Upcoming Class Changes

According to the WoW Blog it looks like there are some more changes incomming. In a nut shell, Assassination rogues are likely to gain more benefits from crit and Recuperate […]

According to the WoW Blog it looks like there are some more changes incomming. In a nut shell, Assassination rogues are likely to gain more benefits from crit and Recuperate may have its HP5 reduced.

Blizzard have magically addressed the several aspects of PVP that almost everyone seems to feel are inbalanced at the moment (with the exception of the feral and mage communities on mmo-champion). Hats off to them for listening to their player base! Warrior damage and feral bleeds are likely to be nerfed (quite rightly so!) and priests should become more viable outside of Shadow Form. A reduced duration for Frost Nova and Ring of Frost should bring Mages back into line as well. What’s also nice to see is the horrible change to the cooldown of Every Man for Himself could be reverted – I’ve already faction changed my human rogue (part of the mass PVPer migration from Alliance to Horde on Terenas) but it’s nice to see that humans won’t be penalised in PVP any more. If I was feeling cynical I’d say that Blizz have just reached their ‘lets nerf humans so we get the big bucks out of Worgen race changes’ goal, but my New Years resolution was to be less sceptical and grumpy 😉

The full class changes are as follows – these were posted a couple of days ago, but unfortunately I’ve been slacking in bed with broken ribs, ManFlu(tm) and a tooth infection. Several posts are lined up for this week, so the post-drought should be at an end 🙂 Snowboarding in Germany was awesome, thanks for the well-wishes! Take care everyone!


The larger health pools, decreased impact of Mortal Strike debuffs, and slower healing are all having the desired effect in PvP. Burst damage has its place, but doesn’t determine the outcome of every encounter. There are several individual abilities that we aren’t happy with in PvP.

We’re keeping a close eye on dispels. We still like the design of making dispels more of a commitment rather than liberally sprinkling around dispel resistance or consequences for every class. Defensive dispels (removing a debuff) generally feel good, but we think offensive dispels (removing an enemy buff) feel too powerful, especially for DPS specs. In particular, Purge and Spellsteal will probably get nerfed.

We’re also looking at crowd control, interrupts, and self-healing in PvP. It’s possible we’ll reduce the durations of some crowd control effects, especially the area effect ones, and decrease the duration of interrupts.

Priests are a little weak in PvP, especially at mobile healing. We have made some changes to glyphs and talents to enhance their survivability and instant healing.

We also want to make sure the epic PvP gear isn’t too easy for just anyone to obtain, given that the PvE endgame content is more challenging than it was in Lich King. We don’t want the player base to just migrate to the most efficient epic delivery mechanism; we want you to participate in what you find most enjoyable.


We’ll make a pass to make stats that aren’t attractive (but are supposed to be) more attractive. For example, we don’t want Assassination rogues to dismiss crit or Feral tanks to dismiss haste. We are considering making some physical attacks such as Lacerate, Steady Shot, and Slam scale with haste.

Mastery is a new stat for us, and there are a few specs that don’t value it enough. In some cases (e.g. Combat rogues), the design for mastery is fine and we just need to buff the effects to make it more desirable. In others, we don’t think it’s possible to buff mastery enough in its current form. For example, the Retribution mastery, Hand of Light, is fun, but it doesn’t contribute enough damage. To make it contribute enough damage, the proc would need a very high chance, which then can cause paladins to devalue other sources of Holy Power. Instead, we are redesigning Retribution mastery to add a percentage of the damage of Templar’s Verdict, Crusader Strike, and Divine Storm as Holy damage (which also plays better with Inqusition). Because Hand of Light is fun, however, we are going to change Divine Purpose as a chance to proc Hand of Light instead of a chance for extra Holy Power (which will also remove a little of the randomness from the rotation). Unholy DKs are another spec for whom mastery just isn’t working out. Our current intent is to redesign their mastery so that their attacks cause more damage to diseased targets (in a similar manner to the Restoration druid mastery).


Some additional class-specific tweaks (keeping in mind this is not the full list):

Even after we fixed their mastery, Feral druid bleeds still do a lot of damage and are undispellable. We plan to shift some of that damage back to main attacks. They are also a little too hard to control. Given that they are already hard to root, snare, or polymorph, we think the fear immunity from Berserk is too much.

Arms warrior burst damage might still be too high in PvP, while we don’t have a great way to adjust their sustained damage for PvE. The Lambs to the Slaughter talent is a good place to address this. We also might nerf warrior stuns.

We think Arms and Fury warriors are getting too much damage out of Heroic Strike. We want it to be clear that it’s a rage dump and not make it the hardest hitting ability.

For Holy priests, we’re increasing Chakra’s duration and changing Surge of Light so it can now benefit from Flash Heal and Greater Heal and can crit.

We’re making some additional buffs, such as Pain Suppression and Barkskin, undispellable.

We’re buffing Wild Mushroom. It’s a cool spell that isn’t getting enough play.

Empowered Touch will now benefit from Regrowth as well. We’re also buffing the Glyph of Regrowth.

We are looking at Holy Concentration (after our most recent buff) and Omen of Clarity to make sure they don’t account for too much mana savings.

We are probably going to remove Drain Mana from warlocks. It is incredibly situational in PvE but causes problems in PvP. This might mean we need to evaluate Mana Burn as well.

Inferno will no longer increase the radius of Hellfire.

Shadow and Flame can now proc from Incinerate in addition to Shadow Bolt.

We want to redesign Improved Soulfire.

Censure will no longer break Repentance.

As part of the Marks and Beastmaster buffs, we’re buffing Aimed Shot, Kill Shot, Chimera Shot, and Kill Command.

To reduce mage control, we are discussing reducing the duration of Frost Nova and Ring of Frost.

We want to make it clear that Combat is intended to use fast off-hand weapons. We also want to polish Revealing Strike a bit.

We want to make sure Enhancement shaman avoid caster weapons.

We want to make sure Unholy DKs prefer two-handed weapons.

Necrotic Strike needs to be affected by resilience.

For Cataclysm, we changed Death Strike almost completely into an ability for Blood DK tanks, which is a bit unfortunate. We want to make sure it is still a useful button for Frost or Unholy DKs who need healing.

We also want to address DK mobility in PvP.

We think we overnerfed Every Man for Himself, and are reverting it back to a 2-minute cooldown again. We might evaluate other racials after we’ve seen more PvP.

About Dcruize

Rogue addict, PVP junkie, insomniac. I started playing WoW in 2006 and, after being told that 'nobody wants a rogue', tried to level a priest. I quickly realized that love and approval were a poor alternative to stealth and ambush and have been backstabbing away quite happily ever since.