Cataclysm Class Changes: A Comprehensive Look

We go in and tell you what the blues have said about the new classes all in one easy to browse location..

New Hunter Abilities

Cobra Shot (level 81): A new shot that deals Nature damage instead of Physical damage. This ability will share a cooldown with Steady Shot. This will give hunters an alternative to Steady Shot on heavily-armored targets, and we will have talent incentives in the Beast Mastery tree to make this a signature shot.

Trap Launcher (level 83):
When used, the next trap can be shot to a location within 40 yards. This provides the current Freezing Arrow treatment to all traps and, as a result, we will be removing the current ability Freezing Arrow. 1-minute cooldown. No global cooldown.

Camouflage (level 85):
The hunter enters an obscured state that prevents him or her from taking ranged damage. The character would still be subject to melee or area-of-effect attacks, and dealing or taking damage will break the Camouflage effect. The hunter can move and set traps when under Camouflage, and will receive a damage bonus when attacking while under Camouflage (which will then break the effect).

Resource Mechanic Change

HunterHere we come to the meat of the upcoming hunter changes.

Hunters will no longer use mana; instead the class will use Focus. Focus generates much like Energy, by building up. It will not be affected by Intellect at all. Haste will improve its generation. Hunters will generate roughly 6 Focus per second, slightly less than rogues' Energy generation rate of around 10 Energy per second. Below, we have listed some examples of how we intend Focus costs to operate:

  • Steady Shot/Cobra Shot: No cost. Generates 9 Focus per shot (or 12 per second instead of 6).
  • Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.
  • Aimed Shot/Multi-Shot: 60 Focus.
  • Concussive Shot/Tranquilizing Shot: 35 Focus.
  • Rapid Fire/Master’s Call/Disengage: 30 Focus.

Changes to Abilities and Mechanics

In addition to the resource change and new abilities listed above, we intend to make adjustments to some of the other abilities and mechanics you already know well. 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’re going for with each spec.

  • A major change coming for the hunter is the removal of ammunition. Guns, bows, and crossbows will now do damage without consuming ammunition at all. There will be no more ammo slot on the hunter’s character display. Any ammunition that a hunter has at the time of the change will become gray sellable items. Existing quivers will be converted into large bags -- though each hunter can only have one and non-hunters will not benefit from this change -- and we will not be making any additional quivers.
  • Pet management will also change. Hunters will now have two types of attainable pets: active pets and stored pets. Hunters will be able to have up to three active pets (perhaps five for Beast Mastery specialized players) and will have the ability to switch among these pets any time they are out of combat, without going to town. They will also be able to have a large number of pets in storage at the stables. In order to swap a pet from active to passive, a hunter will still need to visit their local Stable Master. However, this should afford ample storage for the many Spirit Beasts wandering the lands of Azeroth.
  • Additionally, hunters will now start with a race-appropriate pet at level 1 and will be able to tame a different pet at level 10. We are also changing many pet family abilities to provide important buffs and debuffs. The intention is to allow the hunter to be able to swap pets and fill a position if a certain role is missing from the group. The goal is to have all pets provide a damage increase that is very similar and no greater than any other pet. Some examples of the changes we are making to the pet families are listed below:
  • Wind Serpents: Will provide a debuff that increases the amount of spell damage taken by an enemy (similar to a weaker version of the warlock ability Curse of Elements).
  • Ravagers: Will provide a debuff that will increase an enemy's Physical damage vulnerability (similar to a weaker version of the warrior ability Blood Frenzy).
  • Hyenas: Will provide bleed damage (similar to a weaker version of the druid ability Mangle).
  • Stings and other periodic effects will now benefit from haste and critical strike ratings. Hasted damage-over-time abilities do not lose duration, but instead add additional damage ticks.
  • Viper Sting will now restore 9 Focus every 3 seconds.
  • We are reinforcing hunters as a ranged class. To this end, the class will now start with ranged abilities at level 1, and we will be removing some melee abilities, such as Mongoose Bite.

New Talents and Talent Changes

  • Beast Mastery hunters will have a new talent called Careful Aim, which increases the damage of the next Steady Shot or Cobra Shot, but also increases the cast time of these abilities. The intention is to make the combination of spells into a decent damage opener, especially in conjunction with the new ability Camouflage.
  • Beast Mastery hunters will also have talents that make Cobra Shot superior to Steady Shot, such as Longevity reducing the cast time of Cobra Shot to 1.5 seconds.
  • Rapid Recuperation will cause Rapid Fire to give 20/40/60 Focus immediately and will cause Rapid Killing to generate 3 Focus per second.
  • Efficiency will reduce the Focus cost of Chimera Shot, Aimed Shot, and Arcane Shot.
  • Thrill of the Hunt grants Focus when you land a critical strike.
  • Hunter vs. Wild increases the hunter’s Focus generation when his or her pet is snared, stunned, or rooted.

Mastery Passive Talent Tree Bonuses

Beast Mastery

  • Ranged Damage
  • Haste
  • Pet Damage

Pet Damage: Many of the passive benefits to pet damage will no longer be available in the Beast Mastery talent tree. However, these will be provided through the new Mastery mechanic.

Marksmanship

  • Ranged Damage
  • Armor Penetration
  • Double Shot

Double Shot: The hunter will have a chance to launch a free attack off of the global cooldown for 50% damage.

Survival

  • Ranged Damage
  • Ranged Critical Damage
  • Elemental Damage

Elemental Damage: Hunter abilities such as traps, Black Arrow, and Explosive Shot will do elemental damage of the following types: Arcane, Fire, Frost, Nature, and Shadow.

Next: Mage

Comments

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Priest pay
# May 07 2010 at 9:14 AM Rating: Decent
27 posts
All these changes to priest are exactly identical to the way I have been playing my healing priest. All my gear already focuses on intelligence first for power pool, Spirit and spell power second for bigger heals and better mana regen. I did notice that they are going to make a second heal availiable with less mana. I find this funny because I used to make use of the top three ranks of greater heal to minimize the power loss on heals, then they made them all the same power cost, ultimantly getting rid of that second heal with less power consumption. So they are bringing back what they got rid of over two years ago.
I used to always use bubble shield on tank when its hp got low and I knew the heal wouldnt land before tank died, so I'm really glad they are bringing in a even bigger shield to make saving tank at critical moments less stressful. I do not like the idea of getting rid of spirit buffs however, as it was challenging enough with great spirit and mana and trying to heal second rate tanks with power pool. But I'm sure its not too big of a differance, losing 80 or so spirit, atleast I hope. Well rounded and thought out change for holy healing priest, and I like it.

Edited, May 7th 2010 11:16am by pizzamike

Edited, May 7th 2010 11:17am by pizzamike
Class changes
# Apr 28 2010 at 11:53 AM Rating: Decent
I agree with EphyuSikay, nothing looks like a nerf. But I did see some interesting changes to some classes. First off is the Pally, my class. Due to the fact that I was retri before retri was uber nerfed, I feel that them fixing it will be a great accomplishment. But what they said in the pally article is strange to me. Quote 'We feel Retribution paladins need one more mechanic which involves some risk of the player pushing the wrong button, making the rotation a bit less forgiving. In addition, we want to add to this spec more PvP utility. Right now the successes of the Retribution paladin in PvP seem to be reduced to either ' 1) all they could do is PVP so why do they want to improve 'PvP utility'. 2) Risk to hit the wrong button? They also said that what was holding the retri pally back was the shields and defense. Unless they replace the endurance with more power, I see this more as another nerf than an improvement.

Druids seem to be fine but the tree of life argument is interesting. The reason they think that the tree of life should be a duration not a passive is because Druids shouldn't have to sacrifice damage for healing. That is a weird thing to say because i have played a resto druid and i think i was fine with not being able to attack. This is because i was in a dungeon as a healer. I am not meant to attack.

Hunter having no ammunition is weird. I liked having special bullets or arrows that helped my damage. But it will make things easier.

DK seem to finally have a tanking talent tree. I have a DK tank and his talents are in all three trees to get the best tanking buffs. It is strange that Blood is now the tank where before Frost was.

As for the other classes, I feel that they are just making it easier for them. New abilities look nice for all classes and talent trees defined is a great thing. Cross your fingers that Cataclysm will be great (Or at least good enough to still place)

For any spelling mistakes I'm sorry. I fail at typing :D


Tree of Never Being Used
# Apr 23 2010 at 9:40 PM Rating: Decent
While I'm mostly excited about a lot of the class changes, I'm a bit annoyed at the Tree of Life changes for druids.

Raid healing, especially for a druid, is about consistency. Making tree of life a cooldown that increases healing.. isn't really going to do much. We'll all be gearing ourselves to be able to sustain healing without it, because we'll need to keep heals up without it. So when it's popped, it'll either be overhealing, or a limited time of barely keeping up, especially considering the majority of druid healing is HoTs, which aren't going to benefit much from a cooldown. If a fight goes by where it isn't used, I'll feel like it was wasted. If I need to use it every single cooldown to keep up, why isn't it passive? Currently, I've got a trinket I'm mostly wearing for the Int that also has a SP bonus on click... I never need it, and it never really seems like a good idea to pop. I don't notice much difference from popping it every cooldown, or leaving it alone for an entire fight. Mostly, I use it when buffing tanks with thorns. Is that what Tree of Life will be?

Healing isn't like DPS. I've got to keep people alive the whole time. With DPS, you can spike and relax, spike and relax, and it averages out. If my healing spikes, and relaxes, I'm overhealing for part of it, and people are dying for another.

I guess they'll probably balance us around popping that and then spamming nourish or something. Or saving it for enrages. Or maybe they'll add that much more stress to encounters by creating more moments like the air phase on Blood Queen (which happens again fast enough that all my cooldowns are still.. on cooldown). But hey, now my raid can see my ugly *** armor (assuming they don't improve much over my current Jay Leno helmet). I currently use Tree of Life to HIDE my armor and take up less space on my screen.
garbage
# Apr 20 2010 at 2:31 PM Rating: Default
they are gonna ***** us shaman over, this is b.s.!
garbage
# Apr 23 2010 at 9:46 PM Rating: Decent
Dude, I am all the hell over the shaman changes, along with most of the others for classes I play (and a few I'd now be interested in). I didn't really see anything that looked like a nerf, how're you being screwed over? And what spec are you talking about?
#REDACTED, Posted: Apr 16 2010 at 7:45 PM, Rating: Sub-Default, (Expand Post) Ok after all the work geting my hunter to lvl 80 I now need to delete my hunter win thay do this hunters are bad enuf oredy now thay will be the worst toon in the game fater rouges that is
Y?
# Apr 20 2010 at 10:13 AM Rating: Decent
I agree with Dark. Hunters are hardly the worst toons in the game and if you are that bad on yours I would suggest a lot more research on builds and rotations. A good place to start is ElitistJerks, there is lots of useful information in there that can help. The new content for hunters coming out is only going to benefit them in multiple ways, I did not read a negative thing at all for the upcoming changes. I have 3 80's and my hunter dominates them all.
Y?
# Apr 20 2010 at 4:34 PM Rating: Excellent
I have a 80 hunter, rogue, spriest, shaman and pally (those are my toons in the pics). I'm combing through the changes to see if there is anything I DON'T like about the changes. If I find something, I'll write about it.

Oh and my mage just hit 73 ...
Y?
# Apr 20 2010 at 9:20 AM Rating: Excellent
Why, because they will be using focus instead of mana? It seems like a logical jump since pets use focus as well. I play a hunter as well, among my five 80s, and I think it will be interesting to see how it plays out. I never liked the concept of mana for hunters anyway. Our activity is action-based, not magical based.
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