Ready Check: Cataclysm Class Changes and their effects on raiding

The warrior Sunder change is probably one of the biggest deals. As Matthew Rossi pointed out in his analysis, Sunder Armor and Devastate have been so iconic to the warrior class that this debuff has been a staple of raiding since vanilla. It's so thoroughly pervasive that there are entire guilds named after the ability, like Wait for Sunders. Although warriors aren't by necessity the main tank any longer, most physical heavy raids will at least wait until a full stack of sunders are applied to the boss before keying Heroism or Bloodlust. The decreased effect of sunder will mean that this key ability isn't such an obvious timer any longer. We'll get by, and we don't know how much the debuff will matter to our overall input, but raids will definitely feel different.
I can already see the Gushing Wounds change being a point of contention in many raids. Even if Ghostcrawler claims that the intent isn't to force us to kite every boss, warriors who are concerned about doing their best damage output are going to try and convince their tanks to go ahead and move the boss. (After all, if there's isn't a compelling reason for there to not be at least a little bit of motion, wouldn't you just be throwing away damage?) This is going to cause some arguments between raiders who don't want the added hassle of a boss-on-the-hoof versus warriors who want to produce their very best damage.
The new Vengeance ability for all tanks is going to be a huge change to the raiding lifestyle. In summary, the new ability will add a stacking buff (presumably called Vengeance) that means that a tank who is getting hit will start doing more damage. The more damage they take, the more threat they'll produce on the boss. For boss encounters, this buff will always be stacked all the way. What does this mean? It means that Vengeance will provide tanks more scaling threat than ever before. We've seen threat-scaling issues during the last half of the expansion, when the overwhelming damage being produced by DPS classes outstrips any amount of threat a tank can produce. (There are of course exceptions, and skilled tanks make do.) However, to keep threat reliable, most raid tanks rely at least somewhat on hunters and rogues "helping out" with Tricks of the Trade and Misdirection.
Those dark days of tanks relying on their DPS classes to provide necessary threat are hopefully over. Vengeance won't key up all at once, but it shouldn't take very long in a boss encounter for it to reach its maximum potency. Instead of waiting for sunders, we'll all be waiting for Vengeance.
Restoration shaman are going to bring a whole bunch of new hotness as raid healers. Healing Rains looks to couple very nicely with Tranquility, providing raids with incredibly AE utility. I wonder if this means that we can expect more environmental damage in Cataclysm raids, considering that priests are finally going to get their hands on Power Word: Barrier. This means that just about every healer will probably have some kind of ability that screams, "Oh my god, the raid just took a boat-load of damage on each character." (At the time of this writing, we're still waiting for the paladin announcement, though, so it's possible they might not be seeing anything.)
Speaking of healers proactively taking care of the raid, the big new power everyone is talking about has been Leap of Faith. (Though, when I see people discussing the ability, they actually call it Life Grip.) If you have raid members who still can't get out of fire, the priest can babysit them and Life Grip them out of trouble. We don't have a lot of information about the fine points of Life Grip, but it could stand to position priests as the best "training class." Have someone you're trying to teach how to raid? A priest can shepherd them to stand in the exact right spot -- whether that person likes it or not!
We all know standing in the right place is important. When talking about shaman and standing in the right place, those totem jockeys get a little bit of relief in their raid motion. With Spiritwalker's Grace, the shaman will get 10 seconds of motion without interrupting any of their casting. The implication of this new ability isn't simply that the turret DPS can cast on the run in the arena, but it's yet another motion-based ability cropping up in the new round of changes. It makes me wonder if we might see positioning being even more important in Cataclysm raiding. Will we have another Heigan dance to master? Will not standing in fire be a more prevalent mechanic?
The changes to dispel mechanics are obviously huge for raiding. Currently, raid healers keep half an eye on their debuff mod and willy-nilly click to get rid of any applicable debuff. After all, if it's something they can't dispel, then they're not even out a GCD if the dispel fails. That's all gone now -- dispelling will be an active choice, something healers will be forced to think twice about. The hope, of course, is that the API or UI will be a little more clear about debuffs and that the effects laid down by bosses won't be quite so haphazard. If you need to burn decision time on a debuff that hits 25 players at once, this new mechanic could be a pain in the neck.
There's so much to talk about that it'll be weeks before we really get to parse all the data. As of the time of writing this article, we're still missing nearly half the class announcements. We'll obviously be continuing next week, but I'm especially excited to get a look at the other half of the tank and healer classes. I think those updates will reveal a lot about what we can expect in Cataclysm raiding. It's too early to say much about what the future will be like, but we do know the world is changing -- that's kind of the point of a Cataclysm, I guess.
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Reader Comments (Page 1 of 2)
thebitterfig Apr 9th 2010 11:07AM
myself, i don't see the sunder change as a nerf, really. bliz has an approximate amount of damage they want someone to do, or at very least they have a minimum average dps in order to beat an enrage timer in mind. right now, we're balanced around a 20% sunder. in cata, we'll be balanced around a 12% sunder. we'll make back that 8% by doing more damage when there isn't a sunder on the target, and in the meanwhile, non-tank warriors will grumble less about having to apply sunders.
AltairAntares Apr 9th 2010 11:14AM
"Healing Rains looks to couple very nicely with Tranquility"
I sure hope not. As a druid I've used Tranquility in a raid setting exactly once, and that only because I some how clicked it, and afterwords I removed it from the corner it'd been hiding on in my toolbar and promptly forgot about it.
Anytime Tranquility might possible be useful (and necessary) I'd get far more healing (and more efficient healing) simply by adding more HOTs to the raid.
Samuel Reese Apr 9th 2010 11:23AM
If you can spare 2 seconds to cast a spell which, if affected by Haste, is slightly slower than Lesser Healing Wave so we're talking more like less than 1 second for an AoE that will heal everyone in the area for a full 10 seconds. Mind you, it also is not a channeled spell as well, making it that much more powerful (set it and forget it like a time-delayed Consecrate).
If that, combined with Spirit Link, doesn't become a staple in my rotation as MT/OT target healer, I don't know what else would be.
Tapukimastra Apr 9th 2010 11:24AM
But who is to say it's not getting a buff? Just wait a little longer and we will see.
paul Apr 9th 2010 11:17AM
Im surprised there was no mention of Spirit Link. If anything, I think that this will change the way we heal more than anything, and I am really looking forward to this. Then again, I suppose it was already covered once before for the wotlk beta, but I'd still like to see it brought up again.
Sister Christian Apr 9th 2010 2:30PM
I am surprised the new "mana matters" philosophy wasn't discussed. If the new enrage timer is your healers mana pool, I would think that would greatly effect how one raids. If healers are conserving mana, you better bring your bandages if you aren't a hybrid. :)
Fatamorgana Apr 9th 2010 11:23AM
Still eagerly anticipating Hunter and Paladin class change info!
I'm looking forward to WoW 2.0! XD
Mort Apr 9th 2010 11:43AM
WoW 2.0 was The Burning Crusade. Cataclysm will be 4.0.
Jiffah Apr 16th 2010 2:28PM
He means WoW 2. In the same sense as Everquest 2. They said they won't do a WoW 2, but Cataclysm reboot of so many core mechanics is basically that: WoW 2.
BadAndyMk3 Apr 9th 2010 11:26AM
"Quick! Lifegrip me so I can Heroic Leap back at them!"
ZMES_Matt Apr 9th 2010 11:40AM
That idea is full of win and whiskey.
Tarragon Apr 9th 2010 1:27PM
Get a dk, a mob, and a warrior. The dk death grips the mob while the warrior heroic leaps at it. They clash in midair and create an explosion of metal music and awesome.
Thram Apr 9th 2010 3:19PM
I want to see the DK who grips a mob, but is in turn hit by Leap of Faith. Does the mob go twice as far?
Redielin Apr 9th 2010 11:33AM
I think the movement based abilities are as much a reaction to Wrath raiding as they are a harbinger of things to come. Often, the people we sit are not necessarily the people who have poor DPS, heals, or tanking abilites, but rather the people who for whatever reason simply can't master the required movement and are holding back the rest of the raid.
Sindragosa, and Northrend Beasts are two examples of the extremes this can go to. Not only does failing to move correctly or react quickly enough mean that player is likely to die, it often also means they will take a few with them, or that the group doesn't have enough DPS to finish the encounter (extra ice tombs on Sindi, or player deaths resulting in insufficient DPS to kill ice tombs, while on NRB a failure on icehowl's twitchy knockback mechanic means a player death + an enraged boss).
Now, we can argue whether that is fair, but these abilities require some hard-core reaction time from raiders who might be otherwise smart and responsible raiders, but who just don't have the ability to move that fast. Having skills like Life Grip would be very helpful when learning a boss to literally carry players who need a little bit longer learning curve.
ZMES_Matt Apr 9th 2010 11:42AM
My only gripe is going to come when idiot DPS start screaming "Why didn't you Life Grip me out of the fire?!!!11!!QQ?!!!!"
*shudder*
Mort Apr 9th 2010 11:47AM
I have a sneaking suspicion that we will actualy be pushing buttons for them in 5.0...
GrumblyStuff Apr 9th 2010 11:51AM
Uh, it's not like it'll usher in a new era of bitching and moaning. That same dps would be whining that he didn't get an external cooldown (guardian spirit, pain suppression, divine intervention, or hand of sacrafice), heals or shields (AMZ, PWS, earth shield, 50 druid hots, lay on hands), and would be asking for a battle rez or whining that he didn't get a soulstone.
GrumblyStuff Apr 9th 2010 11:44AM
I don't get this hubbub about tanks needing to move bosses for gushing wounds. Did I miss the memo where warriors are suddenly doing way more damage on the go vs standing still and going to town on the target?
ZMES_Matt Apr 9th 2010 11:59AM
If I remember correctly, Rend will do as much damage until Gushing Wounds is fully stacked, so I'll bet that most guilds with a DPS-warrior will just use Rend instead on bosses that aren't kited normally and not worrying about it, and only the crazy Hardcore guilds will bother min/maxing to that extreme seeing as how Rend will be nearly as good anyways.
*shrug* Might not stop the warrior DPS from QQing anyways though. ;P
Mort Apr 9th 2010 11:59AM
Apparently you did, yes.
"Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target."
This is what the hubbub is about. Skilled warriors (those who are able to continue their rotation to full effect while on the move) will probaly be able to utilise this new ability in a PVE environment. That is, they'll be pestering tanks to move the boss back and forth so that the ability will stack to full, thereby utilising their full DPS potential.