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Cataclysm Class Information Coming!

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Jomir
Magaskawee/Anaei
Krogon Devilstep
Nithel
Halya
Zhakiri
Jeanpierre
Mandui
Saevir
Dharum
Muzjhath
Lini
Gallandria
Elízabéth Moren
Vardrek/Burgen
Geldar
Wubeh
Gesh
Lavian
Ataris
(Goggy) - Exilius
Kristeas Sunbinder
Sanara
Nayan
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Post by Saevir Thu Apr 08, 2010 8:43 am

Party and Raid members only, yes.
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Post by Mandui Thu Apr 08, 2010 8:46 am

Wubeh wrote:Im betting you have to be grouped for it to work so I'd not get my hopes up of making a DEATH GRIP RANGERS ripoff :>
Could still prove highly annoying in BGs. Some people are real wankers >_>
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Post by Jeanpierre Thu Apr 08, 2010 8:53 am

I can imagine life grip to provide us endless hours of fun with tanks. Combined with Body and Soul, we could make them run ahead and pull em back.


Last edited by Jeanpierre/Jeanclaude on Thu Apr 08, 2010 8:58 am; edited 1 time in total
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Post by Dharum Thu Apr 08, 2010 8:56 am

I can allready see what the Deathwing encounter will be like. Completely based on Life Grip priests pulling the tank out just before Deathwing does his insta-kill smash combo breaker attack.


Also every RP villain needs a personal life-gripper so if he is about to be caught by authorities he can look to the sky and yell "SAVE ME LIFEGRIPMAN" and swooooooooosh!
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Post by Zhakiri Thu Apr 08, 2010 9:17 am

I love the Priest changes, Life Grip sounds awesum!! But...

Inner Will lolwhut? Sounds abit useless, I mean I know that mana is becoming a big deal moreso in Cata but still, sacrificing SP for a reduced mana cost of only instant cast spells sounds...Meh. Plus in PvP so many classes have some sort of gap closer so running away faster isn't really going to help, I'd rather have the armour for when they're training me. >.<

*crosses fingers for Life Grip to be castable in Shadowform*
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Post by Muzjhath Thu Apr 08, 2010 10:55 am

Well, Nyg. Might be that they can easily be changed inbetween.
Inner Will when you're lowish on mana (say, at 25%) and in a place of a bossfight that's not that healing intense (aka, not at a soft enrage etc) to get mana back quicker. Or when it's a movement fase. Getting your moving done quicker and you can go back to healing faster.
As for PvP, need to see more pvp work from priests there, but might be good to keep out of range from enemy ranged when they cast?
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Post by Nayan Thu Apr 08, 2010 11:05 am

(Goggy) - Exilius wrote:Very disappointed with the Warlock additions, yeah nifty Soulshard system, but no '' O,o Very Happy:D:D:D:D YAY changes or new spells.
...............did you even READ it? I already foresee a lot of qq about them being too OP. =P
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Post by Kristeas Sunbinder Thu Apr 08, 2010 11:13 am

One one side you have a DK using death grip on you, on the other side you have a priest using life grip, let's see what happens :3
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Post by Nayan Thu Apr 08, 2010 11:15 am

Spellreflecting DG is funny as it is
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Post by Halya Thu Apr 08, 2010 11:35 am

Wubeh wrote:IMA CAST WHILE RUNNING AROUND THIS PILLAR AND THERE IS NOTHING YOU CAN DO ABOUT IT SUCKER.

Meh. Another PvP Abomination Expansion inc?

But... Thats only healing... Because... If you can't do anything about it; they can't see you.
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Post by Nithel Thu Apr 08, 2010 11:37 am

Inner Will is wonderful for certain PvE situations when you need to run away from something. ( Imagine Jaraxxus fel flames, Lich king phase transition, Sindragosa's blistering cold, etc..) You'll be on the move for quite a few seconds and only able to cast instant spells. Switching to Inner Will and then back to Inner Fire seems benefitial.

Also if bigger shields for tanks, Pw:barrier and life grip come live. I'll give you all Belgian or French chocolate nomnom.

Edit: Valrhona or Guylian then. You pick.


Last edited by Nithel on Thu Apr 08, 2010 11:54 am; edited 3 times in total

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Post by Muzjhath Thu Apr 08, 2010 11:47 am

Nithel wrote:Also if bigger shields for tanks, Pw:barrier and life grip come live. I'll give you all Belgian chocolate nomnom.
Can I get french instead?
Valrhona > almost all other chocolate.
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Post by Mandui Thu Apr 08, 2010 11:57 am

Saevir wrote:
Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can't have both up at once. Inner Fire provides a spell power and Armor buff; Inner Will should be useful on a more situational basis.
*Imagines a true OSH-.. PvP situation on her Worgen priest*
*Pops racial Darkflight (activates your true form, increasing movement speed by 70% for 6 sec)*
*Pops Inner Will*
*???*
*profit*
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Post by Nayan Thu Apr 08, 2010 12:13 pm

*noms on Nithel*
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Post by Guest Thu Apr 08, 2010 12:24 pm

Nayan wrote:Spellreflecting DG is funny as it is

I DG spell reflect on purpose because it's fun.

Very Happy

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Post by Dharum Thu Apr 08, 2010 12:38 pm

Nithel wrote:
Also if bigger shields for tanks, Pw:barrier and life grip come live. I'll give you all Belgian or French chocolate nomnom.
Edit: Valrhona or Guylian then. You pick.

I'll remember this!
It needs to be atleast 3kg of chocolate then!

:3
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Post by Wubeh Thu Apr 08, 2010 1:00 pm

*Imagines a true OSH-.. PvP situation on her Worgen priest*
*Pops racial Darkflight (activates your true form, increasing movement speed by 70% for 6 sec)*
*Pops Inner Will*
*???*
*profit*

Looking at the new racials and how they are reworking the other racials to be balanced at the same level, I doubt it will be useable in Arenas nor Rated BGs.
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Post by Mandui Thu Apr 08, 2010 2:06 pm

Wubeh wrote:
Looking at the new racials and how they are reworking the other racials to be balanced at the same level, I doubt it will be useable in Arenas nor Rated BGs.
That's an option of course. OR they allow all racials, since the old ones will be buffed also.
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Post by Wubeh Thu Apr 08, 2010 2:27 pm

Yay, more balacing issues if that comes True.
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Post by Ataris Thu Apr 08, 2010 4:23 pm

Bornakk wrote:World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the warrior. The information you're about to read is not complete, and is only meant to act as a preview for some of the exciting new things to come.

New Warrior Abilities


Inner Rage (Level 81): Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time. This is a passive ability so it won't need to be activated by the player. The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don't want warriors to feel like they're supposed to pool Rage and do nothing until they hit 100, so we'll be closely monitoring how this plays out during the beta testing, and making adjustments as needed.

Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.

Heroic Leap (Level 85): This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land. Heroic Leap will be usable in Battle Stance and shares a cooldown with Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to be used in any stance and possibly while in combat. The cooldown for this ability might be longer than the Charge ability, but it will also apply a stun effect so you can make sure the target will still be there when you land.

Changes to Abilities and Mechanics


In addition to learning new abilities, you'll see changes to other abilities and mechanics with which you're already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.


* Heroic Strike will no longer be an "on next swing" attack, as we are removing this mechanic in Cataclysm. To keep the niche of Heroic Strike as a Rage dump, it will become an instant attack, but will cost between 10 and 30 Rage. This ability will not be usable until you have 10 Rage, but if you have more than 10, it will consume up to 30, adding additional damage for each point of Rage consumed above the base 10. Other abilities, such as Cleave, Execute, and Maul (for druids) will work similarly. The goal is to provide players with an option where if you can't afford the Rage, you don't push the button, but if you have excess Rage, you can push it a lot.

* Battle Shout, Commanding Shout, and possibly Demoralizing Shout will work more like the death knight's Horn of Winter ability. Specifically, these shouts will cost no resources, generate rage in addition to their current effects, and be on a short cooldown.

* Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. The intent is for this ability to be used in multi-target scenarios and not on single targets.

* Overall, heals cast by players in Cataclysm will be a lower number relative to players' health than the current game. So to make the Mortal Strike debuff less mandatory but still useful in PvP, Mortal Strike will reduce healing by only 20%. All equivalent debuffs, including the Shadow priest and Frost mage debuffs, will be for 20% less healing. At the moment we aren't considering giving this debuff to anyone else, though we will certainly consider PvP utility for historically under-represented specs that use other mechanics.

* Sunder Armor will be reduced to three stacks instead of five, and still provide only a 4% reduction in armor per stack. We want to make this debuff easier to apply and less of a damage swing when it falls off.


New Talents and Talent Changes


* The Furious Sundering talent in the Fury tree will make the Sunder Armor ability cause 25/50% weapon damage and reduce the threat generated by 50/100%.

* The Mace and Poleaxe Specialization talents in the Arms tree will be removed. These provided just passive stats, which are not the kinds of talents we want to design in the future. We will keep the Sword Specialization talent, but it will be changed to a talent that applies to all types of weapons.

* As a Fury talent, Booming Voice will increase the Rage generated by shouts.

* While we like how Titan's Grip plays, we recognize some warriors liked the Fury tree because of the really fast swings that dual-wielding one-handed weapons could provide. Therefore, we're planning to try out a talent called Single-Minded Fury that is parallel to Titan's Grip and will provide a large boost to the damage of a pair of one-handed weapons.

* Several talents that reduce the Rage cost of abilities will be changed to focus on increased damage for those abilities instead.

* The new Arms talent called Disarming Nature will make successful disarms cause the target to cower in fear for 5/10 seconds.

* Another new Arms talent called Blitz will make the Charge ability hit for extra damage. The amount will possibly vary depending on the distance travelled.

* Improved Pummel, a Fury talent, will cause a successful interrupt to generate 10/20 Rage.


Mastery Passive Talent Tree Bonuses

Arms
Melee Damage
Armor Penetration
Bonus Swing

Fury
Melee Damage
Melee Haste
Enrage Intensity

Protection
Damage Reduction
Vengeance
Critical Block Chance

Bonus Swing: This is similar to the Sword Specialization talent that is currently in the game, but Bonus Swing will work on all attacks and with all weapons. You have a chance to proc a free, instant weapon swing that hits for 50% damage.

Enrage Intensity: Every benefit of being enraged is increased. This includes doing more damage/healing/ etc. from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.

Critical Block Chance:
As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing's damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing's damage instead. There will likely be talents available to push the amount blocked even higher.

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character's un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won't see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.

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.

Seems like Warriors are starting to play Blackguards. <3
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Post by Krogon Devilstep Thu Apr 08, 2010 5:29 pm

...

i dont think all the Facepalms in the world will cover this...
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Post by Kristeas Sunbinder Thu Apr 08, 2010 5:30 pm

Krogon is not amused?
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Post by Krogon Devilstep Thu Apr 08, 2010 5:48 pm

it depends.

i like the sound of the Heroic strike change. it could go either way though.

Heroic leap is just a tank;s 'charge', per say. but the new bleed... and a passive skills that makes me hit harder but for twice the rage? Hrmmgh

this could all go either way imo. though by sounds of it, things wont really change! either out-healed, or Rage starved and stun-locked!
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Post by Kristeas Sunbinder Thu Apr 08, 2010 5:53 pm

Maybe they'll just put the duration for the twice the rage thing.

a short amount of time
That, or maybe it's just as long as your rage is 75< or something
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Post by Wubeh Thu Apr 08, 2010 6:17 pm

Im not surprised by how pathetic those warrior changes look.

Where the fuck is the nerf to UA?
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