Class changes coming in 3.1

Proudfoot

New Member
Reposting from MMO-Champion.

I'll continue to update this post

*Edit* Added the rest of the classes

Blue post said:
Warlock

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

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

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.

Priest

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

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

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.

Mage

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

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

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

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.
 
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Blue Post guy somewhere else said:
Drain Soul now has a chance to produce Soul Shards even if the target doesn’t die.
They should have done that a while ago lol.
 
like the new avatar Proud. Also this:

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.

Blizzard warned us a little bit about this last week that someone in 10+ raid party had to be there for mana replenishing purposes (survival hunter, ret pally, shadow priest, resto sham). This should make healing more interesting and fun.
 
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great, i was just starting to kinda barely get away with kinda knowing alittle of what i was talking about to fool people into thinking i acually did know what i was talking about with the death knights and now they have to go change things up on me..

freaking blizzard.
 
I wanted to comment on the Paladin changes.

Blizz said:
Blessing of Kings – this spell is now a base ability trainable by all paladins.
Amazing change and it's about time. Now all the Heroics I join won't whine about me not having kings LOL.

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.

The implications of this change are huge! In combination with the Glyph of Exorcism this becomes a 15 second cooldown interupt. This will also up our damage on undead slightly (Exorcism is a very small portion of our damage).

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.

Finally Prot gets a means of dealing with casters.

Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.

Less talents for the same effect is always good. We will have to wait and see if the potency stays the same.

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.

Rather confused by this. What exactly triggers the refresh of divine plea? SotR, HS, AS... all 3? Could we potentially have everlasting divine plea?

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.

Will the reduction to hammer of justice higher in the tree be reduced or will this effectively give Prot Paladins a 10 second cooldown 6 second stun/interupt? I find that unlikely. The buff to the seal of justice stun is just laughable... they need to get rid of the spell.
Also why can't Judgements of the Just put an additional debuff on the target for the attack speed slowing portion of the talent? It's pretty lame that if someone overwrites your judgement you lose your speed debuff. No other tanks have to worry about this.
 
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Rather confused by this. What exactly triggers the refresh of divine plea? SotR, HS, AS... all 3? Could we potentially have everlasting divine plea?

Doubtful on it refreshing on abilities unless this is how they plan to fix spiritual attunement mana regen for ret and holy pallies by completely removing SA. DP would still be available to all specs at a penalty for holy but prot pallies would be able to stay in a state of constant mana regen while tanking to make sure the blue rage bar works. Actually would like this better over SA as it would solve over gearing content and becoming mana starved when you take less damage to heal through. It is really bad when tankadins have to take their gear off to properly tank low level content. Sandric in only a cape and shield is not a pretty sight. :eek:

My mana pool 25 man raid buffed is around 7k so DP would regen 1750 mana every 8 seconds which is easy to burn up in a high threat rotation dropping consecrates, exorcism, avenging shield and hammers on top of the light mana using judgements and shield abilities. Very interesting...
 
I wonder if they will do to Holy Wrath what they are doing to Exorcism.
 
Also why can't Judgements of the Just put an additional debuff on the target for the attack speed slowing portion of the talent? It's pretty lame that if someone overwrites your judgement you lose your speed debuff. No other tanks have to worry about this.


Actually, that isn't true. Druids have to worry about losing their attack speed reduction effect all the time because of the way it stacks. Since other classes have ones that apply their full effect instantly, they prevent the druid one from being applied. This means that if any DK at all is attacking the druid's target, it will only be affected by the DK slow, which is only 14% (unless talented).
 
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.

Rather confused by this. What exactly triggers the refresh of divine plea? SotR, HS, AS... all 3? Could we potentially have everlasting divine plea?

Everlasting Devine plea.....this is good for the non healing class, due to the fact that blizz is intending to nerf it by reducing the amount healed by 50% instead of 20%..

Sorry Healers
 
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Everlasting Devine plea.....this is good for the non healing class, due to the fact that blizz is intending to nerf it by reducing the amount healed by 50% instead of 20%..

Sorry Healers

The talent is really deep in Prot. It doesn't affect Holy at all.

Divine plea will have to be used more thoughtfully now though. It went from a 20% healing reduction to 50%. You can still use it every cooldown but you'll have to remember that you'll be healing for less. This may not be an issue though with the size of pally heals right now (lots of overheal anyways).
 
Everlasting Devine plea.....this is good for the non healing class, due to the fact that blizz is intending to nerf it by reducing the amount healed by 50% instead of 20%..

Sorry Healers

I'm excited by this. Makes it more interesting.
 
Actually, that isn't true. Druids have to worry about losing their attack speed reduction effect all the time because of the way it stacks. Since other classes have ones that apply their full effect instantly, they prevent the druid one from being applied. This means that if any DK at all is attacking the druid's target, it will only be affected by the DK slow, which is only 14% (unless talented).

I understand what you're saying here. It's kinda like the old thing at 60 where you didn't allow rogues to expose armor because it wouldn't allow warriors to sunder.

The difference here is that when someone (like the ret pally) overwrites the judgement the Prot guy was doing there is ZERO attack speed slowing. I'd much rather have 14% then nothing. I can understand it being annoying though.
 
like the new avatar Proud. Also this:



Blizzard warned us a little bit about this last week that someone in 10+ raid party had to be there for mana replenishing purposes (survival hunter, ret pally, shadow priest, resto sham). This should make healing more interesting and fun.

Frost mage and destruction warlock are being added to that list.
 
Priest

Divine Spirit – this spell is now a core ability available to all priests.
Sweet!

Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).
Neat!

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.
WOOOOT! This is by far what im looking forward to the most!


Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.
Love it!

Things just keep getting better and better! I just wont think of how they will nerf mana regen...
 
Priest

Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.
Love it!

Things just keep getting better and better! I just wont think of how they will nerf mana regen...

Serendipity change is probably the biggest hit a holy priest will have to their mana regen :( This change, while having situational benefits for the holy priest, is not enough of a positive change to negate it's overall negative impact (that is, holy priests are being double hit with the mana regen nerf stick). With the overall nerf that priest are going to see to mana regen (and tree druids and holy priests are going to be hit the worst), they should have left this talent alone as the compensating factor. Poor decision on blizzards part.
 
Just so all the hunters here know, with a recent blue post (I got this info from wowinsider) ammunition will still be consumable. They said that they will eventually make it non-consumable like the 3.1 patch notes said. But not yet...
 
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