%/56%/70% chance to avoid interruption while casting unstable affliction and haunt.
    * Improved Felhunter has been changed, it now gains mana equal to 50%/100% of its shadow bite ability and it increases the effect of the felhunter's fel intellect by 1%/2%.
    * Eradication now only has a chance to increase your spell casting speed on corruption ticks, instead of corruption and unstable affliction ticks.
    * Haunt now increases all damage done by your damage over time effects on the target by 20%, up from 15%.

    Demonology

    * Demonic Embrace now just increases your stamina by 2%/4%/6%/8%/10%, independent of your spirit.
    * Demonic Sacrifice now grants you an effect depending on the summoned demon for 30 minutes, instead of just flat out increasing your spell haste and spell damage.
    * Master Demonologist- The felhunter effect has been changed, it now reduces all spell damage taken by 2%/4%/6%/8%/10%, instead of increasing all resistances by 0.2/0.4/0.6/0.8/1.
    * Demonic Empowerment has been implemented and the succubus effect has been changed that once the succubus goes into the improved invisibility state, all stuns and movement imparing effects are removed, in addition, instead of the felhunter effect reseting all of the cooldowns, it now dispells all magical effects on the felhunter.
    * Love Struck is now Improved Demonic Tactics; it increases your demon's critical strike chance by 10%/20%/30% of your critical strike chance.
    * Demonic Empathy has been changed so that when you or pet hits with a critical strike, the other's damage done by their next 3 spells or abilities is increased by 2%/4%/6%.
    * Metamorphosis no longer restores your health and mana when you switch in and out of the form, however, the duration of stuns and movement impairing effects are reduced by 50%

    Pet changes (Source)

    * Felhunter: Paranoia and Tainted Blood have been replaced with Fel Intelligence and Shadow Bite.
    * Shadow Bite (Felhunter): Deals Shadow damage plus additional 5% Shadow damage for each damage over time effect on the target. 6 sec cooldown.
    * Fel Intelligence (Felhunter): Increases total Intellect and Spirit of party and raid members by 3%. Lasts until cancelled.
    * Felguard: Health increased by 10%.
    * Succubus: Health increased by 20%, armor increased 22%.
    * Imp: Health increased 20%, Armor increased 16%, mana regeneration increased 200%.
    * Voidwalker: Health increased by 20%, Damage increased by 16%. The amount of attack power the Voidwalker gains from it's master's spell damage has been increased by 45%.
    * Consume Shadows (Voidwalker): Duration reduced to 6 seconds, and effect increased 66%. Now also greatly increases all nearby allies stealth detection while channeled.
    * Summon Dreadsteed/Felsteed: Mana cost removed, global cooldown removed.
    * Bane now also reduces the cast time of your Haunt spell.
    * Infernal: Cooldown reduced to 15 minutes, down from 1 hour. Duration reduced to 1 minute, down from 5 minutes+. Health increased by 30%, damage increased by 60%, and armor increased 30%.
    * Doomguard: Health increased 20%, mana increased 24%.
    * Avoidance (Felguard) - Now reduces damage taken from area of effect attacks by an additional 80%.
    * Avoidance: Now automatically learned for the Succubus, Imp, Voidwalker and Felhunter at level 10.

    Mage
    Class changes list in the work, check the updated talent calculator for all the changes
    Arcane

    * Arcane Subtley - Lower your target's resistances by 5/10 changed to 15/30% dispel resist
    * Wand Specialization - Removed
    * Arcane Fortitude - Moved to Wand Specialization's spot, changed to 3 ranks, now provides 50/100/150% of your Intellect into armor.
    * Magic Absorption - Changed to 2 ranks, increases resistances by .5/1 per level, now only restores 1/2% of mana on full resist.
    * Arcane Impact - Renamed Spell Impact. Now increases the damage of your Arcane Explosion, Arcane Blast, Blast Wave, Fire Blast, Ice Lance, and Cone of Cold by 2/4/6%.
    * Student of the Mind - Moved to Tier 3
    * Focus Magic - New Tier 3 talent, increases magic damage taken by the target by 150, lasts 1 min or 50 charges.
    * Improved Mana Shield - Renamed Arcane Shielding, now increases the armor and resistances gained by the mage by 25/50%.
    * Improved Blink - Now reduces the mana cost of Blink by 25/50%, and chance to be hit for 4 sec after Blink by 15/30%.
    * Prismatic Cloak - Now reduces damage taken by 2/4/6% and Invisibility fade time by 1/2/3 sec
    * Arcane Potency - Reduced to 2 ranks, connected to Presence of Mind instead of Clearcasting, Increases critical strike chance of any spell by 30% when
    * Empowered Arcane Missiles - Renamed Arcane Empowerment, now Increases the damage of your Arcane Missiles spell by an amount equal to 15/30/45% of your spell power and the damage of your Arcane Blast by 3/6/9% of your spell power.
    * Potent Spirit - Removed, replaced by Arcane Flows. Reduces the cooldown of your Presence of Mind, Arcane Power and Invisibility spells by 30/60 secs.
    * Netherwind Presence - Reduced to 3 ranks and moved up a tier, now increases your spell haste by 2/4/6%.
    * Missile Barrage - Added in place of Netherwind Presence. Gives your Arcane Blast, Fireball, Frostbolt and Frostfire Bolt spells a 15% chance to reduce the channeled duration of the next Arcane Missiles spell by 2.5 secs and fire missiles every .5 secs.

    Fire

    * Improved Fire Blast - Moved to Tier 1, now 2 ranks, Reduces the cooldown of your Fire Blast spell by 1/2 sec.
    * Incineration - Moved to tier 1, now 3 ranks, Increases the critical strike chance of your Fire Blast, Scorch, Arcane Blast and Cone of Cold spells by 2/4/6%.
    * Burning Determination - New Tier 2 talent, When Interrupted or Silenced you have a 50/100% chance to become immune to both mechanics for 10 seconds.
    * World in Flames - Moved to Tier 2, Increases the critical strike chance of your Flamestrike, Blast Wave, Dragon's Breath, Living Bomb, Blizzard and Arcane Explosion spells by 2/4/6%.
    * Flame Throwing - Moved to Tier 3
    * Impact - Moved to Tier 3
    * Pyroblast - Cast time reduced to 5 seconds
    * Improved Scorch - More damage types added, now your Scorch spells have a 33/66/100% chance to cause your target to be vulnerable to Fire, Frost and Arcane damage, increasing damage taken by 2/4/6/8/10% and lasts 30 seconds. Stacks up to 5 times.
    * Master of Elements - Fire and frost wording removed, now your spell criticals will refund 10% of their base mana cost.
    * Blast Wave - Knockback added, now a wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 154 to 186 Fire damage, knocking them back and Dazing them for 6 seconds.
    * Fiery Payback - Changed to, When below 35% health all Physical and Fire damage taken is reduced by 10/20% and your Pyroblast spell's cast time is reduced by 1.75/3.5 secs.
    * Empowered Fireball - Changed to 3 ranks, Increases the damage of your Fireball spell by an amount equal to 5/10/15% of your spell power.
    * Firestarter - New talent added, Your Blast Wave and Dragon's Breath spells have a 15/30/45% chance to make your next Flamestrike spell instant cast. Lasts 10 seconds.
    * Dragon's Breath - Disorient changed from 3 sec to 5 sec
    * Burnout - Talent changed to read, Increases your spell critical damage bonus with all Fire spells by 5/10/15/20/25% but your spell criticals cost an additional 1/2/3/4/5% of the spell's cost.
    * Living Bomb - Mana drain added, The caster becomes a living bomb, causing 51 Fire damage to all enemies within 10 yards every 2 sec. After 6 seconds, a fiery explosion occurs causing 212 Fire damage to all enemies within 10 yards and burning 106 mana, dealing damage equal to the amount drained.

    Frost

    * Shattered Barrier - New Tier 6 talent that gives your Ice Barrier spell a 50/100% chance to trigger a Frost Nova when it is destroyed.
    * Winter's Grasp - Renamed to Fingers of Frost, which gives your Frost damage spells a 5/10% chance to apply the Fingers of Frost effect, which treats your next Frost spell cast on the target as if the target were Frozen. Lasts 10 seconds.
    * Brain Freeze - Changed to give your Frost damage spells have a 5/10/15% chance to cause your next Fireball spell to be instant cast and cost no mana.
    * Improved Water Elemental - Changed to increase the duration of your Summon Water Elemental spell by 5/10/15 sec and your Water Elemental heals all party or raid members 1/2/3% of their total health every 5 secs.
    * Chilled to the Bone - Changed to increase the damage caused by your Frostbolt, Frostfire Bolt and Ice Lance spells by 1/2/3/4/5% and reduces the movement speed of all chilled targets by an additional 2/4/6/8/10%.
    * Deep Freeze - Damage added, causes 694 to 806 Frost damage and stuns the target for 5 seconds. Only usable on Frozen targets.

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    @ Tue, 29/07/2008 - 16:03

    Thank god they saved Demonology! Can still get my nice 21/50 talent build now, gogo Fire spec! If I am even there Sticking out tongue


    "Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”

    Stellvia's picture

    @ Tue, 29/07/2008 - 19:07

    Lol, no idea if it's bug or feature but a hunter tamed an Un'goro devilsaur in the beta Laughing out loud
    http://www.maniasarcania.com/wp-content/uploads/2008/07/devilsaur.jpg

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    chaosim's picture

    @ Wed, 30/07/2008 - 11:35

    Latest from Beta's is that you can only use 1 potion per acounter. Then you get a debuff called potion sickness o_O

    Source http://www.wowinsider.com/2008/07/29/azeroths-new-plague-potion-sickness...

    a good or bad thing??
    /discuss!

    Stellvia's picture

    @ Wed, 30/07/2008 - 13:23

    chaosim wrote:
    Latest from Beta's is that you can only use 1 potion per acounter. Then you get a debuff called potion sickness o_O

    Source http://www.wowinsider.com/2008/07/29/azeroths-new-plague-potion-sickness...

    a good or bad thing??
    /discuss!

    There's an official statement somewhere that Blizzard introduced this to prevent ridiculously undergeared players from being able to heal/DPS in zones several tiers above them (kara ppl in BT for example). Of course knowing blizzard ahrdcore to nerf it to pieces methods it remains to be seen what's left of it by release.

    In any event this change will mean 1 thing: bad healers are gonna stand out now: anyone not able to manage mana will be spotted instantly, and let mana management be the thing most healers suck at.

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    Ompi's picture

    @ Fri, 01/08/2008 - 20:40

    Spirit link - Seems like they changed this one abit. Before the tooltip said that you could only link yourself ( the shaman caster ) to a friendly target and the link would brake after a serten amount of damage done to the 2 targets. now this is what the current tooltip say:

    Quote:
    You link the friendly target with up to two nearby friendly targets, causing 50% of any damage taken to be distributed to the linked targets. If any target takes a blow greater than 30% of their health, or shared damage would reduce a target's health below 20%, the link is broken. You can only have one link active at a time.

    Not sure if more then one link can be active at the target at the same time, meening if one tank can have links from more then one shaman on him at the same time. It only ses that only one link can be active at the time per shaman.

    Anyways if i understnad this right. This spell would let you link 3 tanks together making 50% of the damage taken spread between the 3 players. so for an example say we got a boss fight where only 1 tank is needed. The resto shaman(s) in the raid could spirit link the MT with the 2 OTs together. Transfering 50% of the MT damage to them BUT since the link brakes when/if any of the linked players goes under 20% in health or takes a high spike hit. Making MT healing easyer and alot less stressfull on high hitting "tank/spank" fights.

    Splitting 50% of the damage taken between 3 tanks will sertenly help alot!
    Awsome spell Laughing out loud

    Resto shaman game-play in WOTLK i'm pondering abit about, looking on the new stuff. Makes me think that Resto shamans are going towards more of a game play with fast casting spells, high spell crit and singel target heals. Rather then high healing power, haste and CH spamm as we have it now, more or less. They havent eaven done any new +lev70 CH ranks yet.

    Cause, Critting with HW or LHW gives the shaman: an instant heal that heals the lowest raid player within 40yards for 20% of what the crit he just did healed for. AND he instantly consume a water sheild orb. Meny talents increase the healing effect ( crit chance/Bonus healing ) of LHW and HW but not for CH.
    So CH spamming would almsote be a waste in WOTLK since 2 whole talents in the resto tree can't proc from CH, and those talents are freaking awsome.

    LHW and HW spamming with occasional CH to get the Tidal wave proc seems to be the WOTLK healling game for shamans, at least it looks that way in my eyes. Changing the heal role of the class masivly.
    ah i dunno, will have to se when the new ranks of CH comes for +70 ( if they do ) CH is an extremly good heal, one that i don't think should be cast aside.

    I'll have to find some other spell to use my CH spamm finger for Sticking out tongue

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Ompi's picture

    @ Sat, 02/08/2008 - 21:59

    Build-in threat meter added in the beta now, no more deaths due to omen bugging Sticking out tongue

    http://www.wowinsider.com/2008/08/02/built-in-threat-meters-implemented-...

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Nyxxi's picture

    @ Sun, 03/08/2008 - 16:24

    not sure if its legit but a friend showed me this today

    http://i111.photobucket.com/albums/n141/novadevil/gh1jd4.jpg


    We are all puppets, I'm just the puppet who can see the strings..
    "Time you enjoy wasting, was not wasted." - John Lennon

    Stellvia's picture

    @ Sun, 03/08/2008 - 16:31

    Alencia wrote:
    not sure if its legit but a friend showed me this today

    http://i111.photobucket.com/albums/n141/novadevil/gh1jd4.jpg


    Forums been talking about it for 2 weeks, but there's nothing else in the beta referring to anything happening to orgrimmar. And Orgrimmar is unchanged in WLK as well. So far it's jsut rumors.

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    Stellvia's picture

    @ Sat, 09/08/2008 - 10:40

    New Class Glyphs (Inscription)

    Quote from: Blizzard via mmo-champion (Source)

    Priest

    * Glyph of Lightwell - Increases the amount healed by your Lightwell by 1 to 6%
    * Glyph of Renew - Increases the duration of your Renew by 3 sec.
    * Glyph of Circle of Healing - Your Circle of Healing spell heals 1 additional target.
    * Glyph of Psychic Scream - Increases the duration of your Psychic Scream by 3 sec.
    * Glyph of Dispel Magic - Your Dispel Magic also heals your target for 3% of maximum health if it removes a damaging effect.
    * Glyph of Fear Ward - Reduces cooldown and duration of Fear Ward by 30 sec.
    * Glyph of Flash Heal - Your Flash Heal has a 50% chance to reduce the cast time of your next Greater Heal by 0.3 sec
    * Glyph of Prayer of Healing - Increases the radius of your Prayer of Healing spell by 5 yards.
    * Glyph of Mind Flay - Increases the range of your Mind Flay spell by 5 yards but it no longer reduces the target's movement speed.
    * Glyph of Shadow Word: Death - Targets below 35% health take an additional 5% damage from your Shadow Word: Death spell.
    * Glyph of Holy Nova - Your Holy Nova spell heals for an additional 30% but deals 1 to 0% less damage.
    * Glyph of Fade - Attacks made against you while Fade is active have a 10% chance to refresh its duration back to full.
    * Glyph of Spirit of Redemption - Critical heals cast while Spirit of Redemption is active increase the remaining duration of Spirit of Redemption by 4 sec.
    * Glyph of Inner Fire - Your Inner Fire has 10 additional charges.
    * Glyph of Shadow Word: Pain - Increases the duration of your Shadow Word: Pain by 3 sec.
    * Glyph of Mind Control - Increases the duration of your Mind Control spell by 12 sec.
    * Glyph of Mind Soothe - Increases the duration of your Mind Soothe spell by 5 sec.
    * Glyph of Shackle Undead - Extends the range on Shackle Undead by 5 yards.
    * Glyph of Mass Dispel - Reduces the mana cost of Mass Dispel by -20%.
    * Glyph of Smite - Increases the chance you'll resist spell interruption when casting your Smite spell by 50%.

    Shaman

    * Glyph - Water Shield - Your Water Shield has 3 additional charges.
    * Glyph - Chain Heal - Your Chain Heal heals 1 additional target.
    * Glyph - Lesser Healing Wave - Your Lesser Healing Wave heals for 20% more if the target is also affected by your Earth Shield.
    * Glyph - Earthliving Weapon - Increases the chance for your Earthliving weapon to trigger by 5%.
    * Glyph - Healing Wave - Your Healing Wave also heals you for 20% of the healing effect when you heal someone else.
    * Glyph - Mana Tide - Your Mana Tide Totem grants an additional 1% of each target's maximum mana each time it pulses.
    * Glyph - Earth Shock - Reduces the global cooldown triggered by your Earth Shock ability by 1 sec.
    * Glyph - Frost Shock - Increases the duration of your Frost Shock by 2 sec.
    * Glyph - Strength of Earth - Your Strength of Earth Totem also grants 1% melee and ranged critical strike chance.
    * Glyph - Windfury Weapon - The attack power bonus on the additional attacks granted by Windfury Weapon is increased by 40%.
    * Glyph - Stormstrike - Increases the nature damage bonus from your Stormstrike ability by an additional 8%.
    * Glyph - Flame Shock - Increases the range on your Flame Shock ability by 10 yards.
    * Glyph - Lighnting Shield - Increases the damage from Lightning Shield by 20%.
    * Glyph - Chain Lightning - Your Chain Lightning strikes 1 additional target.
    * Glyph - Fire Nova Totem - Increases the radius of Fire Nova Totem's effect by 2 yards.
    * Glyph - Flametongue Weapon - Increases spell critical strike chance by 2% while Flametongue Weapon is active.
    * Glyph - Totem of Wrath - Your Totem of Wrath also grants 1% spell haste.
    * Glyph - Lightning Bolt - Reduces the cost of your Lightning Bolt ability by -10%.
    * Glyph - Earth Elemental Totem - Reduces the cooldown of your Earth Elemental Totem by 3 min.
    * Glyph - Fire Elemental Totem - Reduces the cooldown of your Fire Elemental Totem by 3 min.
    * Glyph - Healing Stream Totem - Your Healing Stream Totem heals for an additional 20%.

    Paladin

    * Glyph of Seal of Command - Increases the chance of dealing Seal of Command damage by 20%.
    * Glyph of Hammer of Justice - Increases your Hammer of Justice duration by 1 sec.
    * Glyph of Blessing of Wisdom - Your Blessing of Wisdom causes your target to also regenerate health at the same rate as mana.
    * Glyph of Hammer of Wrath - Increases the range on Hammer of Wrath by 5 yards.
    * Glyph of Crusader Strike - Your Crusader strike deals 20% more damage when your targe is incapacitated or stunned.
    * Glyph of Consecration - Increases the radius of Consecration by 1 yards.
    * Glyph of Righteous Defense - Increases the chance for your Righteous Defense ability to work successfully by 8% on each target.
    * Glyph of Avenger's Shield - Your Avenger's Shield hits -2 fewer targets but for 100% more damage.
    * Glyph of Turn Evil - Reduces the cooldown on Turn Evil by 5 sec.
    * Glyph of Exorcism - Your Exorcism also interrupts spellcasting for 0 sec.
    * Glyph of Blessing of Kings - Your Blessing of Kings also increases attack power on affected targets by 3%.
    * Glyph of Flash of Light - Your Flash of Light heals for -50% less initially but also heals for 196% of its inital effect over 1 to 0 sec.
    * Glyph of Holy Light - Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 5 of the initial target.
    * Glyph of Blessing of Might - Your Blessing of Might also grants offensive spell power equal to 10% of the attack power it grants.
    * Glyph of Lay on Hands - Your Lay on Hands also grants you as much mana as it grants your target.
    * Glyph of Seal of Wisdom - While Seal of Wisdom is active the cost of your healing spells is reduced by -5%.
    * Glyph of Seal of Light - While Seal of Light is active the effect of your healing spells is increased by 5%.

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    Pyrox's picture

    @ Sat, 09/08/2008 - 11:41

    They seem a bit too good Shocked
    How many glyphs can a player have at any one time?

    Pyroxian Firelord - The True Living Flame

    Ompi's picture

    @ Sat, 09/08/2008 - 12:02

    awsome!

    Edit1:

    GM wrote:
    See them as spell enhancers. They come in three flavours; two major, two lesser, and two minor (so 6 in total, although Inscriptors can have one more it seems). The minor will be cosmetic spell enhancers or small increase of spell (For example Polymorph turns into a penguin or lesser mana cost). The lesser will be a small damage increase or timer increase (for example a longer Sap or stronger DOT). The major will be a big spell enhancer (for example more damage, more effects on a spell).

    Reading thro the forums it's been said that you can have 2 of each, which equals 6 glyphs in total.

    Edit2: tubs was faster then me Sticking out tongue

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Tubs's picture

    @ Sat, 09/08/2008 - 11:59

    2 major ones 2 minor ones and 2 lesser ones

    "To strike Marcbolan is to strike an anvil. You are more likely to re-shape your weapon than to move him… and heavens forbid he lands on you..."

    Stellvia's picture

    @ Sat, 09/08/2008 - 13:37

    * Glyph of Spirit of Redemption - Critical heals cast while Spirit of Redemption is active increase the remaining duration of Spirit of Redemption by 4 sec.
    Completely OP Glyph as there's a ridiculously easy way to get a critical heal all the time =)

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    Stellvia's picture

    @ Thu, 14/08/2008 - 12:27

    Blizzards new patch just destroyed the fun in playing a healer (well and it affects other casters too): They changed the cost of spells so that lower rank cost more than the top rank of each spell to prevent us from downranking. This effectively means all healers will be reduced to spamming one button in a raid instead of cycling through a dozen options. I am ignoring the fact max rank makes you go oom extremely fast here. It also prevents us healers from topping people off, because no way are we gonna use 1000 mana on a 6k heal if you only took 2k damage. It's a big unneeded nerf that takes away alot of fun from being a healer. If they reduce raiding to one button clicking they can do it without me

    PS Druids: your lifebloom also got nerfed in the ground, the heal coefficient is more than halfed

    Quote from Blizz:

    http://img246.imageshack.us/img246/3945/downrankdeadsw2.jpg

    This is not a bug.

    In the latest WotLK beta push, we made a large change to the mana cost of spells. All player spells now cost a percentage of base mana rather than a fixed cost. Base mana is a special value determined by the player’s level and class, regardless of any effects or items that increase intellect. It is the size of a player’s mana pool if the player has zero intellect.

    This change was made primarily to prevent downranking, as it's a technique that was never quite intended. Rather than continue to find ways to penalize players for casting low-rank spells, we decided to essentially make doing so obsolete. If rank 5 and rank 6 of a spell cost the same amount of mana, but rank 6 does more damage/healing, then there is no reason to consider casting rank 5.

    So, each spell line (eg. Frostbolt, Shadowbolt, Greater Heal, Rejuvenation, etc.) has a fixed percentage of base mana that it costs for most of its ranks. That means each time a player gains a level the cost will go up some. The percentages were picked to attempt to keep the costs relatively similar to what they are currently in World of Warcraft. For most spells, that percentage will drop some when the player receives their highest-rank spell in existing Burning Crusade content. This was done to better fit the existing cost curve, and to keep the mana cost for level 70 players as close as possible to existing costs. Level 70 characters will see most of their maximum rank spells change in cost slightly up or down, but not by significant amounts.

    We anticipate there being some balance concerns due to this change, and our development staff will be ready to implement new spells, abilities, or talents to resolve those issues as the testing process continues.

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    Myrah's picture

    @ Thu, 14/08/2008 - 17:20

    about glyphs, can you freely change them or are they fixed once used? or do you have as many glyphs available as you have slots? (doubt that)

    about downranking, the easiest way to really prevent it is to do it like with melee spells, just display the highest rank only... wonder why bliz didnt think that far

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    Stellvia's picture

    @ Thu, 14/08/2008 - 18:34

    There's 15-25 glyphs planned per class at release Blizz stated and yes you can change them.
    The downranking removal is rly bad, especially since healers don't have medium heals only small or very big healing.

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    Dûr's picture

    @ Thu, 14/08/2008 - 18:47

    Maybe I am understanding this totally wrong.. But making spells, like healing spells, cost a percentage of the manapool makes the size of the said pool irrelevant.

    If a spell costs 3% of 5000 mana, it does not matter if you have a 10k mana pool, it will also cost 3% and you will effectively be able to output the same amount of healingspells.
    Which is dumb.

    Unless I am understanding this totally wrong.

    Shynaski: "I'm very disapointed with paladins as well, mainly because of what DKs can do."

    Dûr's picture

    @ Thu, 14/08/2008 - 18:53

    I did misunderstand it, they take the basepool when someone has 0 mana as cost.

    Although this does remove the arguement for choosing a certain race. Draenei have the largest base manapool of the Shaman races. This will not matter anymore.
    http://www.worldofwarcraft.com/info/classes/shaman/

    Shynaski: "I'm very disapointed with paladins as well, mainly because of what DKs can do."

    akolen's picture

    @ Thu, 14/08/2008 - 18:54

    Its you pre intellect mana pool not your actual mana pool

    --------------------------------------------------------

    Fattest meatshield in WOW

    "It's usually really easy to heal ako as he can take more hammer than a bag of nails"

    Stellvia's picture

    @ Thu, 14/08/2008 - 19:10

    Sûl wrote:
    Maybe I am understanding this totally wrong.. But making spells, like healing spells, cost a percentage of the manapool makes the size of the said pool irrelevant.

    If a spell costs 3% of 5000 mana, it does not matter if you have a 10k mana pool, it will also cost 3% and you will effectively be able to output the same amount of healingspells.
    Which is dumb.

    Unless I am understanding this totally wrong.

    it's the base mana pool, which is the amount of mana you have when you have no gear and buffs on.
    The problem is the top rank spells are ridiculously expensive. For example max Gheal is 700-800 mana depending on talents. As MT healer you are generally casting 70% Gheals and about 1 per 5 seconds. With a 12k mana pool buffed it's obvious you wouldn't last very long, not to mention it's retarded to use 6k heals to heal up 3-4k damage.

    The issue is we have big and small heals but nothing inbetween, the inbetween area is why we downrank. It also sets good healers apart from bad ones, bad ones spammax rank and are oom very fast. Good ones downrank the whole time to save mana. But it requires a good judgement of the fight because if you downrank too much the tank dies. They're taking away a whole lvl of complexity which alot of ehalers find fun and dumbing down the game to spam 1 button (see caster DPS). Personally I'm not interested in this.

    The worst part is this change also forces healers into certain talents so whatever variation the talent trees seemed to offer it's all over now, disc spec will not survive this nerf, and all holy priests are now forced to take the same spec. So what remains? New talents to make up for a big nerf... I'm really looking forward to this...not

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    Myrah's picture

    @ Thu, 14/08/2008 - 19:49

    Sûl wrote:
    Draenei have the largest base manapool of the Shaman races. This will not matter anymore.
    http://www.worldofwarcraft.com/info/classes/shaman/

    not like you have any other alliance races to choose from

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    Dûr's picture

    @ Thu, 14/08/2008 - 22:54

    Myrah wrote:
    Sûl wrote:
    Draenei have the largest base manapool of the Shaman races. This will not matter anymore.
    http://www.worldofwarcraft.com/info/classes/shaman/

    not like you have any other alliance races to choose from


    Correct, but there are when you choose mages, priests for example.

    Shynaski: "I'm very disapointed with paladins as well, mainly because of what DKs can do."

    Stellvia's picture

    @ Thu, 14/08/2008 - 23:15

    Sûl wrote:
    Myrah wrote:
    Sûl wrote:
    Draenei have the largest base manapool of the Shaman races. This will not matter anymore.
    http://www.worldofwarcraft.com/info/classes/shaman/

    not like you have any other alliance races to choose from


    Correct, but there are when you choose mages, priests for example.

    For priests in PvE if you really want the best racial nothing beats humans anyway: 10% more spirit is ridiculously strong

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    Ompi's picture

    @ Fri, 15/08/2008 - 17:58

    Stellvia wrote:
    Blizzards new patch just destroyed the fun in playing a healer (well and it affects other casters too): They changed the cost of spells so that lower rank cost more than the top rank of each spell to prevent us from downranking. This effectively means all healers will be reduced to spamming one button in a raid instead of cycling through a dozen options. I am ignoring the fact max rank makes you go oom extremely fast here. It also prevents us healers from topping people off, because no way are we gonna use 1000 mana on a 6k heal if you only took 2k damage. It's a big unneeded nerf that takes away alot of fun from being a healer. If they reduce raiding to one button clicking they can do it without me

    That sucks big hariy donky balls.. BIG TIME!, sigh.

    Realy don't get what blizzard are thinking, seriously. This can only reslut in making healing less fun in my opinion.

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Tubs's picture

    @ Fri, 15/08/2008 - 18:10

    Tissue? anyone? 1 button spam?
    Each healing class has more than 1 spell. For e.g Paladins will have 5 healing spells in WOTLK, a holy specced one at least, this change ensures you no longer use different ranks of the same spell. I don't know about everyone else but this is a welcome change for me. What would you rather do? Use different spells or use different ranks of the same spell?

    "To strike Marcbolan is to strike an anvil. You are more likely to re-shape your weapon than to move him… and heavens forbid he lands on you..."

    Ompi's picture

    @ Fri, 15/08/2008 - 18:29

    Tubs wrote:
    Tissue? anyone? 1 button spam?
    Each healing class has more than 1 spell. For e.g Paladins will have 5 healing spells in WOTLK, a holy specced one at least, this change ensures you no longer use different ranks of the same spell. I don't know about everyone else but this is a welcome change for me. What would you rather do? Use different spells or use different ranks of the same spell?

    Well atm shamans have 3 heals in beta as we have now, with downrank that equals about 7-8 diffrent heal spells(ranks) i use. With the change i get 3 heals to cast and i loose the abilitys that downranking provide now:
    Lowers mana issues, easyer to heal effective ( less overhealing ), lose the ability to "top" players up without wasting alot of mana casting a max rank heal, ect.

    Maby we get more heal spells or they have something else in mind to "take over" on what downranking is providing atm. I don't know but as it looks now i'm not happy with the change.

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Stellvia's picture

    @ Fri, 15/08/2008 - 18:39

    Tubs wrote:
    Tissue? anyone? 1 button spam?
    Each healing class has more than 1 spell. For e.g Paladins will have 5 healing spells in WOTLK, a holy specced one at least, this change ensures you no longer use different ranks of the same spell. I don't know about everyone else but this is a welcome change for me. What would you rather do? Use different spells or use different ranks of the same spell?

    That's all nice in theory, but how many of those spells are actually effective at tank healing?.... Right only 1. You can't use AoE heals to heal tanks, Mending is extremely unreliable and has very low healing output. Renew is allready on the tank.

    We are allready using different spells, feel free to check my WWS and see I use 6-7 spells to heal. The issue is we have big heals and little heals but nothing inbetween, that is why people downrank. What use is a 2.5k flash heal and a 6k greater heal when you need 4k healing done? We can't Flash Heal people for the simple reason the spell is very costly and a sure way to go oom very fast. On the same end using the mana efficient Gheal but overhealing a ton is wasting mana too.
    HoTs? Sure my renew can heal the 4k up but by the time Renew healed you to max you are allready dead from the next damage source. In raids you can't afford to let people unhealed for more than 5 seconds.
    Same for AoE healing CoH and PoH values are wide apart and especially CoH is VERY restricted in it's use, there's a severe range limit. Lightwell is crap, Holy Nova is crap, PW Shield is great but it doesn't heal etc...

    We downrank to match the heal to the incoming damage, thus preventing useless waste of time and mana, because both these are big issues as a healer. It also adds an element of complexity as you have to learn to time and choose spells to get the most out of your class. And keep the rest of the WLK nerfs in mind, you can't chainpot anymore. Blizzard restricted potion usage to 1 potion per fight: in TBC this would make certain encounter extremely difficult allready, for example without a SP I need 4-5 potions for Illidan.

    This is a change which hurts certain direct healers bad. Paladins are gonna get hit very bad by this, they have a 1.5k and a 5k heal ...Lol. Holy Shock is hardly worth casting, and the new 51 Holy is an AoE spell which heals very slowly and costs a ton of mana. The 5th heal spell you refer too is the 51 retri spell, not something healing paladins have use of. Paladins are also the class with extremely terrible mana regen they need downranking to last, because spammign FoL on a tank = dead tank it can't keep up with the damage.

    Shamans... Shamans lower rank heals do better heal per mana than higher ranks.... great design there. On top of that Shaman mana regen is a disaster, WLK talents and skills don't provide it at all. If they are forced to spam max ranks you can jsut as well delete them because they'll be oom instantly.

    The only class not affected immediatelly is druids because they don't downrank. However they probably aren't aware yet but Lifebloom got nerfed... bigtime. They'll need to use non HoT spells again and guess what: they aren't exactly cheap, they'll end up in the same street as the rest of us: 60-70% insane overhealing ... tell me how that is "a welcome change"

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    Ompi's picture

    @ Fri, 15/08/2008 - 18:52

    Stellvia wrote:

    That's all nice in theory, but how many of those spells are actually effective at tank healing?.... Right only 1. You can't use AoE heals to heal tanks, Mending is extremely unreliable and has very low healing output. Renew is allready on the tank.

    We are allready using different spells, feel free to check my WWS and see I use 6-7 spells to heal. The issue is we have big heals and little heals but nothing inbetween, that is why people downrank. What use is a 2.5k flash heal and a 6k greater heal when you need 4k healing done? We can't Flash Heal people for the simple reason the spell is very costly and a sure way to go oom very fast. On the same end using the mana efficient Gheal but overhealing a ton is wasting mana too.
    HoTs? Sure my renew can heal the 4k up but by the time Renew healed you to max you are allready dead from the next damage source. In raids you can't afford to let people unhealed for more than 5 seconds.
    Same for AoE healing CoH and PoH values are wide apart and especially CoH is VERY restricted in it's use, there's a severe range limit. Lightwell is crap, Holy Nova is crap, PW Shield is great but it doesn't heal etc...

    We downrank to match the heal to the incoming damage, thus preventing useless waste of time and mana, because both these are big issues as a healer. It also adds an element of complexity as you have to learn to time and choose spells to get the most out of your class. And keep the rest of the WLK nerfs in mind, you can't chainpot anymore. Blizzard restricted potion usage to 1 potion per fight: in TBC this would make certain encounter extremely difficult allready, for example without a SP I need 4-5 potions for Illidan.

    This is a change which hurts certain direct healers bad. Paladins are gonna get hit very bad by this, they have a 1.5k and a 5k heal ...Lol. Holy Shock is hardly worth casting, and the new 51 Holy is an AoE spell which heals very slowly and costs a ton of mana. The 5th heal spell you refer too is the 51 retri spell, not something healing paladins have use of. Paladins are also the class with extremely terrible mana regen they need downranking to last, because spammign FoL on a tank = dead tank it can't keep up with the damage.

    Shamans... Shamans lower rank heals do better heal per mana than higher ranks.... great design there. On top of that Shaman mana regen is a disaster, WLK talents and skills don't provide it at all. If they are forced to spam max ranks you can jsut as well delete them because they'll be oom instantly.

    The only class not affected immediatelly is druids because they don't downrank. However they probably aren't aware yet but Lifebloom got nerfed... bigtime. They'll need to use non HoT spells again and guess what: they aren't exactly cheap, they'll end up in the same street as the rest of us: 60-70% insane overhealing ... tell me how that is "a welcome change"

    You said what i was thinking but couldent put into words Eye-wink

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Stellvia's picture

    @ Sun, 17/08/2008 - 16:07

    Oh something new I missed: Retri paladins get CC Smiling Repentance (a ret talent) now puts a mob asleep for 1 minute Laughing out loud usuable on humanoids demons dragons giants and undead Smiling

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    Tubs's picture

    @ Sun, 17/08/2008 - 17:40

    Blizzard have stated that they never meant to allow downranking to happen, it was never designed that way, this was a change waiting to happen, just deal with it. The game is far from finished and I'll expect more changes before the expansion is released.
    Holy paladins have 5 spells as of now. Holy light Flash of light, Holy shock, Beacon of light and LoH.
    Smartypants, and before you state that LoH isnt really a spell, then what is it exactly?.
    I'll go get more tissues. Maybe a mop.

    "To strike Marcbolan is to strike an anvil. You are more likely to re-shape your weapon than to move him… and heavens forbid he lands on you..."

    Stellvia's picture

    @ Sun, 17/08/2008 - 17:45

    Lay on Hands has a 20 minute CD, 12 with talents, that's not a spell you can rely on ....

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    Nyxxi's picture

    @ Sun, 17/08/2008 - 18:26

    LoH is a useful spell when desperation hits, but imo the only viable oportunity to use this if everyones oom by max rank healing is if the paladin has Inscription of LoH so they also get the mana % back as well as the target. Even then i doubt the tank would last much longer unless the boss is at 1%


    We are all puppets, I'm just the puppet who can see the strings..
    "Time you enjoy wasting, was not wasted." - John Lennon

    Ompi's picture

    @ Sun, 17/08/2008 - 18:45

    Nethaera(GM) wrote:

    Source: http://forums.worldofwarcraft.com/thread.html?topicId=9023603225&pageNo=...

    We've been very forthcoming with the truth. Let's look at it from this angle. Downranking added a lot of extra considerations to design and balance. When people downrank, it changes the complexities of different encounters and how those complexities play into the design. We don't want to penalize people using low ranked spells because this doesn't quite address the issue of downranking either. So what we're doing instead is finding a consistent cost of mana across the board and making it so that when you rank up, you get more benefit out of that higher ranked spell. The cost should remain largely consistent as you go along.

    What Zarhym has said and what Wryxian has said are not at odds with each other. One is simply saying "this wasn't intended" the other was saying "if you're going to do it, this is the strategy people are using" and highlighting someone elses' post. We are not advocating downranking, but we are now making it a thing of the past.

    That said, there are other things that people need to remember when considering this change:

    * We anticipate there being some balance concerns and problems due to this change, and will be ready to implement new spells, abilities, or talents to resolve those issues as we feel are necessary. Consider that we are working to make sure that the impact of these changes isn't going to affect people negatively.
    * The change is factoring in BASE mana and is not taking into account the added bonuses of intellect, buffs, potions, etc. Base mana is just that. It's looking at the very foundation of your character and basing the mana cost from that.
    * It is known that some players may need to readjust their playstyle a bit to accomodate this change. Whether it's focusing more on regeneration, efficient allocation of healing, and utilizing the full range of spells and abilities within their repertoire.
    * This is still a work in progress. Adjustments will be made, but these will be made based on testing and experiences within the beta. This change isn't being removed, but will be adjusted as needed. Keep in mind also, that this change affects all ranks of spells and abilities that use mana so we will be keeping a close eye on what is occurring at both the lower end and at the higher end to achieve the best possible results overall.
    * Within the beta, people are gaining a lot of new abilities and are still getting used to what these can do and where the potential issues may be. The mana change is only one factor in this experience and it's important to keep an eye on how these changes are affecting everything as a whole.
    * Constructive Feedback- We can not stress how important this is. Pointing fingers, or "he said, she said" isn't going to help with getting the maximum value out of this change. Testing, trying things out, weighing and balancing experiences and reporting them to us, this is important. This is the best possible time for this feedback because changes are occurring right now. Could more changes follow even after the release of the expansion? Of course. We are always watching and keeping tabs on what is occurring with players.

    In the end of all this, it's important to realize that we aren't making this change arbitrarily. We also understand that this change was going to bring about a lot of conversation. The message is still the same as when we first put it up. We are getting rid of downranking, but we are doing it in a way that we feel is the most beneficial and are keeping a close eye on what may still need adjusted to maximize the overall benefit of this change.

    A man is but the product of his thoughts.
    What he thinks, he becomes.

    Stellvia's picture

    @ Sun, 17/08/2008 - 18:58

    Alencia wrote:
    LoH is a useful spell when desperation hits, but imo the only viable oportunity to use this if everyones oom by max rank healing is if the paladin has Inscription of LoH so they also get the mana % back as well as the target. Even then i doubt the tank would last much longer unless the boss is at 1%

    It's not a spell you cna build your healing style around, it's a panic button, hence why I don't consider it a real heal spell. You can use it once a fight, not keep the MT alive with it throughout an entire fight.

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    Tubs's picture

    @ Mon, 18/08/2008 - 12:05

    my bad i stand corrected Laughing out loud

    "To strike Marcbolan is to strike an anvil. You are more likely to re-shape your weapon than to move him… and heavens forbid he lands on you..."

    @ Mon, 18/08/2008 - 13:24

    This thread got kinda impressively long, which is great thing, however takes whole minutes to fully load on slow internet Smiling

    Shall we start "WotLK new infos - part 2" may be? - The very next poster who has some valuable news to post feel free to do so Smiling

    Always look at the bright side of WoW... didam, dida, didadidadidam...

    chaosim's picture

    @ Mon, 18/08/2008 - 13:38

    Might be a good idea. 1/2 of the thread i just quoting hehe

    akolen's picture

    @ Mon, 18/08/2008 - 13:39

    or delete the piccies, I am sure most people have looked at them, but keeping the text together is nice imo

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    Fattest meatshield in WOW

    "It's usually really easy to heal ako as he can take more hammer than a bag of nails"