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Which classes got the biggest changes to gameplay in MoP?
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Post by
326598
This post was from a user who has deleted their account.
Post by
ElhonnaDS
Well, to help narrow it down, I know Hunter hasn't changed nearly at all, other than getting some fun new toys. My rotation is pretty much the same (other than the addition of Glaive Toss and several cool downs to summon various other creatures to assist my pet), and there was very little adjustment needed. I also found it rather easy to pick up my Ret Pally and go, despite a few rotation changes. However, both of those classes HAVE had some significant mechanics changes since Wrath, so if you didn't play Cata they'll be different than you remember.
I know Demo locks are completely different now than in Cata, and I heard Shadow Priests got some major gameplay changes as well, though I haven't done much with mine since the patch. Haven't heard much one way or the other for the other classes/specs, though.
Post by
nephthyswanderer
Shamans, Warlocks, and Druids (with the addition of a 4th spec tree) in my opinion.
Rogues and Hunters seem to have changed the least. All classes had major overhauls with new talent trees, new glyphs, and new abilities though The talent redo has been the biggest change for me.
Post by
Rankkor
Shamans, Warlocks, and Druids (with the addition of a 4th spec tree) in my opinion.
Rogues and Hunters seem to have changed the least.
All classes had major overhauls with new talent trees, new glyphs, and new abilities though The talent redo has been the biggest change for me.
HUGE DISAGREEMENT!
The class that seems to have changed the least was the DK.
Hunters got several changes, not big ones, but plenty. First off their minimal range is gone, they can't equip melee weapons anymore, and their pets can be respecced on the fly anytime anywhere (just not in combat) and can be of any spec (ferocity, tenacity, and cunning) regardless of pet family. Also both BM and Survival got passive ways to earn more focus.
Rogues got a pretty good change to their poisons which now behave like the buffs shamans put on their weapons, and are now classified as lethal and non-lethal. You can have one of each, and both affect both weapons. This right here is a pretty big quality-of-life change.
DKs on the other hand got only 2 changes. Unholy presence used to reduce your GCD by 0.5 seconds. This is now baseline for all Dks. The other change is what Frost Presence does. It used to increase your damage by 15%, now increases runic power generated by 20%, along with making roots and snares last 20% less.
Pretty flimsy changes that barely affected gameplay at all.
Warriors got some heavy changes, since rage is now generated in a completely different way. The idea is that you have 1 (or several) rage-builder skills, you spam these to build rage, then burn that rage with your other skills. The stances also changed, with them no longer having its own skill bar, and now all warriors in PVE will use battle stance (Unless its a pretty AoE heavy fight) will use protection stance for tanking, and will use berserker stance for pvp (Or in PVE when there's heavy AoE fights).
Plus skills no longer have a stance requirement, so any spec can use any skill.
Warlocks got a complete overhaul, to say they've changed is an understatement, and to list all changes would take me several pages, so I'll just leave it at: They're almost a completely new class. Specially demo and destro.
Shadow priests also got a chance since their shadow orbs now behave like a paladin's holy power charges, you build them by using several skills, and spend them on other skills, and the more orbs you have, the stronger that skill hits.
Druids now have 4 specs (Boomkin, Feral, Tank, and Resto), so tank druids going into kitty form, wil no longer deal such a huge damage, and kitties going bear wont be sustainable actual tanks.
as for paladins, I can only speak for prot and ret, but now they have more ways to generate holy power. I'd say these are the ones that changed the least along with the DKs. Other than having more ways to generate Holy power, and being able to store more Holy Power, ret barely changed at all.
Tanks (all tanks) got a pretty big change, in that their mitigation is now active mitigation instead of passive. They all are like the blood DK. Blood Dks have to actively use Death Strike to both heal themselves and apply their blood shield. Thus is the DK's choice to either use their runes for attacking, or for mitigating damage.
This philosophy now applies to all tanks.
For bear druids, mangle no longer costs rage, it builds rage (along with your auto-attacks), while lacerate, thrash, and swipe are free (though they have a 25% chance to reset the CD of mangle). Their rage is spent on 2 forms of active mitigation: Either spend 60 rage on Savage Defense (Which increases dodge by 30% for a fixed amount of time) or on Frenzied Regen (which now has a 1.5 second CD and will heal you by up to 20% of your life). If you don't need this mitigation, you can burn that rage on Maul to do more damage.
Warriors work similar too, with shield slam and revenge no longer costing rage but generating it. and Devastate/Thunderclap being free. They build rage, and then spend it on either shield block, or a new absorption effect. Both cost 60 rage. If you don't need the mitigation, you can burn off excess rage on Heroic Strike or Cleave.
And pallys too, though on their case I haven't yet tried their tanking, they operate on the same principle, their main spells are free, they have a few that generate Holy Power, and they can either spend that holy power on more damage, or more mitigation, depending on the situation.
All casters now have a fixed mana pool, no longer influenced by INT (Healers by default have 400% more mana than other casters). And haste increases the speed of your mana regen inside and outside of combat.
All non-hunter classes can't equip bows/guns/crossbows anymore (warriors and rogues will have a new "throw" skill that deals their main-hand weapon damage at a range, replacing their former "Shoot" skill. Not that you're gonna use that thing very often though)
All hybrid classes (Shamans, Paladins, Druids, DKs) no longer equip relics, they've been removed from the game.
I'll assume you're familiar with the new talent/spec philosophy, so I'll skip that part.
All in all, the biggest change for all classes is the talent overhaul, the fact that certain skills which were previously baseline are now spec-exclusive (Few examples: Obliterate for DKs is now frost-only, Immolate for Warlocks is now Destruction only, Holy Light for pallys is now holy-only. Ect). There are still some skills and spells that are universal (Such as Frostfire Bolt for mages, or Death & Decay for DKs) but they're far more fewer than before.
Post by
ElhonnaDS
Don't blame Rank for his posts- he's from an oppressed country. They make all the walls that big...
Post by
326598
This post was from a user who has deleted their account.
Post by
CadalMord
All non-hunter classes can't equip bows/guns/crossbows anymore
My warrior can equip both bows and guns just fine so this part is not true but the rest of rankkorr's post seems pretty excellent.
Obviously I will never want to equip a ranged weapon on him again but still they're equippable =)
Post by
Adamsm
All non-hunter classes can't equip bows/guns/crossbows anymore
My warrior can equip both bows and guns just fine so this part is not true but the rest of rankkorr's post seems pretty excellent.
You can equip them but you can't use them, same as hunters can't use Melee weapons.
Post by
1003548
This post was from a user who has deleted their account.
Post by
Nulgar
Rogues got a pretty good change to their poisons which now behave like the buffs shamans put on their weapons, and are now classified as lethal and non-lethal. You can have one of each, and both affect both weapons. This right here is a pretty big
quality-of-life
change.
Yes, but it doesn't affect actual combat that much. So I wouldn't put them very far away from DKs in terms of amount of changes.
Post by
Interest
Okay I'm going to respond to some of this:
Hunters got several changes, not big ones, but plenty. First off their minimal range is gone, they can't equip melee weapons anymore, and their pets can be respecced on the fly anytime anywhere (just not in combat) and can be of any spec (ferocity, tenacity, and cunning) regardless of pet family. Also both BM and Survival got passive ways to earn more focus.
Partially true, but gameplay-wise, Hunters actually haven't changed much (except for Survival in terms of handling Lock and Load). Admittedly, I will say that the talents have a pretty strong impact on the Hunter's ability priorities. Also, just because deadzone is gone doesn't mean the Hunter is going to sit there and mash buttons no matter where the enemy is. A hunter in PvP is still going to try to open the gap and a hunter in PvE is still (hopefully) going to have enough situational awareness to account for hazards, no matter where they are. It just makes them a significantly smaller liability to raid with.
Oh also, regarding pet specs: the same pets from the same families will still be used for specific types of endgame as the same specs they were originally at. The only aspect that was changed significantly due to that change was soloing. It was a nice little quality of life change (suggested by several hunters, including myself) though.
Rogues got a pretty good change to their poisons which now behave like the buffs shamans put on their weapons, and are now classified as lethal and non-lethal. You can have one of each, and both affect both weapons. This right here is a pretty big quality-of-life change.
But overall, while there were a few gameplay changes (Dispatch, for instance), Rogues didn't change too much. Yes, they have infinite use poison and poisons got changed, but that doesn't alter their gameplay much. Also, unlike Hunters, talents barely dictate their gameplay in a PvE perspective and only slightly alter it from a PvP perspective.
DKs on the other hand got only 2 changes. Unholy presence used to reduce your GCD by 0.5 seconds. This is now baseline for all Dks. The other change is what Frost Presence does. It used to increase your damage by 15%, now increases runic power generated by 20%, along with making roots and snares last 20% less.
I would say DK gameplay got changed to a degree between Hunters and Rogues. Blood's free Blood Boil (and now DND) proc is a lot more valuable to use now (it was rarely if ever used before). Unholy Blight adds what is essentially an aoe Outbreak (and the other tier talents have some interesting disease-related gimmicks, though they don't seem to affect the rotation too much). Also keep in mind DKs got an execute ability at level 87, so this alters the variance of the rotation then. What's also worth noting is that Frost got some changes that may alter their ability rotation a bit (Frost Strike is now 20 Runic Power). Certain talent choices may also affect the DK rotation as well (Runic Corruption as Frost/Blood). Besides that, they mostly got QoL changes and talented utility and the like. Nothing significant, but DKs have gotten changes.
Pretty much in short. I wouldn't exactly call the DK changes (or lack thereof) flimsy. They are there. They may not be sweeping baseline changes that affect your class and transform them into something new, but such changes exist in another form.
Post by
Rankkor
Rogues got a pretty good change to their poisons which now behave like the buffs shamans put on their weapons, and are now classified as lethal and non-lethal. You can have one of each, and both affect both weapons. This right here is a pretty big
quality-of-life
change.
Yes, but it doesn't affect actual combat that much. So I wouldn't put them very far away from DKs in terms of amount of changes.
I forgot to list one of the best changes for rogues and this one IS a biggie.
Their AoE is vastly improved. Fan of Knives now builds combo points, and once you have enough, you can use Crimson Death a new finishing AoE move. So rogues can finally do AoE damage like champs.
All non-hunter classes can't equip bows/guns/crossbows anymore
My warrior can equip both bows and guns just fine so this part is not true but the rest of rankkorr's post seems pretty excellent.
Obviously I will never want to equip a ranged weapon on him again but still they're equippable =)
you can equip them, but you wont have the "shoot" skill, meaning its not usable. Right click on any mob and you wont shoot at it. Not to mention that you wont be able to use any of your skills.
For Warriors and Rogues, ranged weapons were just stat sticks, you had them for their stats and if you needed to pull something from afar maybe you could use your "Shoot" skill to do so. Now you cannot.
Technically speaking you are correct in that you can equip them, but you still can't use them.
Post by
1030838
This post was from a user who has deleted their account.
Post by
46491
This post was from a user who has deleted their account.
Post by
Adamsm
Actually Hunters can still equip and use melee weapons. They can still dual wield as well.
Not sure if this was an oversight on Blizz's part, or whether they wanted to jokingly keep the "hunter weapon" meme alive...
How can they use them when the attack skills are gone, and you can't do any shots with a melee weapon in your hands?
Post by
46491
This post was from a user who has deleted their account.
Post by
Adamsm
I wouldn't count auto attack as 'using' it since you can't do squat with them lol.
Post by
Interest
Autoattack still works. Unlike my rogue who can equip his old bow, but immediately switches to bare fists if he tries to attack anything.
I can clearly hold this weapon? LET'S USE OUR FISTICUFFS! =D
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