Cataclysm - What Do We Know?

shanker said:
at 19 rogues will still be far from OP, when many classes can kite them or escape at will.



as for 70+ also far from true, rogues already have AP option and no QQ about them being OP by selecting 2AP over 1 Agi or vice versa in the selection of gems or enchants.



such as enchant or gem options:



-32AP or 16 agi on boots

-44AP or 20 agi to gloves

-50 or 65AP or 26 agi to 1H weapon

- 40AP or 20 agi gems (for non JC)

- 20AP/10hit or 10 agi/10 hit gems



etc....etc



We are speaking about lvl 19 specifically, the extra AP would make Rogues a powerful force to reckon with in an opening burst, or when assisting a Snare Class in taking down targets.



End Game PvP is more about Survivability and Mobility through stats, skills and talents, it's no longer World of "Burst"craft.
 
Novascotia said:
I'm pretty sure 1 agi=2 ap has a catch.



They are removing actual AP from the game. I think we are losing strength damage too. It says in the notes that "we are removing AP and leather wearer's will gain all the AP they need from agility."-Something to that affect, read one of the many links posted for a better description.
 
Crilicilyn said:
They are removing actual AP from the game. I think we are losing strength damage too. It says in the notes that "we are removing AP and leather wearer's will gain all the AP they need from agility."-Something to that affect, read one of the many links posted for a better description.



Correct so the "mathiness" is being removed from the base stats. Rather than saying 1agi= 2AP = .14 dps it will simply be agility = damage. The way the stats work will be streamlined no more worrying about stacking spellpower but losing mana because these stats are being merged into 1, this will certainly have an effect on the caster class in particular priests and mages who normally have to choose between having a large mana pool or stacking spell power.
 
Grabco said:
Correct so the "mathiness" is being removed from the base stats. Rather than saying 1agi= 2AP = .14 dps it will simply be agility = damage. The way the stats work will be streamlined no more worrying about stacking spellpower but losing mana because these stats are being merged into 1, this will certainly have an effect on the caster class in particular priests and mages who normally have to choose between having a large mana pool or stacking spell power.



Yeah, but this could prove problematic when they start thinking about end game gear. In order to get the classes to have competitive DPS with Non-Mana Phys DPS, gear will have alot of Int to provide spell power enough to compete with AP. What this results in however is a huge abundance of mana, so at first it could result in "Bottomless Mana Pools" with the current mana costs... and so an "Across the Board" Mana Cost nerf on spells could result in mana screwing lower level casters.
 
I believe hunters will get something in stead of mana. Something 100/100 like energy. I'll look for the source:



Items Stats

In World of Warcraft: Cataclysm, there are plans to streamline the statistics found on items. We want to remove all unnecessary stats, make all existing stats understandable, and make all "core" stats more appealing. Here are some examples of such plans.





MP5: This will be removed from items and replaced with Spirit. All healers will be given a meditation-like ability.

Spell Power: Spell Power is being removed from items as well. Don't panic, we'll be improving Intellect so that it provides mana and Spell Power.

Attack Power: We're removing Attack Power from items as well. Instead, we're allowing Agility to provide the necessary Attack Power for leather and mail wearers. Strength will provide the appropriate amount of Attack Power for plate wearers. This means leather and mail items will no longer be desirable for plate wearers.

Defense: The Defense statistic is also being removed from items so that players no longer have to worry about juggling around "the cap." Tanks will receive the necessary anti-crit from talents, like Survival of the Fittest.

Armor Penetration: This ability is too confusing and "mathy." It is being replaced with Mastery, a stat that makes you better at what you do. More on that later!

Haste: Will also increase the rate at which you gain energy, runes, and focus. Retribution paladins and Enhancement shaman will have a talent that allows them to take advantage of this benefit.

Block: Block Value is being removed. Blocking will now always mitigate a percentage of damage.

Stamina: Players will notice more Stamina on gear as Defense, Spell Power, Attack Power and Armor Penetration are removed.



Hunter (Forums / Talent Calculator)

Also receiving a massive overall are hunters. The hunter’s need to rely upon mana is completely gone, and instead they will use focus. This means hunters will no longer care at all about Intellect, mana regen or Aspect of the Viper. Focus will regenerate continually, similar to how rogues or feral druids regenerate energy. For comparison, rogues regenerate approximately 10 energy per second, whereas hunters will regenerate 6 focus per second. However, Steady Shot can also be used to improve focus regen, and bring the rate at which hunters regenerate focus to 12 per second. The hunter will have a maximum of 100 focus, and shots might cost 30 or 60 focus, with fewer cooldowns on abilities. Another exciting and long-awaited change regards the ammunition system. Ammunition will become an equipable item, and will no longer be consumable. More details on that later!



Warlock (Forums / Talent Calculator)

The soul shard system is receiving a massive revamp, and will now become a core feature of the warlock class. Soul shards will no longer act as an inventory item, but rather exist as a resource, and appear below the warlock's health and mana bar. A new spell, Soul Burn, will be the only warlock ability to cost a soul shard, and will empower most of your other spells to behave differently. For instance, when combined with Fear it causes the spell to become instant. Other examples include: guaranteeing your Searing Pain spell three critical hits, increased horror effect and additional healing from Death Coil, and instant summoning from your summon demon spell. Soul shards will regenerate quickly upon leaving combat, and you may also be able to use drain soul as a "soul shard evocation."

rayu, go through this link http://www.mmo-champion.com/news-2/cataclysm-stats-changes-masteries-terrain-phasing/ a lot of stuff there
 
Boglund said:
I believe hunters will get something in stead of mana. Something 100/100 like energy. I'll look for the source:



Items Stats

In World of Warcraft: Cataclysm, there are plans to streamline the statistics found on items. We want to remove all unnecessary stats, make all existing stats understandable, and make all "core" stats more appealing. Here are some examples of such plans.





MP5: This will be removed from items and replaced with Spirit. All healers will be given a meditation-like ability.

Spell Power: Spell Power is being removed from items as well. Don't panic, we'll be improving Intellect so that it provides mana and Spell Power.

Attack Power: We're removing Attack Power from items as well. Instead, we're allowing Agility to provide the necessary Attack Power for leather and mail wearers. Strength will provide the appropriate amount of Attack Power for plate wearers. This means leather and mail items will no longer be desirable for plate wearers.

Defense: The Defense statistic is also being removed from items so that players no longer have to worry about juggling around "the cap." Tanks will receive the necessary anti-crit from talents, like Survival of the Fittest.

Armor Penetration: This ability is too confusing and "mathy." It is being replaced with Mastery, a stat that makes you better at what you do. More on that later!

Haste: Will also increase the rate at which you gain energy, runes, and focus. Retribution paladins and Enhancement shaman will have a talent that allows them to take advantage of this benefit.

Block: Block Value is being removed. Blocking will now always mitigate a percentage of damage.

Stamina: Players will notice more Stamina on gear as Defense, Spell Power, Attack Power and Armor Penetration are removed.



Hunter (Forums / Talent Calculator)

Also receiving a massive overall are hunters. The hunter’s need to rely upon mana is completely gone, and instead they will use focus. This means hunters will no longer care at all about Intellect, mana regen or Aspect of the Viper. Focus will regenerate continually, similar to how rogues or feral druids regenerate energy. For comparison, rogues regenerate approximately 10 energy per second, whereas hunters will regenerate 6 focus per second. However, Steady Shot can also be used to improve focus regen, and bring the rate at which hunters regenerate focus to 12 per second. The hunter will have a maximum of 100 focus, and shots might cost 30 or 60 focus, with fewer cooldowns on abilities. Another exciting and long-awaited change regards the ammunition system. Ammunition will become an equipable item, and will no longer be consumable. More details on that later!



Warlock (Forums / Talent Calculator)

The soul shard system is receiving a massive revamp, and will now become a core feature of the warlock class. Soul shards will no longer act as an inventory item, but rather exist as a resource, and appear below the warlock's health and mana bar. A new spell, Soul Burn, will be the only warlock ability to cost a soul shard, and will empower most of your other spells to behave differently. For instance, when combined with Fear it causes the spell to become instant. Other examples include: guaranteeing your Searing Pain spell three critical hits, increased horror effect and additional healing from Death Coil, and instant summoning from your summon demon spell. Soul shards will regenerate quickly upon leaving combat, and you may also be able to use drain soul as a "soul shard evocation."

rayu, go through this link Cataclysm Stats Changes, Masteries, Terrain Phasing a lot of stuff there



Thanks mate, will update this thread tonight I hope. Mom's b'day and lots of guests over though. Will see, otherwise it'll be tomorrow.
 
tbh Cataclysm looks shit.
 
On the contrary, i think their many years of making this game from scratch to something worldly played, will make them do the right choices. they are actually testing for cataclysm, you might not know it but all the recent changes are all for that sole new expansion, they are testing how things plays so they aren't completely out of it when it comes out.



when it comes to everything we know, i think cataclysm will just throw away everything and brings us a whole new game to play with. meaning that talents wont be the same, spells and abilities will probably get an overhaul as well. not to mention gears who will compeltely change and probably wont be recognised anymore.



the thing that makes me see that this theorycraft is just shitty by many, is the fact that many of you guys still think we will keep most of our stuffs. like those who say rogues will still be kitable, you are still thinking rogues wont be changed by saying that. meaning you think they will only get a damage bonus, but you have no way to know that. abilities might be regiven for certain levels which would means that the lower levels might get more to play with or might get less to play with.



all in all, what we know is enough for all of us to not wonder too far...

we know the world will change, so the quest will change as well, thus quest gears will not be of the party when cata comes out. we know the AGM wont be here anymore either, for the arena will be gone since STV will be flooded. we also know that BoAs will cover all slots. and they also told us recently that they had plans for the relics and those class without a ranged weapons. meaning we might get new things for that slot.



all this shows me that everything i know about twinks wont be there anymore when cata comes out. thats what i know about the expansion... thats also why many of us players calls this WoW2
 
They are doing major work on the games basic mechanics. Still, we'll twink. It won't kill twinking, it'll make us depend more on endgame to twink, but it definitely will not kill it. Things have changed so many times I doubt that this will have an overly dramatic impact. Blizz will introduce the changes in a way so that old players will still find it familiar. Its the wisest marketing option they have.
 
StokesTerenas said:
tbh Cataclysm looks shit.



WTB Dislike button.



I've been playing WoW since closed beta. I loved vanilla, tolerated TBC, and slinked by with WotLK. But Cata looks AMAZING! Its the greatest move Blizz could have made.



~Zuty
 
ArthurianKnight said:
Never said twinking will die... but it certainly not going to be anywhere close to what it is now !



I don't think they made the past couple of expansions to make sure things stayed exactly as it was. I might be wrong though. People needto be more open for changes in my opinion. I've always been thrilled whenever there were new items to get in newer patches etc.
 
Well, since there revamping Azeroth. If you do all the quests on your current faction, when new expansion is released, and do all the new quests, I believe it'll be possible to obtain Ambassador w/out faction change. No real evidence, just speculating :)
 
maybe... just maybe. Thats an interesting theory tbh, and I'm curious if they'll go so far as to remove the original quests we have had from vanilla.
 
Well it'll be difficult to keep the old quests the same if there are elementals killing everyone and the land is torn asunder etc.



Also i think twinking will survive and prosper through cata, it will be like 3.1, at the time everyone broke down and cried, but now everything is peachy again.
 
i agree entirely, and it is not a theory cril, they have said that most, if not all the quest we know in azeroth will change.



i always found it funny how much people want things to change for the better, but when it happens they can only QQ about how the preffered it as it was. balancing twinks in 3.2 was merely just a way to tell us, we listenned and cannot balance more the classes, but we can give you that twink vs twink only you so wanted. but now that we have it we realise how much separated our community was and now people just want it back to what it was. saying its blizz fault for killing twinks. but reality is, i preffered to have low life twinks on my server yet have BG pops then having 1 full twink BG pop once every year !



but blizzard listenned, we wanted twinks only BGs, most hadn't checked the result before asking, now that we have it... we're stuck with it.



the only thing i hope for sure now, is that it will all change for the better in cta, and seeing how much trouble they are putting into... its clear thats its gonna be like playing a whole new game.



just a thought, if the land changes, then the Battlegrounds should as well, those that mean we will have whole new BGs to enjoy ?
 
Kore nametooshort said:
Hmm thats a thought, wtb midfield LoS and fewer arbitrary jumps.



Keep the jumps imo. =]



OT: Looks like we know a lot more than expected, good!
 
Jumps just complicate things, and aren't intended. Therefor they should be removed. Blizzard just wants us to hop into wsg and go nuts, they don't want us jumping in then saying "alright, I have their entire team on me and I have the flag, I have to take a left go down tunnel, take aright jump up x round around y jump up z run over to w jump up n then run around g then jump up t then jump up y then jump down and cap the flag, if we loose it take a right go ramp, jump then turn quickly to loose their melee off the ledge, as they run back jump down, run and climb up j, then by then hopefully we'll have the flag back or I'm screwed.

Your supposed to be screwed from the start.
 

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