Pwnstar
Member
Frankly, the information in there is putting me off coming back for 5.0. The Monk information is the only stuff that interests me, everything else indicates "idiot-proofing" the game.Classes: General
•Prime glyphs may be removed.
•Balancing low level combat will get some extra attention in MoP.
•In 5.0 dispels will have a cooldown and duration more like Counterspell but get all buffs or debuffs at once to make them more tactical.
•Intellect will no longer directly increase the size of player mana pools. Healers will use Spirit for mana regeneration.
•Since so many of the talents focus on survivability, movement, and utility we are skeptical that there will ever be a talent build that is the perfect build for every PvE fight in the game.
•The value of primary stats will move closer to secondary stats, and the value of secondary stats will be brough closer together to make gear choices easier and better.
•'Active Mitigation' for each tanking class could be implemented, which means that tanks will continue to do similar damage relative to DPS specs, but that their skill usage in combat will directly impact their ability to survive and mitigate damage. Options like no longer generating rage from damage taken, only from ability usage and white swings are being considered. For example, Shield Slam could generate rage instead of costing it, and Shield Block could cost a large amount of Rage, but have no cooldown. This would lead to offensive stats (such as haste) increasing rage generation, and therefore increasing mitigation.
•Hybrid classes may become more popular due to the lack of a hybrid tax and increased utility they bring, but steps will be taken to make sure the pure DPS classes don't vanish.
•Wands will become a type of main hand weapon.
•Melee spell effects may get improvements in 5.0 since their attacks just aren't as flashy as the casters' attacks.
Monk (Forums)
•As a Monk you can heal competitively without ever having to target a friendly player.
•Monks will be similar to how a Discipline Priest can heal or cast Smite.
•Roll may cost mana and have a cooldown once you're in healer stance.
•There's a talent that changes roll into a different ability that heals and does damage to targets you "roll" through, which makes it interesting for the healer Monk.
•Balancing a non mana using healer would be too hard, so Monks are going to use mana to heal.
•All Monks (DPS, Tank and Healer) will use the "dual combo point" resource (Force).
•Monk tanks will choose between using two different types of mechanics through Dark and Light. For example, Dark may be an absorption shield which is larger depending on how many Force you consume. And Light may be increased avoidance. You can build up and store Dark for a big shield when you need it, or if you don't really need much self-survivability you then you can just spend your Dark Force on DPS instead.
•The Brewmaster also has drinks as short-term buffs, which restore Light or Dark Force, Chi etc.
•All Monks will use similar stances and styles, but there will be slight variation across the races.
Death Knight (Forums / Talent Calculator / Skills/Talents)
•Gorefiend's Grasp works like mind sear - only enemy targets are pulled, but you can center the gravity well effect on either an enemy, an ally or yourself.
•The Frost Presence bugs with Runic Power generation will be fixed in 4.3.
•Runeforging will get some changes to make it less boring.
•Frost Presence isn't ideal right now, in 5.0 both DPS Presences will have more clearly defined purposes.
Druid (Forums / Talent Calculator / Skills/Talents)
•The new Druid talent trees are trying to bring back the hybrid part of the druid class.
•Resto Druids will get a baseline replacement for Barkskin that will be able to be cast on other players.
•The Nurturing Instinct talent will be baseline to both Feral and Guardian Druids.
•A new talent which grants attack power based on Intellect for Restoration and Balance Druids will be added.
•Incarnation for Balance transforms the Druid in to the Chosen of Elune Form, which currently increases spell damage done and Solar and Lunar energy generated.
•In 5.0 Mangle will no longer cause a bleed damage debuff, and will be usable from any facing.
•Guardians (bears) will have Mangle, but not Shred. Mangle and Shred will both exist for Feral (cats).
•Shred will offer slightly more overall DPS compared to Mangle if you are able to stay behind the target. Once Glyph of Shred works from Mangle as well as Shred, the difference between a Mangle and a Shred rotation is actually fairly small (in the 5% range).
•Feral Charge and Stampede are becoming part of Wild Charge, so you can select not to have that complexity with Ravage.
•A possible level 87 ability for all Druids called Symbiosis that will add flexibility, utility, and survivability for the Druid.
•Heart of the Wild is intended for encounters where there is a period where increased healing is needed. Master Shapshifter is for encounters where the Druid would need to switch between healing and DPS. Disentanglement is for when less shifting is needed but a well timed one would help.
Hunter (Forums / Talent Calculator / Skills/Talents)
•With Aspect of the Cheetah on you won't get dazed when attacked, but the speed bonus will be turned off when you get hit.
•There has been some discussion of a possible "pet stampede" spell. Nothing is set in stone on it though.
•Snake trap is a utility trap and will not have it's damage buffed.
•Hunters will lose parry as part of the trade-off for losing minimum range.
•Transmorph Trap is a nature trap that allows you to cast Scare Beast on the transmorphed target. It will have a similar duration to Freezing Trap.
Mage (Forums / Talent Calculator / Skills/Talents)
•Frost has a lot of CC currently and just adding more every expansion only makes this worse. Having to choose between Ring of Frost and Cone of Cold allows a choice between two interesting CC and allows the space for adding more interesting options later.
•Frost will no longer trade survivability for DPS in 5.0.
•Fire is RNG based by design and working as desired for now.
•Arcane Barrage will be added to the Arcane rotation to make it more mobile and less boring.
Paladin (Forums / Talent Calculator / Skills/Talents)
•Inquisition may get a glyph which would significantly increase its duration, at a cost of slightly reducing its effect
•In 5.0 Judgment will have a 6 sec cooldown, 30yd range, and generate one Holy Power. In 4.3, the set bonus should be fairly accessible, to get the Holy Power generation.
•Word of Glory does not need a cooldown in 5.0. Prot can choose whether to use it for healing, Holy Shield for absorption, or Shield of the Righteous for block.
•In 5.0 Divine Purpose was moved to a talent to reduce RNG, so if you skip that one then the main source of RNG will just be Art of War procs.
Priest (Forums / Talent Calculator / Skills/Talents)
•Leap of Faith will continue to have a facing requirement because healers should not just be staring at health bars but should also be paying attention to the raid environment.
•There will be no changes to PoH being restricted by group in raids.
•Lightwell may get a new model that is "taller" and make it less of an issue to see it and click it.
•In 5.0, you will never "cap" on Shadow Orbs. Mind Blast will cost 1 Orb, and have no cooldown.
•Holy Nova may become Discipline only, and interact with Evangelism in some way.
•Spirit Shell is a new cast-time shield spell for Discipline priests coming in 5.0 that does not cause Weakened Soul.
Rogue (Forums / Talent Calculator / Skills/Talents)
•The idea of "Rogues don't bring anything we need, so we don't want them." is not cool. A legendary is not the answer, but they will work on fixing this.
•Rogues will be able to use one damage poison and one utility poison without losing the damage benefits of multiple damage poisons.
•Energy model feels one of the most fluid resource models in the game.
•Addressing ramp up times by removing Deadly Poison stacks and making Bandits Guile an inherent buff on the Rogue.
•Vendetta opening up the ability for Rogues to operate at nearly full damage whilst at range from their target.
•Killing Spree will allow you to control how often and how many times you teleport.
Shaman (Forums / Talent Calculator / Skills/Talents)
•Elemental Harmony does not apply to Fire totems, and does not allow you to drop multiple of the same totem, just multiple of the same element type of totem.
•The core shaman buffs (like Strength of Earth and Windfury) will become passive auras on the shaman, the way Unleashed Rage currently works.
•2pc T12 bonus was overpowered, so it got nerfed and they slightly buffed the damage of the Fire Elemental.
Warlock (Forums / Talent Calculator / Skills/Talents)
•New pet models are not coming anytime soon.
•Pets will be untied from the spec and become a utility choice.
•Grimoire of Supremacy allows you to upgrade your Felguard into a Wrathguard.
•Pet Twisting for Demonology will be eliminated.
•Each spec may get a different version of Demon Soul.
•Soul Shards are passively regenerated out of combat. (1 per 45 sec), or by Drain Soul, even when you don't kill the target.
•Soulstone will indeed get a 40yd range in 4.3.
•With Kil'jaeden cunning, if currently a spell requires movement to cancel it then once movement happen the cast time will be reduced to half speed for the rest of the cast. This is even if you immediately stop moving.
•A system that allows you to refresh Corruption, UA or Bane of Agony up to 6 seconds before the DoT falls off without clipping any ticks has been created.
•Casting Incinerate on an immolated target builds up Infernal Embers, which increase the power of your next single Conflagrate or Soul Fire by 10% each. That ability uses all of the embers you have. As you generate more and more embers, your character slowly ignites, until you're basically a walking torch. Infernal Embers currently have no cap, but we'll likely add one before Mists ships.
•Malefic Grasp replaces Shadow Bolt for Affliction. It is a channeled nuke which increases the damage of your DoTs on the target by increasing their tick rate by 100%.
•Soulburn has a 15 second cooldown, but each ability can only be soulburned once a minute. New Soulburn abilities such as Soulburn: Curse - your Curses apply to all targets within Y yards of the target, will be added.
•Shadowbolt is base Level 1 ability, transforms at Level 40 dependant on spec. Malefic Grasp for Affliction, Incinerate for Destruction & Demonic Slash for Demonology (Whilst in Metamorphasis).
Warrior (Forums / Talent Calculator / Skills/Talents)
•Arms and Protection will both get Blood and Thunder.
•Berserker Stance may become a +AE damage stance with no stance penalties and restrictions, allowing you to use Battle Stance for single targets.
•Wild Strike is an off-hand attack without Slam's cast time, and with the MS debuff, replacing Furious Attacks. The Bloodsurge proc then lets you do 3 cheap Wild Strikes on a 1 sec GCD.
•Intercept will be removed, Charge cooldown duration will be reduced by talents to even it out.
•Rage is supposed to be unpredictable, but dual-wielding warrior should have enough combat events occurring that the randomness is smoothed out in practice. Hit and Expertise can be utilized to reduce the randomness if desired.
•Some core rotational abilities will be changed to actually generate Rage instead of consuming it in 5.0.
Dungeons & Raids
•New raiding model that gives 8 buffs; Health, Attack Power, Spell Power, Melee Haste, Spell Haste, Crit, Mastery and Primary Stats.
PvP
•You shouldn't be killing healers just because you burst them down and keep them interrupted, but because you cause them to have to use mana inefficiently
•Resilience as a base stat is to make players who primarily do PvE content able to enter the PvP space with their PvE gear and remain competitive.
User Interface
•The option of increasing the number of character slots players have is being explored.
•Changing Talents and Glyphs will have a consumable cost similar to Dust of Disappearance. There will still be trainers that you can talk to in order to change talents as well.
e.g
•The core shaman buffs (like Strength of Earth and Windfury) will become passive auras on the shaman, the way Unleashed Rage currently works.
•A system that allows you to refresh Corruption, UA or Bane of Agony up to 6 seconds before the DoT falls off without clipping any ticks has been created.
•Berserker Stance may become a +AE damage stance with no stance penalties and restrictions, allowing you to use Battle Stance for single targets.
etc.•Resilience as a base stat is to make players who primarily do PvE content able to enter the PvP space with their PvE gear and remain competitive
And the PvP looks like it's going remain a casters paradise.
Versus•Intercept will be removed, Charge cooldown duration will be reduced by talents to even it out.
•Frost will no longer trade survivability for DPS in 5.0.