The Cat changes will eventually pave way to the harmonisation of class talents. Bye bye MP5 and say hello to spirit. According to Blizz the changes will hopefully lessen the difference between a “good stat” for a class and a “bad stat”– or to put it simply, if yah don’t know theorycrafting, who cares! But that’s more of an overview.
“I would remind players who are focusing on individual talents and abilities to remember that we’re going to be doing a major redesign on all talent trees,” according to Eyonix. “So fear not, these changes are meant to work in conjunction with the design of each class come Cataclysm.”
Here are some of the interesting comments, so far, from the forum:
“What’s happening with Haste on caster stuff? Or will you guys be changing our long casting spell mechanics so it would be easier for us do our stuff in Raid instances that require us dance aorund like Michael Jackson to live?”
“People aren’t understanding that this is going to coincide with massive talent changes that will affect players’ stats based on what kind of armor they are wearing. When they say “holy paladins will have other ways than spirit to get mana” that is what they are talking about. Freaking out before realizing those kinds of synergies is stupid.”
“You guys are missing the big picture entirely. DPS and healers with higher health = damage spread around and less healer panic about spamming fast heals every GCD (Global cooldown) on the tank.
They’re shifting some of the responsibility for taking incoming damage away from tanks to the rest of the raid. The idea is to make tanking more fun and more interactive, rather than a game of stocking up on gear so as to avoid ever-more-hard-hitting mobs.”
“Am I the only enhance shaman concerned about the lack of info for us? I understand that ret pallies are essentially a melee / caster hybrid in that they deal damage through both melee abilities and spells as well, but to me they’re on a completely different wavelength with holy spells that can’t be resisted (or miss) and already a mana regen system in place for having 5k mana…
Call me skeptical, but I have this nagging feeling we’re gonna be once again netted into gemming expertise (unlike every other class who can gem for more damage). Time to reroll (elemental) cause it’s getting more love?”
“I know there are theory crafters out there who have offered insight but at the end of the day most people are just copy pasting cookie cutter builds…
It would be great to see WoW gain more diversity in gear choices players make and player styles that comes with better comprehension of the game system.”
“These changes do little-nothing for tanks, somewhat for healers, and caster dps (minus some spirit stuff obviously). However, these are giant changes for melee dps and I’m glad to see that gear will finally have a nice benefit for DKs other than “Here ya go, you hit harder.”
What You’ll See on Gear
Stamina – Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.
Spirit – Come Cataclysm, this stat should only be found on healing gear. Non-healing casters will have other systems in place to regenerate mana, and we are designing special solutions for Elemental shaman and Balance druids who often share gear with healers (more on this below). Raid buffs that currently boost Spirit (such as Blessing of Kings) will only boost the primary stats of Stamina, Strength, Agility, and Intellect. We are also likely changing the five-second rule and other quirks of the current regen system.
Intellect – Intellect will now grant Spell Power (more on this below). Intellect will also provide less mana than it currently does.
Haste – Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention is for Haste to let you “do stuff” more often.
Block Rating – Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.
Parry – Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.
Mastery* – This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It’s directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.
Armor – The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.
Resilience – This will only affect damage done by players and critical damage done by players. It will not impact crit chance, mana drains, or other such effects.
Strength, Agility, Hit Rating, Expertise, and Critical Strike Rating – These will all still appear on gear as well. Aside from situations mentioned elsewhere in this list, in general these will function similarly to how they do now, though the details — such as how much Hit Rating you might need to effectively combat high-level creatures (more on this below) — are likely to change.
Being Removed from Items
Attack Power – This stat will no longer be present on most items as a flat value, though it will still show up on some process. Strength and Agility, which will be present on items, will grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors. Agility may provide less Crit than it currently does.
Spell Power – Spell Power is another stat that you’ll no longer see present on most items. Instead, as mentioned above, Intellect will grant Spell Power. One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.
Armor Penetration – This stat will no longer be present on items. Armor Penetration will still exist in talents and abilities.
Shield Block Value – This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.
* Mastery is not a stat. It is not on gear. It is not something you can enchant your gloves with. What mastery is is the cleaning up of your talent trees.
Boring +damage talents, known currently as “passive talents” are going to hopefully be primarily culled from your trees. Read more
Mastery System Preview
Frost Death Knight
For each talent point spent in the Frost tree, the death knight also gets:
- Damage – Improves your melee and spell damage by X%.
- Haste – Improves your melee Haste by Y%. This might allow us to remove some of the Haste in the Icy Talons line of talents.
- Runic Power – Improves the rate of runic power generated by abilities. While all death knights want runic power, Frost death knights would generally have more runic power than Blood or Unholy death knights (who would receive a different benefit from their respective trees). Mastery on gear would boost this bonus, and no other talent tree would grant it.
For each talent point spent in the Holy tree, the priest also gets:
- Healing – Improves your healing by X%.
- Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent from the Discipline tree, which many Holy priests consider to be a “must-have.” Regeneration will also probably be determined by whether you are in or out of combat, and not the “five-second rule.
- Radiance – Adds a heal-over-time effect to direct heals, such as Flash Heal. Mastery on gear would boost this bonus, and no other talent tree would grant it.
For each talent point spent in the Discipline tree, the priest also gets:
- Healing – Improves your healing by X%.
- Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent.
- Absorption – Improves the amount of damage absorbed by spells such as Power Word: Shield and Divine Aegis. Mastery on gear would boost this bonus, and no other talent tree would grant it.