Cataclysm
I'm kinda sad about old Azeroth zones being changed forever, but aside from being emo and getting all teary-eyed, I'm sort of excited!
I'm sure most people who currently play are aware of most of the upcoming changes, but I'll post a few here anyways. Wowhead has a pretty decent guide posted here: http://www.wowhead.com/guide=cataclysm
Summary: Deathwing (the black dragon aspect) busts out of wherever he was hiding and totally loses his shit. Smashes the hell out of Azeroth.
- Old world zones revamped, some more than others. Zone levels will be adjusted to smooth out the levelling process. Some examples:
- Barrens will be split into two zones
- Desolace won't be desolate
- Plaguelands largely taken back by Argent Crusade
- Southshore wiped off the map by tidal waves (FU TARREN MILL! FU!)
- New zones unlocked/opened:
- Grim Batol
- Mount Hyjal
- Twilight Highlands (east of Wetlands)
- Gilneas
- Heroic Deadmines! No, for real. Heroic Shadowfang Keep, too.
- Two new races:
- Worgen (Alliance). They're werewolves. Yay. Racials:
- Reduce duration of curses and diseases by 15%
- 6 sec +70% run speed buff with 3 min cooldown
- +15 Skinning skill, with increased skinning speed and no skinning knife required. YAWN.
- Turn into a werewolf or some shit. Not much info on this yet.
- +1% damage
- Goblin (Horde). They're goblins. Now Alliance get to feel the pain of trying to target some tiny thing stabbing you in the ankles. SERIOUSLY OVERPOWERED Racials:
- Permanent 20% discount at vendors regardless of reputation standing
- +15 Alchemy skill, with a Mixologist-type effect. imba.
- 30 min cooldown remote bank access, similar to Argent Squire with the pony bridle, except it doesn't require 3 months of grinding dailys
- "Rocket Jump" reverse Disengage, launches you 20 yds towards target
- "Rocket Barrage" fires effing rockets out of your belt and blows shit up, wtf? Shares cooldown with Rocket Jump
- +1% haste
- New race/class combos:
- GNOME PRIEST! REJOICE!
- Dwarf Mage
- Dwarf Shaman ....?
- Human Hunter
- Night Elf Mage
- Blood Elf Warrior (I guess having 150 different ways to silence isn't overpowered anymore, thanks to Death Knights)
- Undead Hunter
- Orc Mage
- Tauren Paladin ....LOLOLOLOLOL
- Tauren Priest
- Troll Druid
- No more spell ranks
- Level cap increased to 85
- No new talent tiers, but talents being completely reworked
- More "fun", on-use talents
- No more (or less, anyways) passive "required" talents
- Talent "Mastery", where the more points you spend in a certain tree, the more bonuses from that tree you get, split into 3 seperate bonuses per tree:
- Role: increased damage, healing, or survivability
- Stat: a desireable stat for that spec (haste, crit, etc)
- Effect: a unique effect for that talent tree. For example, for Rogues, putting points into Assassination increases melee damage, melee crit, and poison damage, whereas putting points into Combat increases melee damage, melee haste, and increases damage from abilities which generate combo points. The bonuses scale with the number of points spent, so you get multiple bonuses when specced into multiple trees.
- Archaeology: Some new secondary skill everyone gets that has something to do with glyphs. Not interesting to me at this time, so I have nothing to say about it.
- Path of the Titans: Once you reach max level, you can further specialize by choosing a "Path", which unlocks up to 10 unique "ancient" glyph slots. Progression is done by simply playing the game; PvPing, doing dailys, levelling Archaeology. Paths won't be class- or spec-oriented.
- Stats being totally revamped
- Stats going bye-bye:
- mp/5 - Good riddance. Paladins and Shamans will benefit from Spirit now
- Defense - Again, good riddance. Tanks become uncrittable with stance/presence/whatever
- Spell ranks
- Weapon skills
- Stats being removed from items:
- Attack Power
- Spell Power - You get it from Intellect now (with the exception of caster weapons still having Spell Power as a stat)
- Armor Penetration - You'll get it from talents
- Shield Block - You'll get it from talents
- Stats being changed:
- Everybody gets more Stamina, yay!
- Spirit will only be found on healing gear
- Intellect gives Spell Power now, but less Mana per point of Intellect
- Haste will be magical and produce rays of sunshine when the skies turn grey
- Block Rating - Blocked attacks will all have their damage reduced by 30%, and Block Rating will increase the chance to block. Block chance will be lower overall.
- Parry - No more "parry haste"; it reduces the damage from the parried attack and the following attack by 50%
- Armor - Overall Armor levels will be lower, with less drastic difference in mitigation between armor types
- Resilience will only reduce damage done by players, and have no effect on crit chance, mana drains, etc
- Guild Advancement
- Guild levels - I dunno about this
- Guild talents
- Mass rezz
- Mass summon
- other fun stuff
- Guild achievements

Krassus
15 years ago
Ruby Sanctum is being released now which is a whole new raid zone leading up to Cata too =)

Mileron
15 years ago
Also, Uldum: Halls of Origination will be opened in Tanaris. YAY, 5+ years of questioning, answered!
Looking forward to both!
Not so bad.
Permanent discount, eh. That's not so bad; it's still not as long-term powerful as the human rep trait. It also doesn't allow them access to rep-based items unless they're that rep.
The +15 Alc skill isn't so bad, either, considering you get Mixology at what, 350? It just allows Mixology-like effects prior to that skill level.
The 30 minute bank, Rocket Jump, and Barrage are very over-powered.
I'd almost be tempted to do a race swap on some of my characters for this... If it didn't cost money.
I'm actually looking forward to both.
I'm making sure I get the 2 weapon skill achievements on my 80s, before they get removed/unattainable. They'll likely be turned into Feats of Strength.
As my guild is relatively small and until recently relatively inactive, I can't see this having much impact on me.
It also depends on how characters contribute to the guild versus accounts. I have 2 accounts each with 5 characters in the same guild... Will they all contribute to "guild exp" or would it be better to focus on a single character?
pharren;96616
- Grim Batol
- Mount Hyjal
- Twilight Highlands (east of Wetlands)
- Gilneas
Also, Uldum: Halls of Origination will be opened in Tanaris. YAY, 5+ years of questioning, answered!
Heroic Deadmines! No, for real. Heroic Shadowfang Keep, too.
Looking forward to both!
Two new races:
- Worgen (Alliance). They're werewolves. Yay. Racials:
- Reduce duration of curses and diseases by 15%
- 6 sec +70% run speed buff with 3 min cooldown
- +15 Skinning skill, with increased skinning speed and no skinning knife required. YAWN.
- Turn into a werewolf or some shit. Not much info on this yet.
- +1% damage
Not so bad.
Goblin (Horde). They're goblins. Now Alliance get to feel the pain of trying to target some tiny thing stabbing you in the ankles. SERIOUSLY OVERPOWERED Racials:
- Permanent 20% discount at vendors regardless of reputation standing
- +15 Alchemy skill, with a Mixologist-type effect. imba.
- 30 min cooldown remote bank access, similar to Argent Squire with the pony bridle, except it doesn't require 3 months of grinding dailys
- "Rocket Jump" reverse Disengage, launches you 20 yds towards target
- "Rocket Barrage" fires effing rockets out of your belt and blows shit up, wtf? Shares cooldown with Rocket Jump
- +1% haste
Permanent discount, eh. That's not so bad; it's still not as long-term powerful as the human rep trait. It also doesn't allow them access to rep-based items unless they're that rep.
The +15 Alc skill isn't so bad, either, considering you get Mixology at what, 350? It just allows Mixology-like effects prior to that skill level.
The 30 minute bank, Rocket Jump, and Barrage are very over-powered.
New race/class combos:
- GNOME PRIEST! REJOICE!
- Dwarf Mage
- Dwarf Shaman ....?
- Human Hunter
- Night Elf Mage
I'd almost be tempted to do a race swap on some of my characters for this... If it didn't cost money.
Archaeology: Some new secondary skill everyone gets that has something to do with glyphs. Not interesting to me at this time, so I have nothing to say about it.
Path of the Titans: Once you reach max level, you can further specialize by choosing a "Path", which unlocks up to 10 unique "ancient" glyph slots. Progression is done by simply playing the game; PvPing, doing dailys, levelling Archaeology. Paths won't be class- or spec-oriented.
I'm actually looking forward to both.
- mp/5 - Good riddance. Paladins and Shamans will benefit from Spirit now
- Defense - Again, good riddance. Tanks become uncrittable with stance/presence/whatever
- Spell ranks
- Weapon skills
I'm making sure I get the 2 weapon skill achievements on my 80s, before they get removed/unattainable. They'll likely be turned into Feats of Strength.
Guild Advancement
- Guild levels - I dunno about this
- Guild talents
[LIST]
- Mass rezz
- Mass summon
- other fun stuff
Guild achievements
As my guild is relatively small and until recently relatively inactive, I can't see this having much impact on me.
It also depends on how characters contribute to the guild versus accounts. I have 2 accounts each with 5 characters in the same guild... Will they all contribute to "guild exp" or would it be better to focus on a single character?

pharren
15 years ago
It said the top 20 contributors will be counted. Experience is gained the same way you level the Path of the Titans: levelling, doing tradeskills, doing dailys, getting achievements, etc.
And there was another zone, I think, aside from raid/dungeon content, I just didn't feel like totally replicating the Wowhead article and listing them all.
And there was another zone, I think, aside from raid/dungeon content, I just didn't feel like totally replicating the Wowhead article and listing them all.

pharren
15 years ago
Cataclysm talents (as a work-in-progress) are being released; see them at the Wowhead talent calculator here: http://cata.wowhead.com/talent
So far, there's only Druid, Rogue, Priest, and Shaman, and they're not even finished with those yet. Still, some interesting things there to see. For example, from how it looks right now, I probably won't even be using Tree of Life on my Druid, unless there's something special about it I don't realize yet due to not being familiar with the new mechanics.
So far, there's only Druid, Rogue, Priest, and Shaman, and they're not even finished with those yet. Still, some interesting things there to see. For example, from how it looks right now, I probably won't even be using Tree of Life on my Druid, unless there's something special about it I don't realize yet due to not being familiar with the new mechanics.

Krassus
15 years ago
The DK one is out too if anyone is interested its on EJ =D

pharren
14 years ago
Well, I didn't bother to keep this updated, mainly because I haven't been paying much attention
For those of you who don't play but are still interested:
New talents are live for all classes. Most of the stat changes have gone through. You can reforge your gear already (replace a percentage of one stat with another). No gear has +Mastery on it yet, but you can reforge it onto whatever. Mastery was changed though, and no longer grants 3 stats, and scales with Mastery rating instead of number of talents spent. You choose one spec and that's the mastery you get. After you spend a certain amount of points in that tree (30?), then - and only then - you can put points into another tree. They changed the shit out of glyphs, too. Everyone gets 9, and once you learn a glyph, you keep it forever. You can swap glyphs out with a reagent, instead of buying a new glyph over and over, allowing people to just carry a stack of the reagent and then change 20 glyphs without ever visiting an auction house or vendor.
People right now seem to take way more damage than before... doing heroics is like it was when WotLK first came out: there's an actual chance your tank might die, but you will never, ever, ever run out of mana.
Expansion goes live Dec. 7th. They're blowing up the world before then, and you will be able to make the new race/class combos (but not Worgen or Goblin yet), and all new quests will be in place for the old world. That will probably happen next week, maybe the week after. If you didn't finish Loremaster, now is the time; it's being made a Feat of Strength, like so many other achievements.

New talents are live for all classes. Most of the stat changes have gone through. You can reforge your gear already (replace a percentage of one stat with another). No gear has +Mastery on it yet, but you can reforge it onto whatever. Mastery was changed though, and no longer grants 3 stats, and scales with Mastery rating instead of number of talents spent. You choose one spec and that's the mastery you get. After you spend a certain amount of points in that tree (30?), then - and only then - you can put points into another tree. They changed the shit out of glyphs, too. Everyone gets 9, and once you learn a glyph, you keep it forever. You can swap glyphs out with a reagent, instead of buying a new glyph over and over, allowing people to just carry a stack of the reagent and then change 20 glyphs without ever visiting an auction house or vendor.
People right now seem to take way more damage than before... doing heroics is like it was when WotLK first came out: there's an actual chance your tank might die, but you will never, ever, ever run out of mana.
Expansion goes live Dec. 7th. They're blowing up the world before then, and you will be able to make the new race/class combos (but not Worgen or Goblin yet), and all new quests will be in place for the old world. That will probably happen next week, maybe the week after. If you didn't finish Loremaster, now is the time; it's being made a Feat of Strength, like so many other achievements.

Lessa
14 years ago
Also the final stage of the cata set up is going one, whic h consists of an elemental invasion. Every three hours ( or so) two of the major cities for each side ( horde or Alli) are invaded by a mass of ( level 80) elementals, you have to beat them down, and once they are gone 4 dungeons open up for a short time. Each dungeon contains a few adds and a boss. Each boss will drop one piece of loot which is raid quality ( as in normal ICC level)
This event will be going on up til launch, I believe.
There will be a new general professon ( like cooking and fishing) called archaeology. I am not quite sure what this consists of.
This event will be going on up til launch, I believe.
There will be a new general professon ( like cooking and fishing) called archaeology. I am not quite sure what this consists of.

pharren
14 years ago
Re: people taking damage in heroics - last night I used Tree Form for the first time since the patch. Our tank had 26k hp buffed and was slower than slow to get aggro or pick up adds. I'd already died once to trash he was ignoring while it ate my face. Everyone is getting their shitty alts ready for Cata, and I'm doing specific dungeons instead of random, which seems to bypass the gear check thing and sticks me with tanks in heirloom gear
...which is okay until I die to untanked trash.


pharren
14 years ago
SUMMARY: Warlocks: Everything reduced by 12%. Everyone else: lol@you
World of Warcraft Client Patch 4.0.3a
The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/patch4p03.html
The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html The Shattering of Azeroth
In the frigid wastes of Northrend, the final battle against the merciless Lich King ended in victory for Azeroth's defenders. Upon returning home, veterans of the unforgiving conflict against the Scourge were showered with praise for their valiant sacrifices, while the honorable dead were mourned. Yet as hope flared anew in the wake of the Lich King's fall, Azeroth's native elemental spirits grew confused and erratic, setting off a series of deadly natural disasters. Horde and Alliance leaders scrambled for clues about the troubling state of the world, but nothing could have prepared them for what was to come.
Without warning, the corrupted Dragon Aspect, Deathwing, erupted from the stone heart of Deepholm, the domain of earth within the Elemental Plane. Jagged fissures were torn across the earth, and monstrous waves pummeled coastal regions. From Thousand Needles to the Blasted Lands, the surface of Azeroth was reforged through violent upheavals. Now, the Horde and the Alliance must defend their homes against Deathwing and his minions, burdened by the unsettling fact that the world as they know it has changed... forever.
Azeroth Shattered
- Deathwing's return has had an immeasurable impact throughout the Eastern Kingdoms and Kalimdor. Players will notice drastically altered terrain, thousands of new quests from levels 1-55, and updated level ranges for some zones to improve the questing flow.
New Race/Class Combinations
- In the wake of a world on the brink of destruction, members of the Horde and Alliance have taken to new cultures and studies, mastering crafts previously foreign to them. Many existing playable races now have new class combinations. Check the official World of Warcraft: Cataclysm website for a breakdown of the new combinations.
General
- The World of Warcraft: Cataclysm cinematic trailer and login screen have been added to the game.
- Experience required to gain levels 71 through 80 has been reduced by 20%, which increases leveling rate by 25%.
- Many quests in zones on Eastern Kingdoms and Kalimdor have been removed from the game to make way for new adventures. These quests have been automatically removed from players' Quest Logs.
Classes: General
- Due to several talent revisions for select classes, druids, paladins, priests, and shaman have had their talent trees reset.
- The damage and healing done by players from levels 1-79 has been retuned, with the base points of almost all spells and abilities reduced. This was done to bring combat times at low levels to a more reasonable length. For most abilities that deal weapon damage, the weapon damage percent now rises per level until level 80, and starts at a lower percent.
- Healing Rain, Efflorescence, Holy Radiance, Holy Word: Sanctuary now have a diminished effect when healing more than 6 players at once.
- Mortal Strike, Furious Attacks, Wound Poison, Widow Venom, Permafrost, Improved Mind Blast, Monstrous Bite, and Legion Strike now reduce healing by 10%, down from 25%.
- Effects which are broken from taking too much damage (Fear, Frost Nova, Entangling Roots, etc.) now break automatically from about half as much damage taken as before.
Death Knight
Forums | Talent Calculator
- Death Pact now heals for 25% of maximum health, down from 40%.
- Death Strike now heals for 25% of damage taken in the last 5 seconds, down from 30%, and will heal for a minimum of 7% of maximum health, down from 10%. The tooltip may not yet be updated to reflect this change.
- Icebound Fortitude now provides 20% damage reduction, down from 30% (now 50%, down from 60% when talented), and has a 3-minute cooldown, up from 2 minutes.
Blood
- Rune Tap now heals for 10% of maximum health, down from 15%. The tooltip may not yet be updated to reflect this change.
Glyphs
- Glyph of Rune Tap now heals for 5% of maximum health, down from 10%.
Bug Fixes
- Frost Fever critical strikes now apply the correct amount of bonus damage.
- Horn of Winter will once again provide runic power when used while another Attack Power buff is already present on the death knight.
Druid
Forums | Talent Calculator
- Bear Form now provides 10% bonus health, down from 20%.
- Nourish no longer consumes Omen of Clarity.
- Rejuvenation has had its mana cost increased by 30%.
- Soothe now has a 1.5-second cast time.
- Swipe (Cat Form) can now be used even if the druid does not have a primary target selected.
- Thorns: beginner tooltip revised to no longer imply the spell could be kept up at all times. In addition, Thorns damage has been reduced by 60%.
Balance
- PvP set bonus redesigned. While not in an Eclipse state, critical attacks against the druid restore 5 Solar or 7 Lunar energy, whichever is more beneficial. This effect can only occur once every 6 seconds.
Feral
- Brutal Impact now increases the mana cost of spells on the victim by 5/10% for 10 seconds, down from 15/30%.
- Leader of the Pack now heals for 4%, down from 8%.
- Survival Instincts now provides 50% damage reduction, down from 60%, and its cooldown has been lowered from 5 minutes to 3 minutes.
- Swipe (Bear Form) damage has been reduced by 20%.
- Vengeance is no longer cleared on exiting Bear Form, and instead is cleared upon entering Cat Form.
Restoration
- Empowered Touch now procs from Healing Touch as well as Nourish.
- Heart of the Wild: the Bear Form Stamina bonus from this talent is now 2/4/6%, down from 3/7/10%.
- Malfurion's Gift no longer has Fury of Stormrage as a prerequisite talent.
- Natural Shapeshifter now also increases Tree of Life duration by 5/10 seconds.
- Revitalize is now a 2-point talent, down from 3. It provides a 20% chance to return 1/2% of the druid's total mana on periodic heals from Lifebloom or Rejuvenation. This effect cannot occur more than once every 12 seconds.
- Swift Rejuvenation is now a 1-point talent, down from 2. The global cooldown reduction this talent provides to Rejuvenation remains 0.5 seconds.
- Symbiosis: heal-over-time spells (Rejuvenation, Regrowth, Lifebloom) can no longer benefit from this Mastery merely by refreshing themselves. A different heal-over-time spell must be present.
Glyphs
- Glyph of Healing Touch now reduces the cooldown on Nature's Swiftness by 10 seconds after using Healing Touch up from 5 seconds.
- Glyph of the Treant (new) allows druids to keep the original treant Tree of Life look... if they must. Must they?
Bug Fixes
- Blood in the Water now refreshes Rip to the correct value.
- Flight Form now properly appears in the trainer window before Expert Riding is learned.
Hunter
Forums | Talent Calculator
- All special attacks based on weapon damage (except Scatter Shot) are now normalized.
- Scare Beast is now available at level 36, up from level 14, and has had its training cost updated.
- Deterrence is now available at level 78, up from level 36, and has had its training cost updated.
- Disengage is now available at level 14, down from level 78, and has had its training cost updated.
Glyphs
- The level requirements for glyphs that affect Scare Beast], Deterrence, and Disengage have been altered to correspond with the level changes of these abilities.
Bug Fixes
- The Core Hound pet ability Ancient Hysteria now places its own unique debuff on affected players that has the same effect as Sated and Exhaustion.
- Certain pets should no longer forget how to Dash.
Mage
Forums | Talent Calculator
- Arcane Blast now increases damage of the next Arcane Blast by 10% per stack, down from 20%, reduces cast time by 0.1 seconds per stack, and increases the mana cost by 150%, down from 175%. In addition, the base cast time of Arcane Blast has been lowered to 2.35 seconds.
- Arcane Explosion now costs 15% of base mana, down from 18%.
- Arcane Missiles damage has been increased by 5%.
- PvP set 4-piece bonus changed to increase damage by 5% instead of providing 5% haste.
Arcane
- Arcane Barrage damage has been increased by 5% and its cooldown is now 4 seconds, down from 5 seconds.
- Arcane Concentration: Now has a much higher chance (13/27/40%) of entering a Clearcasting state. This effect cannot occur more than once every 15 seconds. The tooltip still states that there is a 3/6/10% chance, as it averages out to approximately the same chance with the internal cooldown applied.
- Arcane Specialization again increases arcane damage by 25%.
Fire
- Blazing Speed no longer dispels movement slowing effects (it still dispels effects that totally stop movement).
- Fire Specialization again increases periodic fire damage effects by 25%.
- Molten Shields now also causes Blazing Speed to dispel movement slowing effects in addition to its current functionality.
Frost
- Deep Freeze: the cooldown on this ability is no longer reduced by Haste.
- Early Frost now reduces Frostbolt cast time by 0.3/0.6 seconds, down from 0.35/0.70 seconds.
- Fingers of Frost proc chance is now 7/14/20%, down from 10/20/30%.
- Frost Specialization again increases all damage against frozen targets by 25%.
- Reactive Barrier is now triggered by any damage which causes the mage's health to be below 50%, even if the mage was already below 50%.
- Shatter now also increases Frostbolt damage by 10/20% against frozen targets.
- Shattered Barrier duration is now 2/4 seconds, down from 3/6 seconds.
Glyphs
- Glyph of Evocation now heals for 40%, down from 60%.
- Glyph of Deep Freeze now increases damage done by Deep Freeze by 20% (no longer increases Frostbolt damage against Deep Frozen targets).
Bug Fixes
- Improved Polymorph now correctly shares diminishing returns with controlled stuns.
Paladin
Forums | Talent Calculator
- Exorcism damage has been increased by approximately 50%.
- Holy Radiance now has reduced effectiveness on targets over 8 yards away from the paladin.
- Seal of Truth: periodic damage from Censure reduced by 25%.
Holy
- Beacon of Light now lasts 5 minutes, up from 60 seconds.
- Blessed Life: the effects of this talent cannot occur more than once every 8 seconds, up from every 2 seconds.
- Illuminated Healing absorb shield now absorbs 10% of the total amount healed, up from 8%. Each point of Mastery increases the effect by an additional 1.25%, up from 1%.
- Light of Dawn has been redesigned. It no longer has an enforced cooldown, now costs Holy Power instead of mana, and scale in direct proportion to the amount of Holy Power used. In addition it now heals the 5 most injured group targets (including self) in a 30-yard frontal cone.
- Protector of the Innocent no longer triggers from self-heals.
Protection
- Divine Bulwark now grants 2.25% less block chance per point of Mastery, up from 2%.
- Holy Shield no longer increases chance to block. Instead, it increases the amount blocked by an additional 10%, for a total of 40% damage blocked.
- Shield of the Righteous: Contribution of attack power halved (now 60% with full Holy Power) and base damage brought up so that a level 85 paladin in Heroic dungeon gear deals the same damage with no Vengeance, but Vengeance has less impact.
- Shield of the Templar now reduces the cooldown of Guardian of Ancient Kings by 40/80/120 seconds, down from 1/2/3 minutes.
- Wrath of the Lightbringer now increases Crusader Strike and Judgement damage by 50/100%, up from 30/60%.
Retribution
- Crusade now also has a proc on kill to increase the healing done by the paladin's next Holy Light by 100/200/300% for 15 seconds, in addition to its current effects.
- Divine Storm: This ability has been redesigned. It no longer consumes Holy Power and instead costs 5% of base mana. It shares a cooldown with Crusader Strike and hits all nearby enemies for 60% weapon damage.
- Pursuit of Justice now has an 8-second internal cooldown, shared with Blessed Life.
- Rebuke no longer initiates Auto Attack.
- Sanctity of Battle now also causes Divine Storm's cooldown to be reduced by Haste effects.
- Zealotry no longer consumes 3 Holy Power, but still requires 3 Holy Power to use.
Glyphs
- Glyph of Beacon of Light now makes Beacon of Light free, instead of increasing the duration by 30 seconds.
- Glyph of Divinity has been redesigned. It now grants the paladin 10% of maximum mana upon use.
- Glyph of Light of Dawn now increases the total number of most injured targets healed by 1.
Priest
Forums | Talent Calculator
- Binding Heal now provides roughly double the amount of healing.
- Prayer of Healing has had its mana cost reduced by nearly 30% and its base points and Spell Power coefficient increased by 20%.
Discipline
- Divine Aegis is now always triggered by Prayer of Healing in addition to critical heals from all other spells.
- Grace has been increased to 4/8% stacking 3 times, up from 2/4% stacking.
- Inner Focus now works with Binding Heal, but no longer works with Heal.
- Power Word: Barrier has been redesigned. It no longer acts as a shared absorb shield. Instead, all affected friendly targets take 30% reduced damage for the duration of the shield, which is now 10 seconds, down from 25 seconds.
Shadow
- Shadow Orbs: redesigned slightly. The Shadow Orbs continue to increase damage done by Mind Blast and Mind Spike and stack up to 3 times, but now when the priest casts Mind Blast or Mind Spike (consuming the orbs), the priest gains a 15-second duration buff (Empowered Shadow), which increases the damage done by all Shadow periodic spells. Empowered Shadow does not stack. Mastery increases the damage bonus of Shadow Orbs and Empowered Shadow by the same amount, 10% with the base 8 Mastery, and an additional 1.25% per Mastery.
- Vampiric Embrace healing to the caster has been reduced to 6%, down from 12% (there was a tooltip error which stated that the self-healing amount was 15%). Party members still receive 3% healing.
Bug Fixes
- Dark Archangel now correctly increases the damage done of certain abilities by 4%.
Rogue
Forums | Talent Calculator
- Deadly Poison base damage and attack power coefficient have been increased by 30%.
- Recuperate now restores 2% of maximum health, down from 3%.
- Venomous Wounds base damage and attack power coefficient have been increased by 30%.
Combat
- Aggression now increases damage of Sinister Strike, Backstab, and Eviscerate by 7/14/20%, up from 5/10/15%.
- Bandit's Guile now gives 10/20/30% increased damage as the rogue gains greater insight, up from 5/10/15%.
Subtlety
- Executioner no longer affects Recuperate.
Bug Fixes
- Bandit's Guile now applies more consistently to all of the abilities it's supposed to modify.
- Player guardians and temporary pets now stop attacking when a rogue uses Vanish, but city guards will not.
Shaman
Forums | Talent Calculator
- Chain Heal mana cost increased from 17% to 20% of base mana.
- Earthliving Weapon now only has 25% of its full chance to proc from a single hop of Chain Heal.
Elemental
- Elemental Reach now also increases Searing Totem range by 7/15 yards.
- Fulmination now has a Spell Alert visual associated with it, which appears when the shaman gets to 9 Lightning Shield charges.
Warlock
Forums | Talent Calculator
- Bane of Agony damage has been reduced by approximately 12%.
- Bane of Doom damage has been reduced by approximately 12%.
- Corruption damage has been reduced by approximately 12%.
- Death Coil damage has been reduced by approximately 12%.
- Drain Life damage has been reduced by approximately 12%.
- Drain Soul damage has been reduced by approximately 12%.
- Immolate damage has been reduced by approximately 12%.
- Incinerate damage has been reduced by approximately 12%.
- Rain of Fire damage has been increased to be more comparable to other area-of-effect abilities.
- Searing Pain damage has been reduced by approximately 12%.
- Seed of Corruption damage has been reduced to be more comparable to other area-of-effect abilities.
- Shadow Bolt damage has been reduced by approximately 12%.
- Soul Fire damage has been reduced by approximately 12%
Demonology
- Hand of Gul'dan damage has been reduced by approximately 12%.
Destruction
- Chaos Bolt damage has been reduced by approximately 12%.
- Conflagrate damage has been reduced by approximately 12%.
- Shadowburn damage has been reduced by approximately 12%.
Bug Fixes
- Drain Life: The Soulburn version of this was charging 17% of base mana instead of 12% like the normal version. This has been corrected.
Warrior
Forums | Talent Calculator
- Cleave damage has been reduced by approximately 17%.
- Execute damage has been reduced by approximately 17%.
- Heroic Strike damage has been reduced by approximately 17%.
- Overpower now does 125% weapon damage, down from 150%.
- Rend base damage has been reduced by approximately 17% and percent of weapon damage per tick lowered to 25%, from 30%.
- Shield Block now only increases block chance by 25%, but excess block that pushes avoidance plus block to over 100% is now converted to critical block chance.
- Slam now costs 15 rage, down from 20, and now does 125% weapon damage, down from 150%.
- Victory Rush damage has been reduced by approximately 17%.
- Whirlwind now does 65% weapon damage, down from 75%.
Arms
- Mortal Strike now does 150% weapon damage, down from 185%.
- Second Wind now heals for 2/5% of total health, down from 5/10%.
- Strikes of Opportunity now does 100% weapon damage, down from 115%.
Fury
- Blood Craze now heals for 1/2/3% of total health, down from 2.5/5/7.5%.
- Bloodthirst damage has been reduced by approximately 17%.
- Raging Blow now does 110% weapon damage, down from 150%.
- Unshackled Fury now gains approximately 50% more benefit per point of Mastery.
Protection
- Critical Block now grants an equal amount of block chance and critical block chance (1.5% each per point of Mastery).
- Devastate no longer provides bonus threat.
- Shield Slam: Contribution of attack power reduced to 60%, down from 75%, and base damage brought up so that a level 85 warrior in Heroic dungeon gear deals the same damage with no Vengeance, but Vengeance has less impact. In addition, Shield Slam no longer generates 30% bonus threat from its damage.
- Vigilance no longer provides 3% damage reduction, but still refreshes Taunt and provides Vengeance.
Glyphs
- Glyph of Bloody Healing increases the healing received from Bloodthirst by 40%, down from 100%.
- Glyph of Intimidating Shout no longer causes targets to flee slowly, but roots them instead.
- Glyph of Shield Wall increases damage reduction to 60%, but increases the cooldown from 2 minutes to 4 minutes (talented).
Bug Fixes
- Taste for Blood should once again proc on every other tick of Rend.
Miscellaneous
Achievements
- The Gladiator reward mounts now award Master Riding.
- What A Long, Strange Trip It's Been/What A Long, Strange Trip It's Been now awards Master Riding.
Items
- Mysterious Egg now takes only 3 days to turn into a Cracked Egg and has a slightly greater chance of awarding the Reins of the Green Proto-Drake
- PvP set bonuses now provide 70 of stats such as Agility, Intellect, and Strength (down from 100) at 2 pieces, and 180 of these stats (down from 300) at 4 pieces.
Professions
- Perfect Gem Cutting and Mixology have been removed as trainable skills and are instead passives profession abilities. When players reach the appropriate skill levels, they will start getting bonuses from Mixology (they must know the recipe to gain the benefit) and/or cutting perfect gems (depending on their profession, of course).
Alchemy
- Alchemy recipes now require Crystal Vial. Deathwing broke all the others because he's mean (or because he didn't want alchemists to carry 5 different vials around with them).
Engineering
- The Engineering Tinkering enchants will no longer provide their bonus stats, but the activated effects will stack with other enchants. In 4.0.1 the stats were there (but hidden) and are now removed.
Bug Fixes
- Several epic gem transmutes that were missing from the trainer have been added back.
Bug Fixes
- Certain area-of-effect abilities are no longer ignoring the area-of-effect damage cap.
- Mobs and NPCs should no longer appear to randomly gain or lose health during combat.
- Re-summoning pets in Battlegrounds should no longer count towards a player's total healing done.
Known Issues
- Some tooltips may not reflect the most recent changes to certain abilities.
- Worgen hunters are currently unable to learn Dual Wield.
- The achievement Explore Tol Barad will not be possible to complete upon release of World of Warcraft: Cataclysm.
SUMMARY: Warlocks: Everything reduced by 12%. Everyone else: lol@you

pharren
14 years ago
Another reasons Goblins are superior to Worgen: Goblins - totally rad rocket-propelled motorcycle mount, Worgen - nothing.

quiarrah
14 years ago
Worgen don't get a mount?? That sucks. . . .they could at least get a Mazarati . .I mean they used to be human at one time they should be able to drive a car!
I am nOT making a goblin. .. .I don;'t want to be short and green. I would rather be a werewolf.
Anyway . . .I think it sucks that they ruined Dalaran by taking all the portals out. Dalaran has no reason to be there now unless you are actually adventuring there. Same with Shat. I guess they figure Deathwing took out all the portals too?
*anything on EQ's Velious anyone? I didn;'t see a thread for that yet. .but I only hust saw this one too . .*
I am nOT making a goblin. .. .I don;'t want to be short and green. I would rather be a werewolf.
Anyway . . .I think it sucks that they ruined Dalaran by taking all the portals out. Dalaran has no reason to be there now unless you are actually adventuring there. Same with Shat. I guess they figure Deathwing took out all the portals too?
*anything on EQ's Velious anyone? I didn;'t see a thread for that yet. .but I only hust saw this one too . .*
Kelefane
14 years ago
EQs velious? You mean EQ2?

pharren
14 years ago
Worgen get to drop to all fours and run real fast instead of getting a mount, which sucks because they just (like 2 years ago) balanced out the number of mounts available to both factions to make it even. Now the damn Horde have an advantage! OMG 2 THA FORUMZ I MUST GO! I WANT A REFUND BLAH BLAH BLAH
Seriously though, the Goblin mount is awesome.
Seriously though, the Goblin mount is awesome.

Lessa
14 years ago
They added tons of new.. and I must say really good, music tracks for background music, and of course the zones are all changed, as well as new ones.