WOW Cataclysm class changes detailed
Blizzard overhauling across the board.
Blizzard is significantly altering the 10 existing World of Warcraft classes in upcoming expansion Cataclysm, introducing new spells, abilities and talents as well as altering those already present.
The developer has previewed changes for all but one of the classes, the Paladin, which will be detailed on 16th April. Blizzard didn't want to offer a less "comprehensive" preview and so delayed the reveal to "properly honour the Paladin class and those who play them".
There are some broad changes going into effect. Mana is going to be a much greater consideration for healers and Blizzard hopes this will result in less frenzied, spammed healing and more thought-out strategies. Similarly, Mages will have abilities that do more damage depending on the amount of mana they have, and even abilities to return mana should a spell not hit. Cheats. Dispel mechanics are changing, too.
Blizzard is also doing away with various superfluous class abilities and is removing the "on next swing" melee mechanic and making abilities instant (but more costly) in response. Also, weapon specialisations are being removed for all classes.
All classes will be given three to four new high-level spells or abilities and new talents. But, as Blizzard pointed out, all of these are subject to change during testing.

He's level 85 already.
Priest
Priests are getting four new spells: Heal, Mind Spike, Inner Will and Leap of Faith. The best is the last, which teleports a party member or raid member to your location. A group shield's being added and so are Shadow Orbs, which float around Shadow Priests and can be consumed for damage or spell shortening. Loads more detail on the World of Warcraft forum.
Warlock
Soul Shards are being overhauled, as we know. They're not inventory items any more but UI resources, and up to three can be used per fight. You won't need to use them out of battle. Soul Burn consumes a Soul Shard and produces a different effect with a different spell. Snazzy. Warlock's new spells are Fel Flame, Shadowfire (a green bolt), Dark Intent and Demon Soul. Loads more detail on the World of Warcraft forum.
Mage
Mages are getting a spell called Time Warp. Brilliant. It's a Haste buff for self or party or raid. Better are the other new spells, Flame Orb and Wall of Fog. The former conjures a ball of fire that moves slowing in a single direction, beaming fire at any passers by, a bit like the BFG weapon in Quake 2. And Wall of Fog creates a giant wall of ice in front of the mage that stretches 30 yards across and snares and damages anyone caught in it. Water and food can't be summoned until around level 40 now, and Arcane Missiles are turning proc-based, which means they have a chance of being available to use when the Mage causes damage. Loads more information on the World of Warcraft forum.

He's furious!
Warrior
Arms-specialised PVP Warriors will wince at the Mortal Strike healing debuff reduction to 20 per cent rather than 50 per cent, but apparently targets will be healed less in Cataclysm and it was overpowered anyway you big crybabies. What? High level Warrior abilities Inner Rage, Gushing Wound (a bleed effect that stacks when the target moves, cackle) and Heroic Leap, which does exactly what it says on the tin. Stunning, literally. Loads more information on the World of Warcraft forums.
Death Knight
Death Knights are apparently being replaced by Carebears. Oh, no, I've misread. I mean the rune system is being overhauled so Death Knights feel less "constrained". The basic gist is to think of now having three sets of runes filling every 10 seconds (possibly faster with Haste) rather than six individual runes filling every 10 seconds. Or think of it as three runes going to 200 per cent capacity rather than six runes that go to 100 per cent capacity. New Death Knight abilities are Outbreak, Necrotic Strike and Dark Simulacrum. The latter allows the Death Knight to copy the spell of a target and unleash it. Loads more detail on the World of Warcraft forum.
Rogues
Rogues are being made more resilient and less reliant on chaining together various stuns to incapacitate targets and kill them before they can move. Again, cheats. In general Subtlety Rogues can expect to do more damage ("harder hitting finishers") and Combat and Assassination Rogues to have more utility. New abilities are Redirect, Combat Readiness and Smoke Bomb. The latter messes up single-person targeting on all caught in the area. Loads more information on the World of Warcraft forum.

He was Nature's best friend.
Hunter
Hunters will no longer use mana but a new resource called focus that isn't affected by Intelligence at all. That's lucky, Hunters. Focus works like a Rogue's energy and slowly builds up, albeit a bit slower. Ammunition is being removed and pet mechanics changed, so Hunters can hold more pets in their bags and store more at town. Hunters are also being "reinforced" as a ranged class. New abilities are Cobra Shot, Trap Launcher and Camouflage (semi-stealth!). Loads more information on the World of Warcraft forums.
Druid
New Druid abilities are Thrash, Stampeding Roar and Wild Mushroom. That Wild Mushroom is grown at a location and then hidden after four seconds. Should someone walk on it they'll get hurt, and so will their friends. Various talents will play off this. Druid's healing is not being tampered with, really, but their Feral abilities are, with added tools being given to cat and bear forms. One key alteration is Tree of Life changing to an active talent that's non banishable and to be more effective in some way or another - Blizzard hasn't decided. Loads more information on the World of Warcraft forum.
Shaman
Shaman are getting a massive five new spells. They are low-level spells Primal Strike and Healing Wave and high level spells Unleash Weapon, Healing Rain and Spiritwalker's Grace. Unleash Weapon unleashes the enchantment on your weapon (or both, if you're dual-wield). A Windfury enchantment, for example, will allow a spectral version of your weapon to be thrown for 50 per cent damage and also buff Haste for the next five swings. Various passive abilities are going to be ditched to allow Shaman to focus on more interesting paths, too. Loads more information on the World of Warcraft forum.
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Comments (34) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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It was a bad reference to the Time Warp dance. Should have made that more clear, sorry!
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http://fo rums.wow-europe.com/thread.html...
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No no, you are quite within your rights! I made a mistake and then was unclear about what I meant. You do have to bear with me though, I wrote a much longer piece about these class changes and then edited them down because, well, you lot who care already know. I've been staring at those forums for hours and my eyes have started glazing over. Plus, I haven't played WOW for about four years. Exciting changes though! What's the best bit, from an insiders point of view?
I was a Priest and the Mortal Strike nerf is like a Hallelujah.
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which I believe I read in a review on this site years ago.
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Healers had a perfectly good way of selecting the right spell to use. It was called downranking, and Blizzard removed it.
*edit* All that happens when mana is made an issue for healers is that they set up a heal rotation. We did it in EQ, and we did it in WoW before BC came out.
What will be interesting is the reaction of LK-era DPS when healers start to become more "selective". Ghostcrawler seems to think DPS are going to learn to back off when they start taking damage in Cataclysm to help out their mana-restrained healers. I suspect they will carry right on trying to top out the damage meters and complain LOUDLY when they don't get healed.
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Exciting changes though! What's the best bit, from an insiders point of view?
Well, as someone who's played a warlock since launch I think it has to be the soul shard changes. For the entire duration of WoW they've been an irritation and they're finally changing them from an inventory-clogging necessity to something you always have, well, at the start of a fight anyway.
Their ability to insta-cast other spells will fix one of the big problems warlocks have during raiding (and possibly PVP, I don't really PVP): warlocks, especially affliction warlocks, are slow starters in damage terms, by the time your dots are up the target is often already dead. The changes to HoTs and DoTs (so that they benefit from haste, can crit on each tick and no longer "clip" if you recast them before they expire) are also excellent. The separation of the damage dealing curses into Banes will also have a hugely beneficial impact on warlock DPS, in our raids I tend to be the only lock so I'm the one casting Curse of Elements on bosses rather than a damage causing spell. All the warlock changes are good, IMO.
In terms of general changes, the fact that spell power is now obtained from intelligence is a fantastic change, hunters, warriors, rogues and the other melee classes could always get a damage boost from straight attributes (strength and dexterity) but not casters, it'll make levelling up a lot more enjoyable. I may even start that priest I've been thinking about.
Just another minor correction btw: the Pope is level 88 and he's a raid boss.
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I thought that the large health pools all around would mitigate this somewhat and anyway if you can't get out of whatever is killing you or stop pulling threat again and again then you don't get healed and then kicked. A change in the way groups operate might be good for the game as I'm starting to get sick of DPS races and people too busy with toping the chart as opposed to actuallly beating an encouter.
And that coming from a warlock player, personaly I'm looking forward to the shard changes (we get a replacement bag free of charge apparently),in the mean time I work on leveling my priest and see what all this healing marlarky is about.
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There is no need to detail the changes to the paladin: as per usual, they get the ability *nerfed to the ground baby!* buffed another 10% or so.
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Just to speculate, I suspect the idea is that arcane, at full mana, will do somewhat more than whatever the 'standard' dps is, the tradeoff being that they will have to spend some keeping their mana high (the preview mentioned something about more tools for mana management).
However, this is way too early for anyone to get their panties in a bunch over perceived nerfs. Nothing is final, and as you say, everything still has to go through beta.
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I play both actually, but WoW tends to get more time. I spend enough time looking at spreadsheets at work.
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I am not "invested" in the game enough to either be excited or scared about itthe class changesjust curious how it all will work out. looking forward to the main attraction, the revamp of the old world.
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Just started WoW again... Enjoying it in small doses.
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Now... It's astounding... Time is fleeting... Madness takes its toll...
Looks like I have to get my mage back to action after all. Wonder if blink will be going to the left as well then...
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"Real life does me alright at the moment thanks"
Well obviously not, or you wouldn't feel the need to come in here and tell us all about it.
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I thought that the large health pools all around would mitigate this somewhat and anyway if you can't get out of whatever is killing you or stop pulling threat again and again then you don't get healed and then kicked. A change in the way groups operate might be good for the game as I'm starting to get sick of DPS races and people too busy with toping the chart as opposed to actuallly beating an encouter.
Yeah, personally I think that healers will still have enough mana to heal most groups quite handily, as it stands they have too much. Just as an example, in raids I can't life-tap without attracting at least two heals, lord knows what the healing cavalcade would be like if I sneezed and life-tapped. Now, don't get me wrong I used to love it when I played vanilla and drain life was the only way to get back health but the healing you get from Fel Armour is more than enough now.
And that coming from a warlock player, personaly I'm looking forward to the shard changes (we get a replacement bag free of charge apparently),in the mean time I work on leveling my priest and see what all this healing marlarky is about.
I know, that's just the icing on the cake for me: excellent changes and they give me a replacement bag too! Bye bye little pink gems!
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@TitusCrow
The developer has previewed changes for all but one of the classes, the Paladin, which will be detailed on 16th April. Blizzard didn't want to offer a less "comprehensive" preview and so delayed the reveal to "properly honour the Paladin class and those who play them"."
There is no need to detail the changes to the paladin: as per usual, they get the ability *nerfed to the ground baby!* buffed another 10% or so.
I think we're going to see huge changes in the Pally, like the Hunter, I bet they won't use Mana any more or will get their Mana from Strength.
Also I think they'll alter the basic mechanics a bit, Pally is still a bit dull to play ATM.
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"I kick-ass for the lord!"
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I like overriding changes like that - it's Blizzard's way of admitting they fail at PvP balancing.
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main thing I hate was getting jump and no way out. the stupid circle only works when out of combat, hence very, very useless. when I read this, I chuckled, another useless spell. does this spell work really well in arenas? I have zero experience with arenas.
why does hunter summons pets instant, while stupid locks' take like 10 seconds and 50% of our mana? explain that to a warlock getting jump. and no, I don't want to gimp my self by wasting 15+ talents for a 10 min per use 2 sec summon.
so they finally fix the blue blob's aggro issues for lvling locks? after 5 years? it is about fking time.
I stop playing before BC. haven't gone back since, zero changes they made during the 2expansions address my warlock's problems. lets see how much they will fix warlock problems with this major overhaul.
I don't know why I bother with this as there is 0% chance of blizzard reading this
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