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Post by the Blizzard Poster Gamnin on upcoming rogue changes that will be in the next WotLK Beta Build.

General

Cloak of Shadows cooldown changed to 1.5 min.
Disarm Trap range increased to 20 yds, cast time reduced to 1 sec, now requires stealth.
(NEW – Level 75) Tricks of the Trade: The current party or raid member becomes the target of your Tricks of the Trade. The threat caused by your next attack and all actions taken for 6 sec afterwards will be transferred to the target. In addition, all damage caused by the target is increased by 15% during this time. 30 sec cooldown. (Surprise! Yes, this is the new group/raid utility ability. We haven’t put any stacking protection on it yet but we’ll need one type of solution or other to prevent the need for 5 rogue Trick rotations. Note also that you cannot use this ability on yourself.)
Assassination

Vigor moved to Tier 3.
Relentless Strikes moved to Subtlety Tier 1, made 5 ranks for 4/8/12/16/20% chance.
Murder moved to Tier 6, now increases damage by 2/4%.
(NEW – Tier 7) Overkill: Abilities used while stealthed and for 6 seconds after breaking stealth cost 10 less energy.
Focused Attacks and Turn the Tables have swapped locations.
Master Poisoner moved to Tier 9, no longer increases chance to hit with poison attacks, now increases the critical hit chance of all attacks made against any target you have poisoned by 1/2/3% and reduces the duration of all Poison effects applied to you by 17/34/50%. (This does not stack with the Paladin talent Heart of the Crusader.)
Hunger for Blood duration increased to 30 seconds.
Mutilate no longer requires you to be behind the target.
Combat

Precision now also increases chance to hit with poison attacks by 1/2/3/4/5%.
Nerves of Steel will now reduce damage taken while stunned or feared by 15/30% rather than reducing duration.
Improved Sprint moved to Tier 4.
Blade Twisting now slows movement speed by 70%.
Mace Specialization now ignores 3/6/9/12/15% of target’s armor.
Throwing Specialization now also has a chance to interrupt target when Fan of Knives is used.
Unfair Advantage: Whenever you dodge an attack you strike back for 50/100% of your main hand weapon’s damage.
Stay of Execution removed, replaced with Blood Poisoning.
(NEW – Tier 9) Blood Poisoning: All physical damage caused to enemies you have poisoned is increased by 1/2%.
Prey on the Weak now increases critical strike damage of all attacks.
Killing Spree is the new name for Murder Spree and should be working much better very soon.
Subtlety

*New Skill* Tricks of the Trade (Level 75): The current party or raid member becomes the target of your Tricks of the Trade. The threat caused by your next attack and all actions taken for 6 sec afterwards will be transferred to the target. In addition, all damage caused by the target is increased by 15% during this time.
Shadowstep will no longer be usable while rooted.
Elusiveness moved to Tier 3, now reduces cooldown of Cloak of Shadows by 15/30 sec.
Premeditation cooldown reduced to 20 sec.
Preparation no longer refreshes the cooldown to Premeditation.
Master of Deception reduced to 3 ranks.
Opportunity reduces to 2 ranks for 10/20%.
Camouflage reduced to 3 ranks for 5/10/15% speed and 2/4/6 sec off the cooldown of Stealth.
Initiative moved to Tier 4, increased to 33/66/100% chance.
Improved Ambush moved to Tier 4, reduced to 2 ranks for 25/50%.
Serrated Blades moved to Tier 3.
Wrongfully Accused replaced with Filthy Tricks.
(NEW – Tier 9) Filthy Tricks: Reduces the cooldown of your Tricks of the Trade and Distract abilities by 5/10 sec.
Slaughter from the Shadows now also reduces the energy cost of your Hemorrhage ability by 1/2/3/4/5.
Shadow Dance redesigned, now allows the use of Sap, Garrote, Ambush, Cheap Shot, Premeditation, Pickpocket and Disarm Trap regardless of being stealthed. Those abilities all gain a cooldown of 2 sec. Lasts 10 sec.
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Here is a post by Blizzard poster Gamnin on upcoming Warrior changes that will be launched with the next beta build.


General

Enraged Assault redesigned, now Enraged Regeneration: You regenerate 30% of your total health over 10 sec. This ability consumes all Enrage effects and prevents any from affecting you for the full duration. Must be enraged to use. Cost 15 rage, 3 min cooldown.
Slam – We’re working to change this ability to suspend the swing timer when you are using the ability. In other words, if you’re .5 sec away from swinging your weapon when you start using Slam you’ll be .5 sec from swinging your weapon after Slam goes off.
Arms

Improved Charge now generates 5/10 rage.
Mace Specialization now ignores 3/6/9/12/15% of target’s armor.
Sudden Death and Trauma swapped locations.
Bladestorm now lasts 6 seconds, causing a whirlwind every second.
Protection

Toughness now also reduces duration of movement slowing effects by 10/20/30/40/50%.
Improved Sunder Armor renamed Puncture, reduced to 2 ranks for 1/2 rage cost reduction.
Improved Disarm reduced to 2 ranks, now reduces the cooldown of Disarm by 10/20 sec and increases damage taken by disarmed targets by 5/10%.
Improved Defensive Stance reduced to 2 ranks, now reduces spell damage taken by 3/6% and any block/parry/dodge has a 50/100% chance to enrage the warrior causing 5/10% more damage for 12 sec.
Vigilance will soon transfer the 10% threat lost to the warrior. It will also have 3 charges to curb using it on targets that are being hit constantly. We’re still polishing this element to get it to feel right.
(NEW) Warbringer is a new one point talent on Tier 9 that allows Charge to be used in combat. Did I mention the change to Improved Charge?
Critical Block now also increases your chance to critically hit with your Shield Slam by 5/10/15%.
Sword and Board no longer triggers when Shield Slam is used, but the chance to trigger has increased to 3/6/9/12/15%. Note these are not final numbers.
Fury

Intensify Rage and Precision swapped locations.
Enrage now increases damage done by 3/6/9/12/15%, limitation on number of attacks removed.
Improved Whirlwind now increases damage of Whirlwind by 10/20%, no longer reduces cooldown.
Furious Attacks changed to use PPM (procs per minute) to make it trigger at the same rate regardless of weapon speed. Note that dual-wielding and haste still improve your chances.
Titan’s Grip still needs a counterbalancing element, but what it will entail and how severe it will be is still being evaluated.
To answer a few questions:

Yes, I meant Furious Attacks, not Focused Attacks.
Some notes are already in the beta, some are not updated yet on the calculator so wanted to give additional visibility to anyone else reading the forums.
Warbringer: What we don’t want to see is Charge becoming part of a tanking rotation. At the moment it will remain usable only in Battle Stance. An experimental idea to be sure.
Stance Dancing: The short answer here is we want just the right amount of it.
Final numbers are not in yet for the various talent trees. We want all trees to be viable in PvP and PvE so expect further number tuning across all classes/specs.
The important upcoming change to Vigilance is the threat transfer. 10% of the target’s generated threat will go to your threat total.
Bladestorm consuming rage every second is a bug that’s been fixed.
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This week with the new build some really good Leatherworker-Only item enchantments were released.


The enchantments are as follows:

Fur Lining - Attack Power — Permanently enchant bracers to increase attack power by 120. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
Fur Lining - Stamina — Permanently enchant bracers to increase stamina by 90. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
Fur Lining - Spell Damage — Permanently enchant bracers to increase spell power by 70. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
Fur Lining - Fire Resist — Permanently enchant bracers to increase your fire resistance by 60. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
Fur Lining - Frost Resist — Permanently enchant bracers to increase your frost resistance by 60. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
Fur Lining - Shadow Resist — Permanently enchant bracers to increase your shadow resistance by 60. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
Fur Lining - Nature Resist — Permanently enchant bracers to increase your nature resistance by 60. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
Fur Lining - Arcane Resist — Permanently enchant bracers to increase your arcane resistance by 60. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
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With the release of upcoming content patch players will see a change in the way we allow buffs and debuffs to stack exclusively in a raid. For the most part, what this change means is that many buffs and debuffs that were previously allowed to stack together no longer can, and that many buffs and debuffs that only a single talent specialization could bring can now be brought by multiple different specializations. The philosophy behind this change shows up in many of the changes we have made in Wrath of The Lich King, such as when we made almost all buffs raid-wide. We want players to be able to form raids and parties based on who they want to play with, rather than who has the correct talents and abilities to min-max their raid performance.

Raid composition will still matter to some extent, but without this change, it would have overwhelmed every other aspect of raid planning (as we added new capabilities to each of 30 different talent trees). You no longer need to rigidly control the melee/spellcaster balance of your raid, or make sure every group has all the critical buffing classes, etc. This change has many class balance implications.

IMPORTANT! Before we are done, we will thoroughly test the performance of every class. It should not be assumed that one class’ current performance relative to others in beta is final. Some classes (and specializations) will need to be reduced in power and some increased. Many may feel the change has more impact on class X than class Y. We will address all of those concerns via our internal testing and community feedback.

There are thirty or so different categories into which buffs and debuffs fit. Here you will find a comprehensive list of the changes made broken down by category and which spells/talents are in that category.

Armor Debuff (Major): Acid Spit (exotic Hunter pet), Expose Armor, Sunder Armor
Armor Debuff (Minor): Faerie Fire, Sting (Hunter pet), Curse of Recklessness
Physical Vulnerability Debuff: Blood Frenzy, (2nd Talent Spec TBA)
Melee Haste Buff: Improved Icy Talons, Windfury Totem
Melee Critical Strike Chance Buff: Leader of the Pack, Rampage
Attack Power Buff (Flat Add): Battle Shout, Blessing of Might
Attack Power Buff (Multiplier): Abomination’s Might, Trueshot Aura, Unleashed Rage
Ranged Attack Power Buff: Hunter’s Mark (only Hunters benefit, so no need to exclude against other class abilities)
Bleed Damage Increase Debuff: Mangle, Trauma
Spell Haste Buff: Wrath of Air Totem
Spell Critical Strike Chance Buff: Moonkin Aura, Elemental Oath
Spell Critical Strike Chance Debuff: Improved Scorch, Winter’s Chill
Increased Spell Damage Taken Debuff: Ebon Plaguebringer, Earth and Moon, Curse of the Elements
Increased Spell Power Buff: Focus Magic, Improved Divine Spirit, Flametongue Totem, Totem of Wrath, Demonic Pact
Increased Spell Hit Chance Taken Debuff: Improved Faerie Fire, Misery
Percentage Haste Increase (All Types): Improved Moonkin Aura, Swift Retribution
Percentage Damage Increase: Ferocious Inspiration, Sanctified Retribution
Critical Strike Chance Taken Debuff (All types): Heart of the Crusader, Totem of Wrath
Melee Attack Speed Slow Debuff: Icy Touch, Infected Wounds, Judgements of the Just, Thunderclap
Melee Hit Chance Reduction Debuff: Insect Swarm, Scorpid Sting
Healing Debuff: Wound Poison, Aimed Shot, Mortal Strike, Furious Attacks
Attack Power Debuff: Demoralizing Roar, Curse of Weakness, Demoralizing Shout
Stat Multiplier Buff: Blessing of Kings
Stat Add Buff: Mark of the Wild
Agility and Strength Buff: Strength of Earth Totem, Horn of Winter
Stamina Buff: Power Word: Fortitude
Health Buff: Commanding Shout, Blood Pact
Intellect Buff: Arcane Intellect, Fel Intelligence
Spirit Buff: Divine Spirit, Fel Intelligence
Damage Reduction Percentage Buff: Grace, Blessing of Sanctuary
Percentage Increase Healing Received Buff: Tree of Life, Improved Devotion Aura
Armor Increase Percentage Buff: Inspiration, Ancestral Healing
Cast Speed Slow: Curse of Tongues, Slow, Mind-numbing Poison.
In each category, you can only benefit from the most powerful spell granting that effect. For example, Fel Intelligence grants spirit and intellect, both weaker than Arcane Intellect and Divine Spirit. If a player has Fel Intelligence and receives a stronger Arcane Intellect buff, he will gain the intellect value from Arcane Intellect and the spirit value from Fel Intelligence.

In most cases, fully-talented players will have exactly equal power on the strength of these buffs and debuffs. Fel Intelligence is an example of where one ability is weaker than others. The buffs in the “Increased Spell Power Buff” category are also not all the same potency, as they scale and grow in radically different ways. In virtually every other case, however, the buffs are equal. This means, for example, that fully-talented Battle Shout and Blessing of Might now grant the exact same amount of attack power.

In addition to this change, we also needed to address the “mana battery” roles in a raid. The mana regeneration effect they grant is no longer limited to their own party, and it no longer depends on the amount of damage they deal. Each time they trigger the mana regeneration effect, 10 people in their raid group will receive a buff which causes them to regenerate 0.5% of their maximum mana each second. This buff, Replenishment, will be given preferentially to raid members with the lowest mana, but will re-evaluate which raid members receive it each time it is fired. Replenishment is provided by Shadow Priests, Survival Hunters, and Retribution Paladins.

Finally, we have modified Heroism and Bloodlust to affect the entire raid. However, all affected raid members will be unable to cast or benefit from Bloodlust/Heroism for 5 minutes.

Below you will find a list of the changes to abilities which exhibit new behavior regardless of the exclusive categories. The changes usually mean the old behavior was removed and replaced by the new behavior. Numbers listed are for maximally-talented versions. Here is that list of changes:

Improved Scorch: Increases spell critical strike chance against the target.
Winter’s Chill: Also increases spell critical strike chance against the target.
Elemental Oath: Grants 5% spell crital strike to raid members.
Improved Moonkin Aura: Grants 3% haste of all types.
Earth and Moon: Increases spell damage taken from all schools by 13% on the target.
Misery: Causes spells cast at the target to have +3% spell hit.
Shadow Weaving: Buffs only self.
Improved Shadow Bolt: Buffs only self.
Expose Weakness: Buffs only self.
Shadow Embrace: Buffs only self.
Blood Pact: Grants health instead of Stamina.
Fel Intelligence: Has replacement ranks that grant flat values of Intellect and Spirit.
Frost Aura: Excludes properly against all other resistance buffs.
Grace: Reduces damage taken by target by 3%.
Rampage: Increases melee and ranged critical strike chance by 5% for the raid.
Improved Faerie Fire: No longer benefits melee and ranged hit chance, only spell hit.
Hunter’s Mark: No longer increases attack power bonus from attacks against the target.
Improved Hunter’s Mark: No longer grants melee attack power.
Sting (Hunter exotic pet - Wasp): Now acts as a minor armor debuff.
Waylay: Attack speed reduction changed to 20%.
Icy Touch: Only slows melee attack speed (not ranged or spell).
Tree of Life: No longer grants healing based on spirit, grants 3% increased healing received to raid.
Demonic Pact: Now buffs raid instead of debuffing monsters.
Focus Magic: Now buffs raid instead of debuffing monsters.
Totem of Wrath: Now grants a flat amount of spell damage, and all enemies in its radius have an increased chance of being struck by criticals.
Heroism: Cannot be recast while caster has Exhausted debuff, and those with Exhausted debuff cannot be affected by it.
Bloodlust: Cannot be recast while caster has Sated debuff, and those with Sated debuff cannot be affected by it.
Vampiric Touch: Grants Replenishment mana regeneration buff to up to 10 raid members on dealing damage.
Hunting Party: Grants Replenishment mana regeneration buff to up to 10 raid members on specified shots.
Judgements of the Wise: Grants Replenishment mana regeneration buff to up to 10 raid members on Judging.
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Takk fyrir mig.
Beer, I Love You.