Upcoming Class Changes in the WotLK Beta

This post here is for all the classes I missed last night before I had to sack out. The official talent calculator has been updated with the upcoming changes to the Wrath of the Lich King beta. I went ahead and updated last night’s posts about Warriors, Warlocks, and Hunters with the new talent information. Here are the rest I missed.  I’ll have more information up later today.

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

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

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

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

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

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

Frost
Arctic Reach doesn’t influence Ice Lance anymore

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

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

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

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

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

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

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

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5 Responses to “Upcoming Class Changes in the WotLK Beta”

  1. Where is the Priest love? I play a priest, have since I started this game, have a 70 on both Alliance and Horde, playing Bloodelf priest as my main right now.. but I am tired of the lack of respect from blizzard since BC. I there infinate Wisdom of trying to nerf Warlocks they have crippled the priest. With every class having a fear resist/block and priest having a 26sec cooldown on it, basically priests get fed to the melee beat down. But they gave Spell haste and made it important.. except for the priest where it is useless.. so I can cast Mind blast to almost an instant cast, whoopie, I still have to wait 8 sec to do it again.. you can do more dmg as Smite spec Holy/Disc with spell haste than you can do as a Shadow priest.. Spell haste is useless for heals as well in PvP, cause as a priest you go in with a “kick me” sign on your back and get owned by 5 ppl for healing. Not that there is a problem with that, but when they completely eliminate the capability of getting them off your back. That just plain sucks.. The Feed back was received and now priest will spread the Horror again, or put you to sleep for trying to gank them which will finally get the postit note off my back

  2. I can honestly say that I’ve never played a priest past level 5 but I have fought MANY in the years I’ve spent playing WoW.

    From an opponent standpoint I can say that normally as my shaman I can really serve it to priests shadow or otherwise if I get a lucky tremor totem pulse and my mana survives the nonstop purge spamming. Although if they are stacking resilience there’s not much I can do since there isn’t a way for me to clear SW:P off.

    I’m not really sure what’s going on with priests, the 51pt talents seem to really lend to the PVP aspects and PVE aspects of the priest. 51pt shadow just seems like a nice way to not only reduce damage on a burst enemy but regen mana at the same time as all HP gained might just negate the cooldowns and attacks the enemy player was tossing at you. Guardian spirit in holy sounds a lot like your set it and forget it heal on a friendly, toss that sucker on hit up renew and PW:S then move on. Understandably every dot nerf or fear nerf has affected priests the same as warlocks, but at the same time both classes are very different. By cutting fears and dots you’re pretty much removed two of the 3 major tools of the warlock class, however with priests you still have a lot of defensive and reactive heals and other abilities.

    If you go deep shadow you can spec so your fear has a chance to cause the affected targets to flee in horror (deathcoil effect, it’s a terror not a fear so it’s not something breakable other than by paladin bubble) and deep discipline gives you a holy dmg nuke akin to arcane missiles that can also be used as a heal for friendlies. I don’t know the coefficient for how much it’ll get boosted by spell power but if it’s anything like the Chaos Bolt numbers, that’s going to be one very sick attack.

    The sleep affect right now can only be broken by a tremor totem and very few other abilities. I dunno I figure priests do need some polish and some work done but they’re not as gimped as you think. Then again I’m just going at it by looking at the spells, understanding game mechanics, and seeing things from an enemy point of view. If I played a priest I might have a different opinion =/

  3. The difference between the Lock and the Priest is the lock has no CD on fear and spam it, and both have deminished returns, but still 1.5 secs is a lot different then 26 secs, although priest is AoE and up to 5 targets, it is a stable as shadow to fear and DoT similar to a Lock. So far right now Stun is my biggest pet peev, you stack stun up against fear, and Stun is way more powerful. Reason being that Stun lasts the entire duration, fear doesn’t.. If you have a Mage and Rogue, vs a Mage and Priest.. the Mage/Rogue is a deadlier combo, because the Mage can Wail on the target the Rogue Stun Locks with the character being able to do nothing.. Stun needs to have the same break chance as Fear. I don’t know how many times I have feared a Rogue off my back only to have a Mage Palm Pyro the Rogue, and he is back to Killing me. Versus being Stunned by a Rogue and being Palm Pyro’d in the face and being able to do nothing about it for 3 more seconds.. But with more chances to be Ellusive with the Horror effect fear as Shadow, or the Go to Sleep spell all priests will have, It will be nice. Not to thrilled about the Holy bolts though, depends if there is a trail or not, the thing about the priest, most spells don’t have a trail, only one is Mind Flay, the rest don’t have a trail that leads back to the priest, PoM and this Bolt will be nice, but not subtile

    But the Priest love thing Spooner, was that Priest isn’t on the list you posted.. Did Blizzard get priest so right that they don’t need any changes in the Beta?

  4. Yeah I noticed that they didn’t get much attention and the only post I have seen thus far worth noting would be the removal of a cooldown on circle of healing. Obviously something REALLY nice for priests to be healing in a raid or in a 5 man group and even to a degree in some BG or world PVP scenarios, but nothing to write home about.

  5. Yeah, Right now Circle of healing has no Cooldown as of right now, when I saw that in WotLK it was jumping to 12 secs, I was like wow wow wow, wow, wow… that is a nerf, Prayer of Mending heals more per mana has a 8sec cooldown right now, if they up’d Circle to 12 secs it would be as laughable as the LoL well right now..(lightwell charges being up’d to 10 is nice as well, if I could only teach scrubs how to use it effectively)

    When I look at Priest in PvP, it is like a Guerialla Combat fighting style, you basically take what ppl give you, then use the environment against them, fight only battles you can win, and basically run away or stay at a distance til you have support or have tired your opponent out. That is how you become a successful priest. Sad to say, trust me I hate playing like this, but Blizzard forced me to become a dirty cheap fighter, that won’t stand toe to toe, but run and fight to live another day.

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