Dual-Spec system
Group Flexibility
Tanking
Death Knight (Skills List / Talent Calc. (9061))
Druid (Skills List / Talent Calc. (9061))
Hunter (Skills List / Talent Calc. (9061))
Mage (Skills List / Talent Calc. (9061))
Paladin (Skills List / Talent Calc. (9061))
Priest (Skills List / Talent Calc. (9061))
Rogue (Skills List / Talent Calc. (9061))
Shaman (Skills List / Talent Calc. (9061))
Warlock (Skills List / Talent Calc. (9061))
Warrior (Skills List / Talent Calc. (9061))
- The dual-spec system will be introduced in a content patch. The goal is to let you switch specs very easily in raid, even between fights ! However it won't be possible to switch specs in the middle of an arena match.
- With dual-spec introduced in the game, there are also discussions about an Itemrack-like mod being introduced to the default UI
Group Flexibility
- There are 30 specs but only 25 spots in a raid. The class choice should be very flexible and the buff/debuff system overhaul was done to help with that. Cancelling a buff because a class wasn't available (like Shamans for Bloodlust) was not desirable.
- Most buffs now affect the whole raid and multiple classes can give them, however none of them will stack. You should get more types of buffs by bringing a fewer number of players and will be able to optimize them by bringing the right spec but it definitely won't be as necessary as it was in TBC. (Note : See Raidcomp !)
Tanking
- All the tanking classes are now suitable as a main tank and their threat has been greatly increased to make fights more fun, fights are now more about skills than dying because of a random aggro.
- The original idea behind the rune system was a totally customizable rune pool (like, 6 Unholy runes) but "it sucked". They changed it to what is it today (2 Runes of each type)
- Death Knights shouldn't be played like a metronome and is intended to be an interactive and reactive class.
- As a death knight, your talent trees are a good way to define "your style, but not your role". Devs want to bring this philosophy to other classes.
- Balance druids have been greatly improved and you shouldn't see a lot of OOMkins anymore. Their DPS is now on par with other DPS classes.
- Balance DPS looks pretty good now but developpers are keeping an eye on the survavibility
- Entangling roots was allowed indoor to give druids more crowd control ability in instances.
- Restoration were stuck in the HoT niche and were very limited in 5-mans or raids. Nourish is new flash heal-like spell added to solve this problem on single targets and Wild Growth was added to give them an AOE Heal.
- Druids were also given an OOC resurrection spell.
- Feral druids were decent at tanking and DPSing, but couldn't master any of these fields. In WotLK you can take all the bear talents to become a very good main tank, or all the cat talents to have a very high DPS.
- Feral mana is a known issue, and developpers don't want intellect on feral gear. This is being looked at
- The hunter pet system was overhauled because it was "clumsy for new players".
- The shot rataion has been cleaned to make things easier for hunters and make them less reliant on mods or macros.
- Freezing shot was introduced to make pulls faster without having to deploy your traps on the ground each time.
- Frostfire Bolt is a way to achieve an elemental tree with mages, they should be able to deal both fire and frost damage
- Mage DPS looks pretty good now, there are still a few mana issues getting fixed very soon
- Living Bomb base damage will most likely be increased and the spell mechanics might be modified slightly. Overall, the 51-points talent weren't meant to be spammed and developpers want them to be situational
- Frost and Fire looks pretty balanced now, but Arcane needs a few more tweaks. Arcane needs to be more "mobile"
- Paladins were decent off-tanks but not great main tanks, this is fixed in WotLK. Paladins should focus on protection gear instead of spell power.
- Holy Paladins were good healers but couldn't do much in encounters where players are required to move a lot, however they definitely don't want them as a HoT class.
- Retribution paladins are supposed to deal a decent amount of DPS without running out of mana.
- Retributions paladins have to be in control of their damage and shouldn't have to rely on lucky critical strikes to deal most of their damage
- The goal with Shadowpriest is to make them a DPS class, not just a mana battery.
- Discipline priests should be viable raid healer.
- Mind sear was introduced to give priests another viable DPS ability.
- Class-specific racial abilities were cool, but the idea became got "old" with time. That's why racials have been revamped
- AoE DPS was really needed and Fan of Knives was added to the game.
- Purchasable poisons and the buff of the dagger spec should help "reintroducing" them to the game.
- The goal is to have end-boss less immune to poisons and rogues less dependant of Windfury
- Totems are now physical and harder to dispell, have more life and last longer.
- Hex was added to give Shamans more crowd control ability, Riptide to improve their healing, and Lava Burst their spell DPS.
- Warlocks pets have been made more useful.
- The warlock rotation shouldn't be restricted to a shadowbolt spam, that's why Chaos Bolt was added.
- Affliction Tree is still too complicated and developpers are working on it. Developers definitely want it back as a raiding spec
- Pets should be easier to summon/switch and use.
- Protection spec has been revamped to make it cooler to play, mitigation talents now take a lot less points and will let you invest in a few other nice tools.
- In TBC, Arms was PvP and Fury the PvE spec, this will change in WotLK : Battle Stance, Overpower, and Rend have been improved. New fun abilities have been introduced like Bladestorm and Sudden Death, Fury obviously have Titan's Grip.
No comments:
Post a Comment