Wrath of the Lich King: NOW We Can Talk

This post contents Wrath Beta SpoilersUnless you have been removed from the news cycle, you already know these two important tidbits of information:

In other words, any proposed changes are now public, in the open, and up for legit discussion.

To kick this off, a few highlights from the beta patch notes (first edition):

Maths get Nerfed

Less stats to cope with: 

  • Hit Rating, Critical Strike Rating, and Haste Rating now modify both melee attacks and spells.
  • Spellpower:
    • All items and effects which grant bonuses to spell damage and spell healing are being consolidated into a single stat, Spellpower. This stat will appear with the same values found on items which grant “increased spell damage and healing” such as on typical Mage and Warlock itemization.
    • For classes which do not heal, they should see no change in the character sheet other than new tooltip wording.
    • Healing characters will see their bonus healing numbers on the character sheet decrease, however, all healing spells have been modified to receive more benefit from spellpower than they received from bonus healing, with a net effect of no change to the amount healed by their spells. Some talents have had to be rebalanced to accommodate this change, but the amount healed will remain roughly the same. In addition, some talents will provide only healing spell power.

     

  •  While theorycrafting is fun, there’s a point when the amount of maths you need to evaluate your gear upgrade paths gets in the way of things, and simplifying these by removing some stats is a good move in my book. The first change will benefit all classes who today combine melee and magic to a certain point, like hunters, paladins, druids and shamans for instance. The Spellpower change is a no-brainer too: healers won’t have to build a separate gear set for damage anymore.

    Hunter Love

    Several hunter changes which should rejoice all pet maniacs everywhere, among others:

  • All pet families now have one unique ability. New abilities have been added for families such as bears and sporebats.
  • Aspects now no longer cost mana.
  • Avoidance, Dash / Dive and Cobra Reflexes are now pet talents instead of pet skills.
  • Bite now has no cooldown, does the same damage and costs the same Focus as Claw, so works as a Focus dump.
  • Every hunter pet can learn Growl, Cower and either Bite or Claw (never both).
  • Hunter pets can now learn talents in one of three trees depending on family. Pets gain talent points starting at level 20 and earn an extra talent point every 4 levels.
  • If a hunter tames a pet that is more than five levels beneath than the hunter’s level, then the pet jumps to five levels beneath than the hunter’s level.
  • Loyalty, Training Points and the hunter Beast Training button no longer exist. Hunter pets can now learn all skills at their level. They will get new ranks automatically as they gain levels.
  • While I haven’t taken a hunter up high enough to be able to fully measure the amplitude of all the other changes, the above are no-brainers. Finally completing unique abilities for all pet families is something which hunters were waiting for since patch 1.7… and that was 3 years ago. Loyalty won’t be missed. Auto-levelling new tamed pets within 5 levels of the hunter? This has to go live. It just has. Bite and Claw made equal? Again, no-brainer. Min-maxing had killed Bite-only pets in TBC. Welcome back, I say.

    Paladin Sanctification… and Cursing

    Again, way too many changes to list them all. Here are a couple of chosen few:

  • All Auras now affect all party and raid members within the area of effect.
  • Anticipation (Protection) moved to tier 1, now increases chance to dodge by 1/2/3/4/5%.
  • Avenger’s Shield (Protection) cast time reduced to .5 seconds, duration increased to 10 seconds.
  •  Lovely start here… except that a longer daze effect on Avenger’s shield gives indisciplined DPS more time to rip aggro off a pull before it even reaches the paladin.

    Blessings renamed into Hands… Mmkay.

  • Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
  • I don’t like the sound of this change one bit. Salvation was pretty much a cast & forget blessing. Now part of the responsibility of personal aggro management gets shifted from the DPS to the paladins. I can already hear the arguments after a wipe. Instead of fostering personal discipline, the bad DPS will just blame it on a paladin too busy to cast a hand to shed the extra aggro they shouldn’t have gotten if they had been better players.

  • Divine Intellect (Holy) moved to tier 2, increases total Intellect by 3/6/9/12/15%.
  • Divine Intervention cooldown reduced to 20 minutes.
  • Divine Protection and Divine Shield now cost 3% of base mana.
  • Divine Purpose (Retribution) now reduces chance to be hit by spells and ranged attacks by 1/2/3%.
  • Divine Strength (Holy) moved to tier 1 in the Protection tree.
  • Hammer of Wrath is now considered a Retribution spell, moved from Holy, mana cost reduced, missile speed increased, now usable on targets below 35% health.
  • Healing Light (Holy) moved to tier 2.
  • Holy Shield (Protection) cooldown reduced to 8 seconds.
  • Spiritual Focus (Holy) moved to tier 1.
  • Several changes which appear to attempt to foster more hybrid gameplay or talent builds. It remains to be seen how this plays out in practice. I’m skeptical at this point. However, the big Hammer Tossing contests starting when a boss goes below 35% of health are sure to amuse for at least a week or two.

    Combat Log changes

    • The combat log now differentiates between a spell failure due to resistance and spell failure due to missing the target. Where once both events reported as a resist; a spell missing the target is now reported as a miss.
    • Overhealing is now reported in the combat log.
    • When a source of damage is entirely prevented (by a shield block, a full resist, or a damage shield like Power Word:Shield, the prevented amount will now be displayed

    Lookie, that starts making sense.

    As you will have guessed, there are way too many changes to comment them all in a hit & run post like this. There will be more later, but in the meantime, you will of course get class-specific commentary from your favourite class-specific blogs.

    On Similar Matters

    Tags: beta, Combat Log, Damage Meters, dps, Healing, Hunter, Paladin, patch notes, wipe, wotlk

     

    6 Comments on “Wrath of the Lich King: NOW We Can Talk”

    • gt (28 comments) July 18th, 2008 11:08 am

      Don’t be grim Gwaendar! Now are fun times for debating and pondering :D

      You and Rohan seem to setting up separate camps on the Salv change.

      I see the future you forsee but I also see the “only the tank gets the fear ward” sort of situation happening for “Hand Salv”. It could just become situational with priority to healer squishies. Let the DPS die. Half the rogues and hunters I know considered it a crutch anyway?

      I for one already love tossing my Hammers already so more Hammer time is always fun for this nutter. :D


    • Cynra (1 comments) July 18th, 2008 2:10 pm

      Hunter pet trees were a necessary change that should have been implemented quite some time ago. Hopefully this will help us have a little more variety in the optimal pets — for both PvP and PvE. Though that never kept me from taking a Strigid Owl with me instead of one of the oft-desired but so damned common kitties.

      Not sure if I like the changes that change the benefit derived from Bonus Healing. As a theorycrafter, the current applied percentage of Bonus Healing is pretty easy to figure out using the appropriate equation that I’ve more than understood for quite some time now. Now I’ll have to learn a whole new set of numbers! Bleh.


    • Gwaendar (204 comments) July 18th, 2008 2:32 pm

      Now I’ll have to learn a whole new set of numbers! Bleh.

      Shrug. Not bothered by that. It’s only a matter of adjusting your spreadsheets so that Flash of Light now benefits from your Spellpower x 1.29 instead of +healing x 0.43 – just new base numbers to look up somewhere :)


    • Stop (11 comments) July 18th, 2008 4:00 pm

      With no more Salvation and no more TA, combined with WF adding 20% haste and dual-wielding 160 dps 2H’s at a flurried 2 seconds each, the future of the raiding Fury Warrior looks grim.


    • Gwaendar (204 comments) July 21st, 2008 9:05 am

      You mean in terms of DPS throttling for aggro? I wonder, because considering what DPS DKs and Ret Pallies ought to bring to the table in Wrath (at least in the current talent trees), a fury warrior’s core selling point should probably be high sustained melee DPS. This is taking the comment that DPS abilities across the board will generate less base threat at face value, of course.


    • Stop (11 comments) July 21st, 2008 1:32 pm

      Well they gave Warriors another threat reduction talent deep into the Fury tree, but of course none of us are going to take it.

      It’s also a matter of Heroic Strike doing additional threat. If you can get flurried 2h’s down to the 2-2.2 second mark, then slam becomes a waste and Heroic Strike takes over as the premier damage dealing ability like it is now, except you’re doing it with a 2h.

      Blizzard realized 95% of Ret Paladins can’t dps worth a damn, so said “Here’s Righteous Vengeance and Divine Storm. Stop sucking.”

      You can get a Paladin to go something like 47/0/24 and get most of the good stuff a Ret Paladin would bring, without all the hassle of an actual Ret Paladin. Plus Sheath of Light will get pretty crazy with all the raid wide AP buffs.

      I’m still undecided about DK’s as high end DPS.


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