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Anthek
07-17-2008, 11:46 PM
It's up, and there's no NDA covering it. Patch notes time! Also, note that this doesn't include new spells and talents, only changes to current ones.


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.

Izrail
07-18-2008, 12:53 AM
Fel Armor - Now increases your spell damage equal to 30% of your total Spirit,

Fucking hell. I stopped reading there. I'll come back tomorrow and do some research to help me get a clue as to why Blizzard thinks warlocks should need spirit now.

Edited to add: I'm not the only one QQing. (http://forums.worldofwarcraft.com/board.html?forumId=10014&sid=1) Hopefully in time someone actually in the beta can shed some light on this.

Chikt
07-18-2008, 01:16 AM
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 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 Shapeshifting will no longer cancel Water Walking.
o Stoneskin Totem now increases armor instead of reducing physical damage.
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.

Two words.

Holy. Crap.

Roth'rili
07-18-2008, 01:20 AM
Avenging Wrath no longer causes Forebearance, damage increase reduced to 20%, now increases healing done by 20%
Lay on Hands no longer drains all mana, cooldown reduced to 20 minutes.

omg omg omg omg omg omg omg omg omg!! YEAH!! WOOOOOO!! Finally Avenging Wrath is not completely and underly useless to a fricken holy paladin. I have always said that that damn ability needed to increase healing for paladins too cause as it is its useless for holy paladins major boost and specially does not cause forbereance!

And Lay on Hands they finally realize is a completely shit ability worth not even a grain of salt with its horrendous cooldown timer and completely using up all mana when used. Now for PvE paladins the Imp Lay on hands talent looks amazing! This is a huge same effect, but not going oom and once every 20min then once every hour. I'm in heavens leave me be blizzard till you nuke us again I am enjoying myself.

Only thing I am really rather not liking is they made Salvation a hand O_o that is rather umm...wow. Salvation is a big big paladin ace in the whole now its only got a duration of 10sec and lowers damage the applied person does...I don't honestly know about this one. Tanks are going to need to step it up or I guess I'm actually going to have to get omen now just to see who is getting to close to slap the "lower your dps hand" on them.

After seeing Shamans changes they removed their threat reducing totem too...hmmm interesting

Nadea
07-18-2008, 01:33 AM
Fucking hell. I stopped reading there. I'll come back tomorrow and do some research to help me get a clue as to why Blizzard thinks warlocks should need spirit now.

Edited to add: I'm not the only one QQing. (http://forums.worldofwarcraft.com/board.html?forumId=10014&sid=1) Hopefully in time someone actually in the beta can shed some light on this.


It kind of angers me. Spirit shouldn't have anything to do with warlocks, ever.

Izrail
07-18-2008, 01:37 AM
It kind of angers me. Spirit shouldn't have anything to do with warlocks, ever.

Incoming Life Tap nerf. Remember that? ><

Also, the sky is falling.

Mohan
07-18-2008, 02:06 AM
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.


All pet families with one unique ability. About fucking time. Only took 'em three years. And no more lowbie pet leveling. Beautiful.

Taknar
07-18-2008, 02:42 AM
It kind of angers me. Spirit shouldn't have anything to do with warlocks, ever.

That's really not your call, is it? Spirit should have as much to do with warlocks as the developers of the game say it does. How many stats do you stack anyways? Stam, spell damage, and hit, right? Compared to a priest's spirit, mp5, int, healing or a mage's int, spell damage, hit, crit, and the fact that both classes also need some stam to survive it looks to me that warlocks could afford to pay attention to another stat as well.

Also if you head over to mmo-champion they have some images of the upcoming items. All caster items are being streamlined, so that mages, warlocks and priests all end up using the same stats. They are just trying to give you some benefit out of the stats you're going to be ending up with anyways.

Islefr
07-18-2008, 02:58 AM
Beacon of Light - The target becomes a Beacon of Light, healing all party or raid members within 10 yards for XXX over 15 sec.

Sweet googly-moogly, Paladins are getting a heal over time?!

Chikt
07-18-2008, 04:03 AM
Beacon of Light - The target becomes a Beacon of Light, healing all party or raid members within 10 yards for XXX over 15 sec.

Sweet googly-moogly, Paladins are getting a heal over time?!

So are Shaman, in the form of a weapon enhancement no less.


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.

Sinthe
07-18-2008, 04:25 AM
Arcane mages got hit with the nerf bat.

Mages are so gimped right now, and what do you know, we still get nothing.

swiftbleid
07-18-2008, 07:40 AM
"o Vanish no longer requires the reagent Flash Powder."

Whoah.
Hey, that and thieves tools and I suddenly have 10&#37; more bag room!

Karkarov
07-18-2008, 08:01 AM
at least the sorta lowered the cooldown on last stand. Two minutes was a bit much before but I would have been happier with 5. oh well.

Moknim
07-18-2008, 08:18 AM
Man, they took out the armor bonus for ToL for druids. At least they are still eliminating the snare effect.

I still wish that once you had a 70 that every character you had would be bumped to a minimum level (possibly 30) just to get rid of the twinks in the 19 and 29 bracket so if there are people just buying WoW they will be able to see what WSG/AB really is like.

Roth'rili
07-18-2008, 09:02 AM
Beacon of Light - The target becomes a Beacon of Light, healing all party or raid members within 10 yards for XXX over 15 sec.

Sweet googly-moogly, Paladins are getting a heal over time?!

Its not just that but we got a repeatable (almost) instant heal now if you look on wikidot and at the talents. New talent Infusion of Light, your holy shock critical hit reduces the cast time of your next holy light by 2.5(maxed) Paired with light's guidance talent thats a instant holy light O_o ....

I'll be right back :fap:

Wow and imp Devo aura got a big revamp, now it also increases healing by 3&#37; on anyone effected by it

But there are some talents that are interesting, they have a healing talent deap in prot and another one mid in ret. I guess they are finally realizing that itemization doesn't have room for spell dmg for the two classes so they are giving them a talent that converts either Stam for prot into spell dmg and Atk power in ret into spell dmg and giving them the ability to off heal a bit.

Mmm smexy PvE talents in the ret tree, major support given. Divine storm giving paladins a multi target hit that also heals 3 people worth 20% of the dmg done. I HEART PALLY REVAMP!!!

Yichimet
07-18-2008, 09:20 AM
It kind of angers me. Spirit shouldn't have anything to do with warlocks, ever.

They're changing a lot around with the way stats work, and I'm pretty sure it's because they want to make itemization a little easier to apply cross-class. My guess is they're trying to make Spirit applicable to all cloth-wearing classes because you're not going to see a lot of variants in cloth, and Spirit will make its way onto your gear.

Amoola
07-18-2008, 09:53 AM
I hit the shapeshifting isn't going to blow water walking and my brain fried.

Seriously, I'm going to have to come back and look at this later when I recover from looking at some of those changes.

Chikt
07-18-2008, 09:56 AM
I hit the shapeshifting isn't going to blow water walking and my brain fried.

Seriously, I'm going to have to come back and look at this later when I recover from looking at some of those changes.

Yeah... Water walking in Ghost Wolf...? My god...

Eowynn Blackstone
07-18-2008, 10:13 AM
o Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2&#37; 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.

WTF?


o Holy Wrath is now instant cast, causes a 3 second stun, cooldown reduced to 30 seconds, radius reduced to 10 yards.

Hahaha!

o Lay on Hands no longer drains all mana, cooldown reduced to 20 minutes.

ROFL

Amoola
07-18-2008, 11:03 AM
Yeah... Water walking in Ghost Wolf...? My god...

Seriously once I had water walking that was the first thing I tried, completely with out thinking. Quickly learned that ghost wolf form swims slower then walking on the freaking water. Had a druid try to shape change after I had cast water walking on him..... just as I was telling him not to. But, then again he had his water form, he just wanted to see what the whole water walking gig was like.

Tillna
07-18-2008, 11:35 AM
Nothing really makes me go OMG, beyond getting rid of the flash powder.

Taknar
07-18-2008, 12:04 PM
I like how they have made judgments a more integral part of paladins. Even holy paladins now have their judgment range increased to 30 yards and get spell haste for keeping it up.

Szordrin
07-18-2008, 12:33 PM
I heard there was alot of bitching on the WOW forums about paladins this morning. Looking this over.. I can tell you there will be more severe changes. Infact, blizzard even announced that all paladin trees are being revamped and reconstructed to not be as gimpy. So far, I love what I see for holy, ret, and prot paladins. This isn't listed here but...

The target becomes a Beacon of Light, healing all party or raid members within 10 yards for 2000 over 15 sec.

*gasm* *twitch*

Oh.. and a sort of Prayer of Mending for Paladins? kthx.

Although, Blizzard did announce that the way paladins heal and how their effected by stats is subjected to change and for the better. Hunters and Paladins were announced to get the most time spent on fixing, buffing, and balancing.

Islefr
07-18-2008, 12:44 PM
This isn't listed here but...

Lies and trickery! Please be to seeing post #9!

Also, paladin revamp makes me happy.

Sinthe
07-18-2008, 01:13 PM
Why the hell would they change Blessing of Salvation like that?

Stupid.

Szordrin
07-18-2008, 01:13 PM
I couldnt help it, I was too excited to read all the posts :3

Infusion of Light: Your Holy Shock critical hits reduce the cast time of your next Holy Light spell by 1.25/2.5 secs.

Szordrin
07-18-2008, 01:15 PM
Why the hell would they change Blessing of Salvation like that?

Stupid.

Because tanks are getting threat buffs as well as other dps classes getting their own sort of threat reducing abilities/effects (IE shadow priests reducing threat by 30&#37; in shadow form/Righteous Fury now increasing threat by 90% of spell dmg). Look at the broader picture, not just a piece to the puzzle. :)

You should see this as a large buff to the overall raid group. If there is no need for salvation, then there is more room for dmg, mana, health buffs to all.

*squee*

Taknar
07-18-2008, 02:03 PM
Wait, what? Prayer of Mending for Paladins? I haven't caught wind of this. Of course, I'm too busy with the news that Circle of Healing is becoming a smart raid heal and Lightwell charges will only be removed by hits that do 30&#37; damage of total health.

In regards to the hand of Salvation, I think it will be more fun as an active ability. The challenge will be keeping the eye on the threat meter and hitting up people with the hand before they pull aggro.

(For the record, I'm taking the time now to claim the phrase "Time to smack a bitch with Salvation/Freedom/etc.")

Lythas
07-18-2008, 03:15 PM
I AM FAPPING SO HARD RIGHT NOW.

Izrail
07-18-2008, 04:24 PM
Now that I'm over my initial knee-jerking...


They're changing a lot around with the way stats work, and I'm pretty sure it's because they want to make itemization a little easier to apply cross-class. My guess is they're trying to make Spirit applicable to all cloth-wearing classes because you're not going to see a lot of variants in cloth, and Spirit will make its way onto your gear.

I've read more on the subject and have to grudgingly admit it could work. From an RP and an aesthetic standpoint it's silly but ah well. (Priests of the Light using the same equipment as devil worshippers? Come on.) Going to wait and see how it's implemented.

In good news, nerfing Demonic Sacrifice means end-game warlocks won't be shadow mages anymore.

Roth'rili
07-18-2008, 06:01 PM
Couldn't say it better myself Szo, blessing of salvation was brought down and shaman tranquil air was completely removed. So pallies are the only one with this kind of threat reduction ability now.

Its only cause tank threat and their high threat+ abilities have been increased then we probably see now. Read about warriors and they get 45&#37; threat now in defensive stance, just like imp righteous fury became baseline threat for pallies. I think they are trying to make it so threat isn't a problem, bring more people into being a tank with decreasing the chances of people pulling aggro left and right. But I am no expert.

I'm enjoying the hands cause the ability to use them without overriding buffs now gives me something else to use in raids the just healing. Also there is a lot still on the way, mostly online talent information was given to us and we don't know the baseline abilities that are coming out for us. Taknar they have mentioned in a blue post pallies are to get Hand of Purity which isn't as powerful a PoM since HoP is single target rather then jumping to multiple people. I'm hoping for a baseline mana regen ability that all specs will desperatly need and not just the holy paladin. It would allow prot pallies to regen mana without getting that much int gear and likewise for Ret pallies, while providing a extended longevity for holy pallies in PvE and a counter to mana burns we desperatly need.

Raziel
07-18-2008, 06:24 PM
he just wanted to see what the whole water walking gig was like.

Christlike.

The reason they don't have an NDA is for Viral Marketing. They're threatened by WarHammer. Why else not have an NDA on a Closed Beta when WAR hit Phase 3?

Evanthe
07-18-2008, 06:56 PM
Christlike.

The reason they don't have an NDA is for Viral Marketing. They're threatened by WarHammer. Why else not have an NDA on a Closed Beta when WAR hit Phase 3?

When closed Beta came out for BC, the NDA was lifted. I remember reading the Beta forums.

Lisbet
07-18-2008, 08:09 PM
^ that

Beta = almost there (be it pretty far away still or not)

Closed beta just means that they get to filter in who gets to test the product ;p

Pyrisath
07-18-2008, 10:39 PM
And now

A new class!

Priest;

o Shadowform (Shadow): Now has an innate 30% threat reduction. Now has a shapeshift UI.
o Power Infusion (Discipline): Cooldown reduced to 2 minutes, down from 3.
...
WARRIOR:
o Pummel now only has one rank and no longer causes damage.

The first two Priest ones kick ASS. I am going to love being a spriest in Wrath.

The warrior one... lol. I know some warriors who use pummel on other warriors because it does damage. kekekeke

PS: Thank you for not making me read another "BOO HOO WARRIOR NERF" thread. This thread was pleasing, as I am condsidering leveling a paladin.

Rahnzakh
07-18-2008, 11:45 PM
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.

WTF?


o Holy Wrath is now instant cast, causes a 3 second stun, cooldown reduced to 30 seconds, radius reduced to 10 yards.

Hahaha!

o Lay on Hands no longer drains all mana, cooldown reduced to 20 minutes.

ROFL

Paladin buffs were necessary. As of now paladins are by far the worst arena class in the game. no hots/instant heals means paladins are extremely easily locked down. (kick, counterspell, etc)

Roth'rili
07-19-2008, 12:01 AM
New paladin skill something like a dmg reduction, doesn't seem as powerful as power word shield but its something in that area!

Sacred 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.
Instant cast, 35 Mana, 40 yd range lasts up to 30 seconds

Taknar
07-19-2008, 02:21 AM
Roth, do you have a link to these new abilites (that I don't see on MMO-Champion)?

Also, Disc priests challenge your alleged monopoly on threat control! Pain Suppression FTW!

EDIT: Found the Sacred Shield. Looks like fun, similar to those armor wards that blacksmithing can make.

Also, they ended up caving and making Horde and Alliance paladins identical. I'm so very disapointed by that.

Cedes
07-19-2008, 03:07 AM
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.

I understand the need to change avenging wrath and some blessings but why remove blessing of light? I dont get it.

only good things i see are talent moves, aura changes (thank god) and LoH buff.

Roth'rili
07-19-2008, 08:24 AM
Blessing of light was a cruch to increase our healing they removed it and added its effects to our healing potential I would believe. And damn PS Taknar *grumble* haha well put though my monopoly is crushed. There is few Disc raiding priests though, I know we have our token ones around for raids and they are loved for PS on Bloodboil to the extreme with clothies.

yeah I like sacred shield nice mitigation there, will proc 5 times before finally fading to the 30sec duration. I also noticed the thing with doing away with horde/ally only seals, renaming blood seal of martyrdom and vengeance into corruption (which...doesn't make sense). But if you take the two seals and compare it was a needed change to be nice to ally pallies it was, seal of vengeance was nice a little bit for its tanking roll but it didn't proc that often so it was mostly a meh skill. But Blood oh man blood was the kicker its Ret pally bread and butter in PvE content, effiecent dmg, enough health lost to gain mana from heals and compared to a ally ret pally using command to a BE pally using blood there was roughly a 300dps difference (1600 to a 1900). So it was kind of unfair to shaft allies in a great PvE dps seal.

Rahnzakh
07-19-2008, 09:30 AM
Holy Shock = 6 second cooldown, instant cast

Holy Shock crit triggers instant Holy Light


:O

Roth'rili
07-19-2008, 08:12 PM
Almost a instant holy light! But its good enough at .5 second cast. But if you have lights grace up in advance THEN it becomes instant. Now its time for holy paladins to finally use holy shock to heal. I only used it to really goof around or if I needed a instant low heal.

Keraph
07-19-2008, 08:18 PM
Almost a instant holy light! But its good enough at .5 second cast. But if you have lights grace up in advance THEN it becomes instant. Now its time for holy paladins to finally use holy shock to heal. I only used it to really goof around or if I needed a instant low heal.

Or when you feel like tossing some random damage because Flash of Light spamming is making you want to jump into a volcano.

I like raiding, honest! XD

Agnarr
07-21-2008, 11:38 AM
I guess I never leveled a paladin high enough to realize they currently suck.

Oh and
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.
Best.change.ever.

Evanthe
07-21-2008, 11:59 AM
Oh and
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.
Best.change.ever.

This. A million times over.

Moknim
07-21-2008, 11:59 AM
I guess I never leveled a paladin high enough to realize they currently suck.

Oh and
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.
Best.change.ever.

This worries me. What if I have a bar mod with a bunch of different bars (I do) and I log in on a different computer with no bar mod? What does it do with "Bongos bar 7 is bound to Shift-4"?

I think this will cause some serious problems for the UI add-on writers.

Raziel
07-21-2008, 12:57 PM
This worries me. What if I have a bar mod with a bunch of different bars (I do) and I log in on a different computer with no bar mod? What does it do with "Bongos bar 7 is bound to Shift-4"?

I think this will cause some serious problems for the UI add-on writers.

it does nothing. The most it will do is give you a little red message on your screen effectively saying "lolwut?"

The easiest solution is to keep your mods on a flashdrive
the best solution is to keep all games not requiring a CD (MMOs et all) on an External USB 2.0 Hard Drive.

Yatokth
07-21-2008, 07:53 PM
You look at the patch notes and think Warriors got nerfed.

Then you look at their talents and actual skill revisions and realize they got buffed like everyone else.

Big pally changes are nice indeed, but I would like to argue that they hardly suck at this point. Prot can tank extremely well, esp. 5-mans, Holy is a decent healer in all areas (arguably this is the spec that needs the most work), and Ret does good damage.

But the changes are good, as they allow the specs to optimize their potential much better.

Roth'rili
07-22-2008, 12:37 AM
http://www.worldofwarcraft.com/info/classes/paladin/talents2.html?tal=50352050302132053102531051053201 300000000000000000000000000000000000000000000000

New PvP spec? Hmm I was debating where the last two points would go. I put them in Pure Hearted after it recieved such a big buff in reducing curses and diseases to half duration. Finally Paladins show their higher resistance to corruption, my bane curse of exhuastion will only last half as long and with Death Knights coming I'm thinking the lower duration to diseases is going to be needed.

I was also debating fitting in Divine Guardain cause I will always bubble eventually in PvP. Though I'm could get spiked down forced to bubble and another teammate getting retargets and me getting owned within my own bubble. Or unless the damage is absorbed by the bubble then its a really nice talent for PvP to redircet 30% dmg to a immunity shell.

Xaraphyne
07-22-2008, 01:42 AM
The hunter pet changes are amazing. It's wonderful that all pets are going to be viable and we can finally see some variety, rather than cat, cat, cat, cat.

Unlinking Auto from Steady actually disappoints me, considering how long I spent becoming an expert in shot rotations. While it's good that people won't have to build macros and be negatively affected by latency so much, I'll miss the theorycraft. I'm not sure what challenges the new play mechanics will offer but I hope they're good so that good hunters can distinguish themselves from the many... other... hunters out there.

Lisbet
07-22-2008, 07:57 AM
I is want beta! *cry*

Moknim
07-22-2008, 08:10 AM
I is want beta! *cry*

*cries with lisbet*

But I only kinda want beta. I don't want to have to level in beta and then level all over again upon release (which is what I assume you would have to do).

Since I wasn't around pre-BC, how long did it take from Beta to the release of BC?

Broxigan
07-22-2008, 10:03 AM
*cries with lisbet*

But I only kinda want beta. I don't want to have to level in beta and then level all over again upon release (which is what I assume you would have to do).

Since I wasn't around pre-BC, how long did it take from Beta to the release of BC?

Soon™

Actually, I want to say BC Beta started close to about this time in 2006. And it came out in January of 07.

So...6 months?

Keraph
07-22-2008, 10:09 AM
BC came out on Jan 16, 07 (My birthday!). I'm hoping for another birthday present from Blizz.

Moknim
07-22-2008, 10:10 AM
Soon™

Actually, I want to say BC Beta started close to about this time in 2006. And it came out in January of 07.

So...6 months?

Plenty of time to level another toon or two (my main concern) - maybe I can do it in 10 days /played this time.

Fynne
07-22-2008, 01:30 PM
Exotic pets lets hunters train Devilsaurs and stuffs like that. I wonder how 'exotic' and rare those pets will be though, since it seems every hunter I run across is BM these days.

Mohan
07-22-2008, 04:48 PM
The hunter pet changes are amazing. It's wonderful that all pets are going to be viable and we can finally see some variety, rather than cat, cat, cat, cat.

Unlinking Auto from Steady actually disappoints me, considering how long I spent becoming an expert in shot rotations. While it's good that people won't have to build macros and be negatively affected by latency so much, I'll miss the theorycraft. I'm not sure what challenges the new play mechanics will offer but I hope they're good so that good hunters can distinguish themselves from the many... other... hunters out there.

Part of the reason for Steady Shot not clipping Auto, in my opinion, is that pets are going to require more micro management now, considering how many potential abilities they have. Worrying about our own shot rotation (if you don't use a macro, that is) and our pets' rotation seems like a little much.

Anthek
07-22-2008, 05:12 PM
Soon™

Actually, I want to say BC Beta started close to about this time in 2006. And it came out in January of 07.

So...6 months?

Nope, TBC Beta lasted until November. WotLK's Beta started about two months earlier than TBC's. We can most likely expect WotLK in time for the holidays.

Anthek
07-29-2008, 06:12 PM
As soon as I saw this in-game, I had to make a post about it.

http://www.wowinsider.com/2008/07/29/devilsaurs-tamable-on-wrath-servers-chimeras-may-be-next/

Raziel
07-29-2008, 06:16 PM
Dread Island eh?

I've never seen anyone ever go there. I've been there. It's a neat place.