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Changes slated for Wrath of the Lich King

Author: inwowgold Source: http://www.inwowgold.com

    To summarize for those who don't spend all of their free time doing 25-man raids in WoW; Blizzard is completely redesigning and re-balancing raid buffs and debuffs and how they stack, and thus indirectly changing everything related to the class makeup of raid groups. For 25-man raids, this is such a fundamental change that some have already compared it to the "NGE" patch of Star Wars Galaxies.We get to know the fact that each new World of Warcraft patch brings some changes. Wrath of the Lich King is not an expection. Here are some seriously explosive details about the changes slated for Wrath of the Lich King
We've decided to make a change in the way we allow buffs and debuffs to stack exclusively in a raid. What this change means is mostly that many buffs and debuffs which were previously allowed to stack together no longer can, and that many buffs and debuffs which 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. To some extent raid composition will still matter, but without this change, it would have overwhelmed every other aspect of raid planning. 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.
A more realistic fear is the reaction how this will change "raid stacking". As buffs are going to be raid-wide, there is no need to form optimal groups with perfect buff synergies within the group, and no need to bring multiple classes that provide those buffs for each group. In theory you could provide every important buff and debuff with just 6-8 characters. You might want to toss in couple of more for added redundancy, but high end raid encounters have recently been tuned so tightly that even that is probably not needed - as soon as someone dies, it doesn't matter if you have redundancy - the attempt is a wipe anyway. So you'll have raids with, say, 8 specific classes/specs to fill out every buff & debuff. Remaining 17 slots will then get filled by whatever class happens to be the "best DPS class" and "best healing class" at the moment - and the whole issue of lopsided raids stacked with ridiculous amount of specific class(es) is back with a vengeance.
In most cases, fully-talented players will have exactly equal power on the strength of these buffs and debuffs. The buffs in the "Increased Spell Power Buff" category are also not all the same potency, as they scale in 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.
At length, 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.
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