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 Cataclysm changes

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PříspěvekPředmět: Cataclysm changes   Cataclysm changes EmptyWed Apr 07, 2010 7:46 pm

Shaman
In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at some of the changes in store for the shaman class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

New Shaman Spells

Primal Strike (available at level 3): Primal Strike is a new weapon-based attack that every shaman will learn very early in the game. Our goal with this ability is to make leveling as Enhancement rather than as Elemental more viable, since many key Enhancement talents become available at fairly high levels.

Healing Wave (level 4): While the shaman already has an ability called Healing Wave, we're adding another spell to the class's direct-healing arsenal and giving it a familiar name. The current Healing Wave will be renamed Greater Healing Wave, and the intent is for the 'new" Healing Wave to be the shaman's go-to heal. Lesser Healing Wave and Greater Healing Wave will be used on a more situational basis.

Unleash Weapon (level 81): Unleashes the power of your weapon enchants for additional effects (see below). A dual-wielding Enhancement shaman will activate the effects of both of their weapon enchants. Instant cast. 30-yard range. 15-second cooldown. Undispellable.

Here are a few examples of effects we're considering for this ability:

* Windfury Weapon – Hurls a spectral version of your weapon at a target, dealing 50% weapon damage and increasing the shaman's Haste for the next five swings.
* Flametongue Weapon – Deals instant Fire damage and buffs the shaman's next Fire attack by 20%.
* Earthliving Weapon – Heals the target slightly and buffs the shaman's next healing spell by 20%.


Healing Rain (level 83): An area-effect heal-over-time (HoT) spell that calls down rain in a selected area, healing all players within it. There is no limit to the number of players who can potentially be affected; however, there are diminishing returns when healing a large number of targets, much like the diminishing returns associated with AoE damage spells. This should give Restoration shaman another healing tool that improves their group-healing and heal-over-time capabilities. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.

Spiritwalker's Grace (level 85): When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it’s necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.

Changes to Abilities and Mechanics

In addition to adding new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talentchanges below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

* Restoration shaman and other healing classes will need to pay attention to mana more than they've had to during Wrath of the Lich King. Spirit will be the Restoration shaman's primary mana-regeneration stat.
* We're making changes to which classes and specs are able to dispel magic, diseases, curses, and poison, largely for PvP purposes. Shaman will have Cleanse Spirit as a baseline ability, but it will only remove curses. Restoration shaman will have a talent that will improve Cleanse Spirit so that it also removes magic. Shaman will no longer be able to remove poison.
* Cleansing Totem will be removed from the game, as we want dispels to be a decision for players, not something done mindlessly. To that end, all dispels will cost slightly more mana, and you will waste the spell if you cast it when there is nothing to remove. (Currently, the dispel is only cast when there is something to remove, which encourages spamming 'just in case.") We will balance PvE dispelling with this new model in mind.
* Totem of Wrath now will replace Flametongue Totem for all shaman, and dropping this totem will buff the group's spell power by 4%. Elemental shaman will have a talent that lets all Fire totems provide +10% spell power, allowing them to drop Searing, Magma, or Fire Elemental Totems without losing their spell-damage buff. The 4% and 10% buffs will be exclusive with each other and with the warlock's Demonic Pact, so you can't benefit from all of them at once. We're also considering letting Elemental drop Searing Totem at range.
* We want to free up Enhancement global cooldowns to make the spec more dynamic to play. We're considering, for example, increasing the cooldown of Lava Lash so shaman have time to work other interesting abilities into their rotation.



New Talents and Talent Changes

* Elemental Reach will be simplified so shaman have a more consistent spell range.
* We plan to add Earthquake as a deep Elemental talent for targeted and persistent AoE.
* Spirit Link will likely be worked back into deep Restoration in some form. The idea is that you will be able to link targets together so they share damage. When we had previously tried to implement Spirit Link, it was hard to balance and a little confusing. However, we really liked the concept -- and so did players -- so we are trying to bring it back.
* Elemental will have a deep talent that allows Spirit (which will appear on the gear they share with Restoration shaman) to boost their Hit rating.
* Ancestral Knowledge will boost mana pool size, not Intellect.
* Enhancing Totems will be replaced with Focused Strikes, which will improve the damage of the new spell Primal Strike and Stormstrike.
* With the Mastery system, we're also considering removing a number of talents that grant passive bonuses, such as Mental Quickness, Improved Windfury Totem, Mental Dexterity, Call of Thunder, Tidal Mastery,Purification, Nature's Blessing, and others, to allow players more freedom to choose more interesting talents.



Mastery Passive Talent Tree Bonuses

Elemental

* Spell damage
* Spell Crit
* Elemental Overload


Elemental Overload: Your direct-damage spells have a chance to proc a less powerful 'bonus" version of the spell. This will work much like the current Lightning Overload talent, but would also apply to Lava Burst.

Enhancement

* Melee damage
* Melee Haste
* Nature Damage


Nature Damage: This will provide a passive bonus to the Nature damage dealt by the Enhancement shaman.

Restoration

* Healing
* Meditation
* Deep Healing


Deep Healing: Your direct heals will do more healing when the target's health is lower. This will scale to damage (e.g. someone at 29% health would receive more healing than someone at 30%) rather than have arbitrary break points.

We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

citace :
We want to free up Enhancement global cooldowns to make the spec more dynamic to play.

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PříspěvekPředmět: Re: Cataclysm changes   Cataclysm changes EmptyWed Apr 07, 2010 11:31 pm

Warlock Warlock Warlock Warlock

Fel Flame (level 81): Quick-hitting spell dealing Shadowfire damage. This is similar to the mage ability Frostfire Bolt, in that the lower of the two resistances (in this case shadow and fire) on your target will be used for calculating its damage. Additionally, Fel Flame refreshes the duration of Immolate and Unstable Affliction. Our goal for Fel Flame is to provide a spell that's good for mobility and for use by Destruction and Demonology specs. Also, did we mention it uses green fire? Yep. Instant cast.

Dark Intent (level 83): Increases the target's chance for a critical effect with periodic damage or healing spells by 3%. When the target lands a crit, you get a buff to your damage for 10 seconds. This effect stacks up to three times.

Demon Soul (level 85): Fuses the warlock's soul with his or her demon. This provides warlocks with a self-burst cooldown to use. The specific effects granted by Demon Soul depend on the demon chosen. Demon Soul lasts for a certain number of charges or until it expires (around 20 seconds), depending on the demon used. 2-minute cooldown.

Soul Shard Overhaul

This major change regarding Soul Shards was previously announced at BlizzCon 2009. Soul Shards will no longer be inventory items, but instead a new UI resource mechanic. Warlocks will have 3 Soul Shards that can be used during a fight and will not be able to gain additional shards during combat. Soul Shards will not be required outside of combat. Soul Burn will consume a Soul Shard resource, thereby allowing you to use the secondary effects of some spells. Soul Burn has no mana or health costs and is off the global cooldown. Planned secondary effects are outlined here.


* Summon Demon + Soul Burn = summon the demon instantly.
* Drain Life + Soul Burn = Reduces cast speed by 60%.
* Demonic Circle + Soul Burn = Increases movement speed by 50% for 8 seconds after teleporting.
* Unstable Affliction + Soul Burn = Instantly deals damage equal to 30% of its effect.
* Soul Fire + Soul Burn = Instant cast.
* Healthstone + Soul Burn = Increases total health by 20% for 8 seconds.
* Searing Pain + Soul Burn = Increases the crit chance of Searing Pain by 100%, and subsequent Searing Pain spells by 50% for 6 seconds.



Next you will find a list of some of the warlock spell and talent changes for the release of Cataclysm. There will be further changes, but those revealed below should offer some insight into our goals.

Changes to Abilities and Mechanics

* All warlock damage-over-time (DoT) spells will benefit from crit and haste innately. Haste will no longer act to reduce the DoT's duration, but rather to add additional ticks. When reapplying a DoT, you can no longer "clip" the final tick. Instead, this will just add duration to the spell, similar to how Everlasting Affliction currently works.
* Curse of Agony and Curse of Doom will be converted into Bane of Agony and Bane of Doom. Bane spells are considered magic instead of curses. This means you will be able to cast one Bane (e.g. Bane of Agony) and one Curse (e.g. Curse of Elements) on a single target.
* Hellfire will no longer deal damage to the warlock.
* Imps will lose Fire Shield, but will gain a new ability, Burning Ember, which is a stacking DoT.
* The succubus melee range will be increased. The succubus will no longer have Soothing Kiss, but will instead have Whiplash, which knocks back all enemies within 8 yards.
* Voidwalker Torment will do increased damage and generate a lot of area-of-effect (AoE) threat. Suffering will become a single-target taunt.



New Talents and Talent Changes

* Pandemic will now cause Drain Soul to refresh Unstable Affliction and Bane of Agony on targets below 25% health.
* The ability Fel Domination will be removed (because Soul Burn accomplishes the same effect).
* Demonology will gain a new direct-damage spell, Demon Bolt. Demon Bolt will add a debuff that improves the damage done by the demon to the target.
* We plan to add a new talent, Impending Doom, which will give certain spells a chance to reduce the cooldown on Metamorphosis and Bane of Doom.
* Metamorphosis will no longer be subject to demonic crowd control. Furthermore, abilities available only while under the effects of Metamorphosis will be altered to put more emphasis on the warlock's own spells.
* Shadowburn will now do additional damage to targets below 25% health.



Mastery Passive Talent Tree Bonuses

Affliction
Spell Damage
Spell Crit
Shadow DoTs

Demonology
Spell Damage
Spell Haste
Demon Damage

Destruction
Spell Damage
Spell Critical Damage
Fire Direct Damage

Shadow DoTs: The damage caused by Shadow damage-over-time spells is increased.

Demon Damage: The damage caused by pets and Metamorphosis is increased.

Fire Direct Damage: The damage caused by Fire direct damage spells is increased.

Well that concludes this Cataclysm preview for the warlock class. The development of these changes will continue to evolve in the coming months. Please be sure to provide any feedback and thoughts you might have on what was covered here.
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PříspěvekPředmět: Re: Cataclysm changes   Cataclysm changes EmptyThu Apr 08, 2010 8:16 am

Kythren napsal:
Soul Fire + Soul Burn = Instant cast.
The succubus melee range will be increased. The succubus will no longer have Soothing Kiss, but will instead have Whiplash, which knocks back all enemies within 8 yards.
Cataclysm changes Coolface-1
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PříspěvekPředmět: Re: Cataclysm changes   Cataclysm changes EmptyThu Apr 08, 2010 8:52 am

Warlock Warlock Warlock

update

Here are a few points of clarification on some of the popular questions or concerns we're seeing.

* On regenerating shards in combat, we will add a mechanic to regen shards if we find that we need to in order to handle variable combat length. We haven’t added one yet because we really want to emphasize locks using shards at the right time and not as fast as they can with then an Evocation-like spell to bring them back again. These are supposed to be special moments in a fight -- think Bloodlust perhaps -- and not used every 20 seconds on cooldown (or whatever the cooldown ends up being).
* Demon lovers, we haven’t ruled out adding a new demon, but we want to be very careful here. We’ve had a hard enough time finding niches for some of the current ones. So we first want to make sure existing demons are cool before we’re faced with Q&A several months from now asking why the new demon either isn’t cool enough, or why warlocks no longer use, say, their felhunter because of the new demon.
* The intent for Hellfire is for it to be a specialty of Demonology warlocks. Affliction would use Seed of Corruption and Destruction would use Rain of Fire.
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