i am a feral druid and i want 2 of those warrior changes asap on my druid1) the Rage when shielded2) more rage if i dodge(warrior gets it from 3 possibles) so druids should get a little more from dodge
here is another interesting blue post by Bornakk re: Mana regenerationquote:As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput. Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us. Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods. To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting. The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible. Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown. In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage. We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often. We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable. These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.end quoteSource:http://forums.worldofwarcraft.com/thread.html?topicId=14910422908&sid=1&pageNo=1
Love the shaman changes ooo baby and yes elemental shamans do need to be more pvp efficient.
Meh.As a 'lock, if I wanted Improved Scorch I would have rolled a mage. As I read the changes to warlocks I literally found myself hoping as I read that I would come across something that would actually be interesting.Only the Replenishment change is mediocre at best. I mean come on, who doesn't raid with at least a single Priest, Ret Pally, or Surv. Hunter? Not all three... at least one.I would love to see soul shards changed to be stackable. Keep all other mechanics the same, just make the stupid thing stack 100 times. I'd like to see the stack increase by purchase or by quest. Perhaps at level 10 you can purchase/do a quest to allow your shard-stack to go to 5. And at intervals all the way to 80 and a shard-stack of 100.
I'm glad to see that they're at least working on "fixing" our classes.
Not sure if I like the HfB change... and it was really simple to keep it in a rotation, and a lot more fun than just SS spam with other stuff thrown in... they're are gonna have to work a few kinks out, cause I don't exactly understand how it would work.
"...increase the healing penalty on Divine Plea from 20% to 50%"Epic rage FFFFFUU....!
Awesome! All i hope is that they Nerf Mages & DK's !... (Gotta love what there doing to priests!)
wow this is some SERIOUS revamp... i am personally going to be skeptical about how well this turns outie: some classes might become morbidly overpowered :[
/hopes for Blessing of Kings to be trainable
I really don't see the point of locking existing discussion threads for this topic just so our lovely moderator team can get hits on their own blog...Is that a forum rule here? 'Only admins may create discussion threads for new changes'? I sure hope not.
combat rogues rocks in this patch =D
/threat arc. mages changes