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clevins
05-02-2009, 06:15 AM
From Eyonix, they're doing previews of what is changing in the classes. The first three to be talked about are rogues, priests and shamans.

Source: http://forums.worldofwarcraft.com/thread.html?topicId=14910002204&sid=1


We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the first in the series: Priests, Rogues, and Shaman. Please keep in mind, that this list is not at all comprehensive, and subject to change.

PRIEST
# Divine Spirit – this spell is now a core ability available to all priests.
# Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).
# Several area of effect (AOE) heal spells have been improved: Prayer of Healing can be cast on any groups in your raid party. Holy Nova’s mana cost has been reduced. Circle of Healing now heals for more.
# Shadow priest PvP survivability has been improved: Shadow Form now reduces magic as well as physical damage. Dispersion now removes snares.
# Penance – this spell can now be targeted on the priest.
# Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.
# We are also working to give Holy additional PvP utility.

ROGUE
# Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.
# Adrenaline Rush – the cooldown on this ability has been lowered.
# Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste.
# Killing Spree – while this ability is active, the rogue does 20% additional damage.
# Savage Combat – now causes 2/4% physical damage done.
# Mace Specialization – this talent now grants haste in addition to armor penetration.

SHAMAN
# Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.
# Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage.
# Spirit Weapons – now reduces all threat, not just melee threat.
# Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%.
# Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined.
# We are also working on giving Enhancement and Elemental more PvP utility.

prion
05-02-2009, 09:10 AM
power word:barrier=no warriors in my raid plx

well hopefully it's not that bad ;) I'm curious to see how this works.

What do you suppose the intent of that spell is?

Clavina
05-02-2009, 09:27 AM
power word:barrier=no warriors in my raid plx

well hopefully it's not that bad ;) I'm curious to see how this works.

What do you suppose the intent of that spell is?

I guess there will be a lot of raid damage in ulduar

Shellar
05-02-2009, 10:03 AM
power word:barrier=no warriors in my raid plx

If your warrior/druid tanks are hit for such pitiful amounts that PW:B/PW:S destroys their rage generation, then your group doesn't need a healer in the first place.

Marlous
05-02-2009, 10:54 AM
# Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.

Hm, this sounds pretty much like a nerf to me.. I mean, bleed effects hardly ever happen, relatively, so you'd suddenly be really restricted in its use.

Ammon
05-02-2009, 11:10 AM
I'd have thought a bleed would be almost ever present since one would be cycling rupture / envenom.

Clavina
05-02-2009, 11:25 AM
Hm, this sounds pretty much like a nerf to me.. I mean, bleed effects hardly ever happen, relatively, so you'd suddenly be really restricted in its use.

In raids bleeds are constantly applied by warriors and feral druids

Shellar
05-02-2009, 11:41 AM
I'd have thought a bleed would be almost ever present since one would be cycling rupture / envenom.
Precisely.

Shellar
05-02-2009, 02:55 PM
Oh, and if you really need to use HfB from the very beginning of the fight, consider opening with a Garrotte.

(Sorry for doubleposting, but my alloted time limit for editing has expired)

Dhoum
05-02-2009, 03:08 PM
Loving the Shaman changes, though in order to make Lightning Bolt the single-target nuke of choice they'll have to nerf Chain Lightning into the stone age.

surodat
05-02-2009, 03:22 PM
As a Priest:

Gasped out loud and hugged my computer upon the announcement of PW:Barrier

Love all the Priest changes. Love them. Love love love love.

As a rogue:

Prepping my new macros:

/cast Garrotte
/cast Hunger for Blood

/cast Rupture
/cast Hunger for Blood

:D Yay! to not refreshing 3 stacks of annoyingness.

(At first I thought this was a nerf - as the original effect was to remove a bleed effect from the rogue. I thought that it was only allowed when you had a bleed effect on yourself. Took me a re-read to see "target")

I want 3.1 now.

Your Average WoW Player
05-02-2009, 03:55 PM
Loving the Shaman changes, though in order to make Lightning Bolt the single-target nuke of choice they'll have to nerf Chain Lightning into the stone age.

Not necessarily. The first hit on chain lightning has a significantly lower spell power coefficient then LB does. Eventually, LB will start doing more damage then CL's first hit will.

clevins
05-02-2009, 08:10 PM
It's interesing how many rogues are seeing HfB as a nerf. It's a talent deep in the tree and those are balanced for how they'll be used at 80, not while leveling. Questing etc it's meh... but who cares, Mutilate on a 12k mob kills them so fast worrying about HfB stacks isn't a concern. But in instances or raids this is certainly a buff. I can see it being a slight nerf for PvP in that you can't remove a bleed anymore from yourself, but.. meh.

Marlous
06-02-2009, 01:07 AM
Bleed effect on the mob? Hang on.. so the bleed effect isn't supposed to be on yourself then? Because that's what I thought - that the target of the buff (i.e., yourself) needs to have a bleed effect on them, which doesn't make sense as you hardly get any bleeds on you. I suppose that the current tooltip of HfB - removing a bleed from yourself and refunding energy - is confusing me now, because right now I'm under the impression that there needs to be a bleed effect on yourself in order to be able to use HfB.

clevins
06-02-2009, 01:13 AM
Yeah this changes it. In 3.0x, HfB removes bleed effects from YOU.

In 3.1 this change would require a bleed effect to be on the MOB to get the benefits, BUT it no longer removes bleeds from you. They're assuming that, in raids or instances, you'll use Rupture or, on lower hp trash mobs, open with Garotte.

Marlous
06-02-2009, 01:18 AM
Yes, if it's about bleed effects on mobs, then it's quite different indeed. I suppose that many people share the confusion, which might explain why it's considered to be a nerf - right now it sounds a lot better to me already. I might actually consider to get it after all. :tongue:

clevins
06-02-2009, 01:46 AM
Even now you don't need to have a bleed effect on you to use HfB...it's just that it removes those if there IS one on you. It's a must have talent for Mutilate raiding or instancing at 80. Before then... /shrug