3.1 class changes

DeadlyRabbit

Veteran XV
Blizzard has slowly been giving us information about the changes that are coming to every class in 3.1.

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the first in the series: Priests, Rogues, and Shaman. Please keep in mind, that this list is not at all comprehensive, and subject to change.

Priest (Skills List / Talent + Glyph Calc.)

* Divine Spirit – this spell is now a core ability available to all priests.
* Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).
* Several area of effect (AOE) heal spells have been improved: Prayer of Healing can be cast on any groups in your raid party. Holy Nova’s mana cost has been reduced. Circle of Healing now heals for more.
* Shadow priest PvP survivability has been improved: Shadow Form now reduces magic as well as physical damage. Dispersion now removes snares.
* Penance – this spell can now be targeted on the priest.
* Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.
* We are also working to give Holy additional PvP utility.


Rogue (Skills List / Talent + Glyph Calc.)

* Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.
* Adrenaline Rush – the cooldown on this ability has been lowered.
* Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste.
* Killing Spree – while this ability is active, the rogue does 20% additional damage.
* Savage Combat – now causes 2/4% physical damage done.
* Mace Specialization – this talent now grants haste in addition to armor penetration.


Shaman (Skills List / Talent + Glyph Calc.)

* Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.
* Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage.
* Spirit Weapons – now reduces all threat, not just melee threat.
* Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%.
* Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined.
* We are also working on giving Enhancement and Elemental more PvP utility.

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the second in the series: Warlocks, Druids, and Warriors. Please keep in mind, that this list is not at all comprehensive, and subject to change. To read the previous list in the series, check out Part 1 - World of Warcraft - English (NA) Forums -> Upcoming Class Change Highlights (Part 1)

Warlock (Skills List / Talent + Glyph Calc.)

* Improved Shadow Bolt – this talent now provides a 5% spell critical strike buff (similar to Improved Scorch).
* Improved Soul Leech – this talent now provides Replenishment (similar to shadow priests)
* Drain Soul now has a chance to produce Soul Shards even if the target doesn’t die.
* Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption.
* Curse of Recklessness and Curse of Weakness have been combined into one spell
* Consume Shadows – this Voidwalker ability is no longer channeled but has a cooldown.
* Several other warlock talents have had their ranks reduced, their effects changed or removed. This list includes but is not limited to Demonic Empathy, Shadow Embrace, Eradication, Suppression, and Pandemic.
* Additional new talents have been added.


Druid (Skills List / Talent + Glyph Calc.)

* Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done.
* Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation.
* Faerie Fire (and similar debuffs) now reduces armor by 5%. See Sunder Armor in the warrior update below for additional details.
* Thorns and Nature’s Grasp can be cast in Tree of Life form.
* Survival Instincts now works in Moonkin form.
* Replenish – to avoid confusion, this talent has been renamed “Revitalize.” It now also works with Wild Growth.
* We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.


Warrior (Skills List / Talent + Glyph Calc.)

* Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances.
* You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield.
* Blood Frenzy now causes 2/4% physical damage done.
* Sunder Armor (and similar debuffs) now reduces armor by 4% per application, and is now a single rank. Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP.
* We are also adding increased damage to Arms, possibly through Overpower or Slam.
* We are also looking at granting rage when the warrior blocks, dodges or parries.

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the third in the series: Mages, Paladins, Hunters, and Death Knights. Please keep in mind, that this list is not at all comprehensive, and subject to change.

Mage (Skills List / Talent + Glyph Calc.)

* Improved Water Elemental – this talent has been removed and replaced with a new talent that grants Replenishment (similar to Shadow priests).
* We are also working on a way to give frost mages Ice Lance “Shatter combos” in PvE.
* We are also working on more survivability for Fire spec in PvP.
* We are also working on making Spirit a more useful and interesting stat for all mages.


Paladin (Skills List / Talent + Glyph Calc.)

* Blessing of Kings – this spell is now a base ability trainable by all paladins.
* Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.
* Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.
* Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.
* Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration.
* Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.


Hunter (Skills List / Talent + Glyph Calc.)

* Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.
* A new tier of hunter pet talents have been added. In particular, this allows Beastmaster hunters to improve their damage per second (DPS) with their 51 point talent.
* Hunting Party – this talent has been reduced to 3 ranks and also grants a passive bonus to the hunter.
* Piercing Shots – this talent has been changed. Your Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of damage dealt for 8 sec.
* Sniper Training – this talent has been changed. After standing still for 6 sec, you gain a 2/4/6% damage bonus to Steady, Aimed and Explosive Shot.
* We are also looking to add additional trap functionality to Survival.


Death Knight (Skills List / Talent + Glyph Calc.)

* Gargoyle and Unholy Blight have swapped talent positions. Gargoyle’s damage has increased and runic power cost per time has decreased.
* Pestilence – this spell no longer causes damage but just spreads diseases. Blood Boil is intended to be the general area attack, and has been changed to be castable on targets with no diseases on them, but does extra damage if diseases are present.
* Unbreakable Armor now absorbs a flat amount of damage that increases as your armor increases. It no longer boosts armor.
* The Frost tree has been shuffled. Among other things, PvP talents such as Endless Winter are closer to the top of the tree where Blood and Unholy death knights can access them.
* Sudden Doom – this talent now procs a Death Coil rather than requiring an additional button click. It works similarly to shamans’ Lightning Overload.
* Magic Suppression and Blood of the North have been reduced to 3 ranks for the same benefit.
* Blood Gorged now grants armor penetration instead of expertise.

For my paly the changes are great, I no longer have to use up 5 talent points for kings, and Avenger’s Shield and Shield of the Righteousness will silence targets for 3 sec which will be amazing for prot, paly tanks have always a lack of spell interrupts.

Exorcism working on all targets will a good change, and is done so palys still do a lot of damage in Uldar.

For my mage it looks like some changes to make frost more viable in PVE with these:
# Improved Water Elemental – this talent has been removed and replaced with a new talent that grants Replenishment (similar to Shadow priests).
# We are also working on a way to give frost mages Ice Lance “Shatter combos” in PvE.

I figured frost would be one of my dual specs already, but what this means is if I am in a 10 man or possibly a 5 man with no ret paly or SP I could change my spec to give mana back to the team.
 
Upcoming Changes to Mana Regeneration

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.
 
God they're doing away with hunter ammo? First they start to noobify rogues by eliminating poison brewing and taking all the reagents out of their skills (blind) and now hunters too? I'd really like them to stop coddling the new players but I doubt that'll happen.
 
Let's see what else they could do... Eliminate soul shards from warlocks and maybe eventually all spell reagents? Or maybe do away with durability too? And it's not about skill, it's about the fact they coddle new players, probably because a bunch of them QQ'd because they have to spend money filling their ammo bag/quiver. It's not like it was ever hard to have enough coin to do that, I have a hunter from 1 - 77 and a couple more to 30ish and I have never had issues filling up and stocking up. Ammo vendors are in every town, even shitty little outposts had ammo vendors.

Just have to see what they will do to offset the actual damage those arrows/bullets were supposed to do once they are eliminated. Maybe they'll just say, "Meh, they do enough DPS as is. Just yank it and sweep the added DPS under the rug."

Pretty sure I've had pug hunters run out of ammo mid heroic/raid, so clearly it does.

I can guarantee you that's because they failed to check their ammo bag or quiver to make sure they had enough. When I'm doing dungeons or questing on my hunter I would always top it off when I'm in town or an outpost. It's not difficult.
 
That mana-regen nerf is really only going to affect priests .. who benefitted most from the OO5SR spell regen from spirit.. first CoH nerf, now this..
 
...but running out of mana should be a very real risk for sloppy playing

I'm glad to see they're on top of this shit. Week after week I watch shamans try to top charts by spamming Chain Heal, and end up with 60%+ overhealing done for the raid.
 
That mana-regen nerf is really only going to affect priests .. who benefitted most from the OO5SR spell regen from spirit.. first CoH nerf, now this..

and druids...I can put up a Rejuv, Regrowth and 3x Lifebloom and then have 4 seconds of OO5SR time.
 
God they're doing away with hunter ammo? First they start to noobify rogues by eliminating poison brewing and taking all the reagents out of their skills (blind) and now hunters too? I'd really like them to stop coddling the new players but I doubt that'll happen.
You never cease to amaze me at how mind-numbingly fucking idiotic you can be. Grats.
 
Great ... the new rage changes just kicked warriors in the nuts and entirely neutered Arms, even if they some how manage to up its damage viability in PvP (which won't happen). Actually, any team now that can starve a warrior a little can keep them COMPLETELY out of the game.

Viva la PvE I suppse. Fuck this.
 
Great ... the new rage changes just kicked warriors in the nuts and entirely neutered Arms, even if they some how manage to up its damage viability in PvP (which won't happen). Actually, any team now that can starve a warrior a little can keep them COMPLETELY out of the game.

Viva la PvE I suppse. Fuck this.

edit - didnt understand exactly

damn

that change blows
 
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major changes that buffed the op pvp classes and nerfed the weak ones... that seals it for pvp in wow.

perhaps in the next expansion theyll have the horde and alliance declare peace to fight those evil script mobs together!
 
Need to change plaguestrike/blood plague to not remove hots. Stupid that one class completely negates another class's main healing mechanic. At the very least, it should make lifeblooms bloom instead of just being removed.
 
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