WotLK - Mechanics Changes
Posted on July 23rd, 2008 by Lithanial under General Tips, World of Warcraft
Recently the non disclosure agreement surrounding the next expansion to World of Warcraft was lifted and beta testing has begun. Over the past few days a flood of new information has come forth regarding all aspects of the game and many things have slipped through relatively unnoticed in the excitement.
While it would be entirely possible to run through each class reviewing the upcoming changes in depth, let us instead look at a few of the key changes to game play mechanics that will have a widespread effect throughout the game for a vast majority of classes.
Spell power
Rather than there being separate stats for improving a spells’ damage or healing capability, Blizzard has combined both statistics together into the new spell power stat. In turn the coefficients for all spells have been adjusted, particularly for healing spells since there is no longer a pure healing stat.
The net change of this is that a healer will be receiving a vast increase to their damage capabilities, while offensive hybrid casters will be able to heal far more effectively than before.
Hit/Crit/Haste
All three of the above stats have been consolidated; no longer will there be separate hit, crit or haste stats for melee and spell casters, instead both your melee attacks and spells will benefit at the same time.
This mechanics changes is massive for any hybrid capable of both melee and spell attacks such as paladins and shaman. As an example of how big an impact this may have, enhancement shaman will be able to obtain a decent crit rate to their shocks; this in turn can be combined with the talent elemental devastation for brutal synergy.
Note that this only applies to the raw stats of those individual statistics, critical strike chance increases due to stats such as intelligence or agility will still only apply to either spells or melee.
Threat
Blessing of salvation has been radically changed and so many classes which relied on it for threat reduction may be in a bit of a panic about how threat management could be an issue in WotLK.
Fear not however, tanks in the expansion have had their threat multipliers boosted in compensation; for instance a warrior’s basic defensive stance now boosts threat generated by 45% rather than the current 30%. Equally, threat reduction talents for all dps classes are now present and much easier to access.
Raid Wide Abilities
Many effects which only had an impact on your own group have now been changed to be beneficial to your entire raid. Auras and totems will now be beneficial to all those nearby but the change does not only apply to buffs.
Several healing spells will affect raid members nearby regardless of grouping and many of the new abilities such as a paladin’s Judgement of the Wise talent, will affect raid members too.
The net impact will be a much wider variety of group compositions along with more fluid PvP combat within battlegrounds where groups naturally get split apart and group composition is generally random.
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I have to say that I am a little disappointed with the consolidation of the stats. It seems that this will have the net effect of making hybrid classes extremely powerful. For instance, enhance shammys will be able to stand back and shock and lightning bolt you with a similar DPS to what they get at melee range (of course melee DPS will be higher due to talents and what not, but their spell dmg is no longer gimped). Hybrids with healing capabilites, even those spec’d DPS, can now switch between DPS and healing on a whim, and heal nearly as well as, say, a holy priest (in some cases, they can already do that). To me it seems that hybrid classes will be overpowered, and nonhybrids will be at a disadvantage due to their lack of utility (why bring someone who can perform only one task when you can bring someone who can perform that task equally well, and perform a second task on the fly if need be). I always thought that hybrids were supposed to bring extra utility to the table, at the cost of not being able to perform at the level of nonhybrids. Ah well, I’m not trying to QQ, I’ll leave that to the forum trolls. Maybe I’ll roll an enhance shammy…
Blizzard has favored hybrids too much. Logically, if you give up utility and specialize, you should be better then the hybrid. This is just not the case. Shaman healers are the best raid healers due to chain heal and paladins are the best tank healers. Not even mentioning that their gear makes them much more survivable in Raid. I guess I just have to reroll a hybrid if I want to be the best.
Yeah im feeling pain already from healers doing just as much damage as DPS almost in arenas…Can you say shockadin? or resto shaman pwnage? there goes the use of locks, mages, etc.
this is welcome news to all of us who mistakenly chose and leveled pallies and shammys not knowing what we were getting into! can you say total reversal of social classes? now instead of my retadin being picked last or entirely overlooked, i might be picked first for a group! the meak shall inherit the server.
Yeah, not liking the whole stats combined thing, but im sure blizzard have sumthing planned, now that they’ve done this. Wudnt overlook an issue like DPS/healing pwnage. I hoper :S
hmmm…. combining stats makes it sound like Bliz is saying “Welcome to Everquest 2.0″
Im hoping this doesnt break WoW like the NGE broke SWG >.>. Come on Blizz, dont get stupid on us now.
NGE didn’t break SWG, LucasArts broke SWG 2 weeks after it was first released. I was on Beta for SWG.
As for Hybrid <3, that is great! But, in no way should a Hybrid be able to outperform a “pure spec”
not nessarily. the use of locks, mages, rogues and other such classes is still goning to be widly sought after all this is doing is giving classes like the shaman and paladin or versatility when it comes to instances and raids. most enhance shammys and retribution paladins will agree with me on this as it gives them the chance to stay their chosen spec and still get into a group for healing or tanking to get the gear they want when before this they would not have happened. an example would be somethign like an enhance shammy getting into an intance that requires alot of CC and not getting in because of the lack of CC in the class but with this they could still get in and heal. dont kno about u but this is going to help alot of players in the comming expansion.
I’m a Holy PvE priest…and I think the +dmg from healing was perfect for healers…it was all we really need…with this new Spellpower though…as Chuck said…there’s going to be less incentive to bring pure dps classes when you can bring good dps with backup heals instead. What really concerns me is that (mostly clothies) we’ll be fighting over gear. There’s no longer going to be a difference in +heal and +dmg gear, rather all 3 clothies have to fight over the gear…so if they’re going through with this…bosses better be dropping twice the amount of loot…at least in 25mans. Really don’t know what Blizzards doing…but…it better be something good…
That’s not true, clothies will still have special stats per class. Warlocks will favor stamina intensive gear, mages like lots of intellect, and priests will still be spirit horders. It just takes away differences between shadow gear and holy gear since they both give same healing and damage
Sorry to be behind the times but was there some major WotLK update that I missed? I saw the new talents and achievements section but I dont know. Nice of them to provide the death knight talents although it doesnt mean anything if you havent played them anyway.
Let us instead sit back and see what the end result will be. That is after all what Beta Testing is all about. Just because all the stats are combined does not necessarily translate into instant godhood with fire and pownage following.
First of all, for all the faults Blizzard has (and who among us are without our own? ) they are forever adjusting the game mechanics in order to insure game balance and a fair playing field. No, they don’t always succeed granted, however they do spend a lot of effort.
Granted in some cases a class will be preferable to another but that has been the case from day one. Some instances benefit more from a warlock than a mage. Nobody complains about that.
Second, Blizzard WILL nerf. You can bet the farm on that. I think they have a nerfing department to be honest. I am sure if one looks hard enough in Vegas you will find someone to give you odds on WHEN the next nerf we be but NOT “if”.
Third, give the play testers time to do their job. If any of us were in the beta we would be reporting broken mechanics left and right. The data logs are reviewed anyway. Blizzard knows how long a raid or group is in an instance and how long it takes to drop a boss. When the log shows a vast increase or decrease in one classes performance something will be done.
Just sit back and have a little faith. A LOT of stuff changed from beta till now.
I think that the spell dmg & healing change to spe;; power is just pure BS.We will have Mages,Warlocks & priests all going for the same gear.
I honestly believe that this is yet another way for bliz to save money in devolopment and half-arse things as they have done time and time again.
This spell power change is yet another way for blizz to half-_ss things like they have done time and time again.If it weren’t for my wife and inlaws playing wow I prob would have left it years ago.Ever wonder Y we cant fly in the old world its because blizz only designed the whole world in 3d from the ground perspective.No buildings have roofs ect because they half-_ssed the design as they are did again in BC and will do again in WoTLK
I personally can see both sides of this coin. I think I speak for all players who have enhancement shammy’s, like me, that are tired of groups “shunning” us for not being resto at end game level. I wanted to be accepted into groups so I decided to give resto a try and personally just don’t like the style of shaman healing. I leveled a priest for heals. It’s just not as fun as being enhancement, not to mention trying to do anything solo is difficult. I think that with the combined stats all the players that have the tagged “less than desirable class/spec” toons will finally be welcomed into groups and be able to play the spec they have fun with. That’s what WoW is supposed to be all about, having fun.
At the same time, however, all the classes that were depended on so heavily might just take the back seat. I also have a BM hunter as my dedicated DPS class but that toon might not get as much action when an enhancement shaman or a retro pally can do about the same DPS AND be able to heal without needing to make a massive swap of gear or respec.
I think we just need to all let the beta testers play it out, give their feedback and I think Blizz (I hope) will work out the details to make sure one class is too overpowered. I say “too overpowered” because I personally wouldn’t mind my enhance shammy being buffed up and wanted in groups
Blizzard certainly had the right idea of trying to improve the desirability and playability hybrids and healing classes but i think they’ve overdone it slightly. Use the analogy of a Swiss Army Knife. Sure, you can use it as a knife, a screwdriver, a bottle opener, a pair of scissors etc but it’s never as effective as a real knife or scissors. That’s how a hybrid should be, being able to do the simple things in a wide variety of situations.
People roll non hybrid classes because they want to be the best in a particular field, knowing that they’ll fail in another. E.g. they roll a mage to be superb offensive casters but be utter failures in melee. If a hybrid wanted to specialise, they become pretty bad in other aspects. But blizz has changed all that so specialised hybrids like elemental shammies are now pretty viable healers and holy priests wont be so bad at dps.
It’s definitely going to make PvP very interesting…
Um, only Hit/Crit/Haste and spell dmg/healing is consolidated. Melee attack power will not increase spell damage or healing. So if you’re an enhance shammy I don’t see how you’re going to get anywhere near as good DPS with spells as with melee. Sure an elemental shammy would be able to heal reasonably well, particularly if they throw a few talents that way, but they wouldn’t be great at melee and spell dmg/healing.
Let’s face it, enhance shammies were never the best melee class anyway, and the only advantage they really had over, say, a rogue, is that they can off-heal. The slight boost they’d get to this capability really just validates their claim to versatility.
Elemental shammies never could get as high a DPS as the more dedicated classes, though they are useful in a raid in that they can boost the DPS of such dedicated classes (the moreso now, along with Boomkin). Being able to off-heal was meant to be their strong suit, not just reasonable DPS with a party damage boost for casters. This is now plausible.
Some may argue that it was possible before for an elemental shammy to get as good DPS as a mage/lock, but truth be told it wasn’t. OK, a good player playing a shammy was better than a bad mage/lock and a super-geared shammy was better than a crappy/average geared mage/lock, but all else being equal the specialists ruled (and still do). What’s more, eleshams would often benefit more from cloth gear, which they would often miss out on in favour of locks/mages/shadowpriests due to being able to wear mail. So an elesham is often worse geared than a specialist with similar opportunities. They absolutely need the ability to off-heal to justify their existence, and their role versatility should now see them as decent competition for a specialist, depending upon availability and current group composition.
These changes are good. Tweaks could be necessary, such as increasing clothy drop rates to make up for previous healer/DPS gear disparity. Maybe even slight tweaking to the specialist classes to make them slightly better at what they do than the hybrids (or tone hybrids down slightly, whatever).
Honestly.. all you pure DPS classes are quite jealous, I can tell. As a feral/boomkin druid, I almost NEVER got into raids as a DPS because they said “Oh, no, we should get a rogue(/mage) instead, it has a higher dps output”… Oh, so now the tables are turned and all the PURE dps classes are angry? Of course.. At last the hybrids will see some desirement in raids.
I personally think this fantastic, yes it will create more compettion but those weekly raids will be much shorter since everyone needs the same stuff. Also means when your running an instance and u down a boss (5 man) and you get a piece of gear drop that noone can wear. I have taken to goign with an enchanter so we can all make a stash of money from the DE material because theres always a drop that everyone doesnt want.
I think that although hybrids will suddenly be far more effective i think that actually blizz is being clever and making everything more loc specific, To make one or two classes good at everything would totally imbalance the game.
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I’m a little paladin short and Stout,
Heres my hammer Heres my mount,
when i see a Horde I give a little shout,
then i Bubble up and HearthStone out.
Speaking as someone who played the best part of 2 years as a mage, this new angle on stats may not be what it seems.
If you read it carefully, the coefficents used to work out the final damage and healing benefits will be different meaning that hybrids will not necessarily be overpowered by it. For example a mage will have a higher damage coefficent than a holy priest making them a far better damage dealer no matter what.
I wouldn’t say that increasing the number of clothy drops would be the best thing, one of the biggest issues in BC when it came to moonkins was that not even cloth had the right stat layout. The ONLY real way to be truly prepared to fight with comparable gear when starting Kara was to either have farmed heroics for badges or been a LW with the Windhawk set. Hopefully in Wrath they will see this problem for what it is and include a little more itemization so that Moonkins (as well as shamans) don’t have to compete with 3 other classes for sub-par gear.
Any thoughts as to how this would affect a moonkin, which as a druid is hybrid in between fights rather than within them. . .(moonkins can’t heal a heroic, but they can off heal, resto’s can’t dps, but can’t die, etc). ?
/dance
Don’t forget moonkins are allowed to roll on cloth too =)
“OMG!!! The Worlds gonna END!!! Run for th…….what?….. its.. what did you say?…….It’s a Game?………….are you sure………….So the world isn’t gonna end?…. I’m not gonna DIE???……Well…… I can sleep better now……”
Ok so as a druid this is intresting
1. Let’s not get excited untill the balancing has been done in bata.
2. Enchantments …. wtf …. this is gona change every thing.
Peace out y’all.
IMPORTANT: Rember no matter how seriously your guild is arguing over end game descisions …. it’s just a game … plz.
Ok guys don’t get so excited. It’s not a big change. The only result will be “Blizzard having easier time in future”. They have clarified that healers will get bonus to their spell power so that for example 1000 spell power feels like 2000 healing bonus for a healer.
PC Gamer: What else is changing?
Tom Chilton (Kalgan) : We’re also going to be doing away with spell-damage only type gear. We’ll be moving to a system that, as part of your talents, will let players convert healing into spell-damage and vice-versa as part of their talents. That way they can use the exact same gear, but their talents just adapt what it does.”
Finaly, Ret paldins getting some proper love from blizz, and i love the benifit to ench shamans.
For all those complaaing that hybrids will be now we to OP, think on this, if you want a DPS, why take a hybrid (worse DPS but can do 2 jobs), when if all you wanted was a DPS (like a mage, which still does more damage than the hybrid). You wouldn’t. This may only be true for Raids and dungeons, but if i see all pure DPS classes get shunted to one side, i will be very much suprised.
BTW, if you think ret is OP, roll a 70 ret pally, and duel someone with equar gear. Its all about skill. The “retadin” is just noobs giving good ret pallies a bad name, so maybe some of these changes will remove the stigma.
from what im seing no more retardins,now players will start calling us retribution paladins,we were nerfs alot and now when were starting to be competitive players start to cry,well QQ as much as you want cuz you’re tears will continue to make my blade even sharper then before.
Foolish mortal 10 year old rougez
lol we’ll still call u retardins, no matter how OP or nerfed you are… thats just the way it is… I dont think you’ll ever see everyone calling you retribution paladins over retardins, even if u can dps