Quote Originally Posted by Shodokan View Post
Pros

  • DK can now spell reflect (Good)


  • DK now has a mortal strike like ability to help with killing more efficiently (good as well, MS never hurts -- however the mortal strike effects will only be 20% now, which is also a buff to your common survivability as well as a buff to your dk)


  • DK now can use an off-gcd spell that puts both diseases on a target for switches for no runes (important for bursting down healers) (Bursting down should not take effect from what they said -- now maybe in 5's it can, but with increased health pools, strong heals and the like I don't know. Blizzard wanted matches to take a bit not be a WoTLK Global.)
  • With blood being changed to a tanking spec (which frost was for the most part before) it provides the DK more survivability if we stick with that type of build (hybrid) (good buff, but who knows what they will take out or put in when talent changes come through)
  • Paladins get pets on a 3 minuet cooldown and they last 30 seconds.... so we get 4 pets to help with burst! Similar to totem pets i'd assume but with less strength. Similar to the staff created pet from ICC which if people have been hit by it know it's not a pleasant experience. ( I wouldnt worry to much about those pets, a fear bomb will prolly take care of them, and you gotta figure out how much health they have; none the less, it is more dps then we have now)
  • Paladins get an AOE heal similar to healing stream... more passive healing. 6 second duration 15 second cooldown. This can obviously be staggered or used all at once depending on the situation. (Obviously a buff, but the question is mana efficiency)
  • Ret is now able to use holy shock, which will allow for more damage or healing and help fill those few seconds where we aren't pressing anything. (Holy shock is very mana inneficient, so i don't know how it will be used for heals.. maybe emergency but I wouldnt consider very common useage of it)
  • Crusader strike being changed by talents and such or a new spell is being added in it's place in the ret tree (this would give us even more damage possibilities if it is a damaging move) (I think this more of a buff for prot then anything, especially considering prot is already more viable in arena then ret)
  • Blinding shield. Paladins NOW have a cc. Yes i know it has a cast time but we already spec into prot as it is for divine sacrifice so we can hope that the instant cast isn't too far from that. If we can't then we can simply round robin a macro for it to switch to shield and cast. (This will be very unreliable for a melee boxer, if you hit it while they are swarming no telling who / what it will get lol. They said they wanted to make it like the boss from ToC the radiance effect sot heyw ould have to be facing them).
  • Sacred shield changed to a 30 minuet buff and not a 15 second buff. This is a HUGE change for us as it increases the amount we heal with FoL on ourselves by close to 50% (the increased chance to crit) (VERY BAD NERF, when durations of buffs go up -- so do the mana cost, however with dispel mechanics being reworked it's possible that these buffs may actually stay on for more then 3 mass dispels, also for non boxers, this raises the chances of being switched to if Sacred Shield is NOT up)


  • Paladins lose their ability to dispel magic unless they are holy (This will be a huge problem, you will no longer be able to trinket and dispel fears, or drains and the like.. I personally believe this change will be the ender for ret paladin teams, at least at a higher bracket)



  • They want to give us less survivability but more damage.... yet want to keep burst down... dunno how they are going to do this (A reduction in the duration of divine shield so that a paladin is not able to heal to full is something that's headed your way for paladins, making aoe moves hit more targets but for less damage overall is another thing)


  • Locks that would be dotting up our party would have UA anyway so we would just be killing ourselves if we cleansed it anyway. ( I don't wait to dispel a UA, i rather eat a 3 second silence then get hit with a UA - agony - corruption - mana drain going, puts me way behind in mana and hp's, i think the silence is worth it. Now that resilience affects UA's explosion you should be cautious but not afraid of UA imo)


Yes this is just a preview... but from what was shown i'm really digging the changes and it has inspired me to finish my team ASAP.
Hrm -- added some stuff in your quote for you to think about.