Mage
Arcane Blast mana penalty lowered
We are going to lower the mana penalty after the first blast, but it's possible you already have that change.
Water Elemental not inheriting Master's hit
Paladin
Protection Paladins and AoE Mitigation
In our tests, Protection paladins have mitigation right up there with warriors and probably better threat generation. If there is anything we're concerned about, it's that eventually paladin block may not stack up to warrior block because of talents, like Critical Block. But that's something we're keeping an eye on and please note that we're talking about theoretical encounters and gear that don't actually exist yet. The game could be completely different by the time we get to that point. We have made a ton of changes to the way classes work and haven't even gotten to see them on Live yet.
In the Burning Crusade, it was not a goal to have paladins be able to main tank every encounter. It is now.
Priest
GC on moving Fort & Shield
We liked the idea of moving Imp Inner Fire. There seemed to be a lot of disagreement about whether Imp PW:Shield or Imp Fort should move down to take its place. We talked about it some, and we're cool with moving Fort up and Shield down.
Rogue
Regarding Poisons and Sap
The immune bosses is a topic we're discussing. This applied to elemental resist and disease immune bosses too.
On the one hand, I totally understand why it can be frustrating. On the other hand, there aren't that many of them the last time I looked, and we do like to have variety in the boss fights. You should have to approach each one differently and not just immediately fall into the same rotation the second the pull happens. I realize it's a narrow path to tread without it being too punative.
We discussed letting sap get refreshed a lot. We did fear some problems with PvP so we decided to try expanding the number of targets on which it can be used first. If that doesn't make rogues good enough at CC, we'll consider other buffs to sap.
In my experience, sap pays for its inability to be renewed since you can do it before a pull. With traps or sheep, either the CC'er pulls (bad idea) or has to grab incoming targets and CC them before they get within the range of the AE threat generation. The biggest downside I find playing with a rogue is the time it takes. When it's a good rogue that you run with a lot, they can be setting up the next fight while everyone is still drinking. But when you're in a pug or with a timid rogue, having to mark, then sap, then pull can really slow down progress compared to just pulling and hoping the CC works itself out.
Shaman
Enhancement - Some recent nerfs to physical damage might be undone
We're still not happy with how pushed Enhancement feels towards caster gear and feeling like a caster in general. We want to keep the spell damage in there, but it will probably end up being less to push Enhance back towards melee. This might let us undo some of the recent nerfs to physical damage, but no promises until we get things to a state that we like.
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