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Hunter & Paladin Changes

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

Changes to suit the new instant cast time of Aimed Shot (See this post)
We'll have to tone down the damage of Aimed Shot actually, probably in the ballpark of less than what it is now but more than what multi-shot does to a single target or arcane shot. We have not yet settled on the appropriate number.
In terms of their duration and cooldown, I think those are pretty in line with the Warrior variant. The idea behind this change is that the Hunter was intended to be a source of the "mortal strike wound" in group PvP, but keeping up the debuff is too difficult with a cast time.
Hunters getting a Mortal Strike spell for 11 talent points
They got 11-point Mortal Strike sometime ago. Rogues have it baseline, but its a poison that can be dispelled. The Hunter variant is a ranged ability, which is hard to keep up if they are out of line of sight. They all have their benefits and drawbacks.
Pet health
We still are working on bumping the base health of the pets up.
Lock and Load bugged
It isn't 100%, its more around 2/4/6% on periodic damage from Serpent Sting. Its proc chance is in the ballpark of Shadow Trance (Nightfall) for Warlocks, though 2% higher (since Nightfall is 4%). Seems like a tooltip bug.
Edit: Nm, seems like its really bugged.
Paladin
Paladin / Hybrid DPS in Wrath of the Lich King
Ret should be as close to the top as anyone else. Our buckets at this point are basically DPS, Tanks, Healers. When the tank and healer are doing dps, it's even closer. You may be a couple hundred dps lower than a pure dps class (hunter, mage, warlock, rogue) but for most players, the numbers will be close enough that a raid with a good Retadin and an okay rogue will see Ret on top.
This is a change in philosophy from the BC era, where we would engineer hybrid classes to be 25% to 30% and sometimes much lower than dps classes.
If there are dps differences, it's going to take a very, very skilled guild to be able to accuately decipher them. That is because a boss is not a training dummy. For almost all of us, it's going to be impossible to tell whether the rogue doing 2500 dps and the paladin doing 2300 dps is because of the class or the player. And it is likely to be a different number on the very next boss.
We're trying to hedge out bets and NOT promise that every class will do 2500 dps in all cases, because that just won't happen. There are too many other variables. But you won't be far below other classes as you often were in BC and Classic WoW.
Again, this is a goal. If a month after we ship someone discovers that the best way to play a mage is to get some obscure combination of trinket, set bonus, enchant and flask that allows them to do 3500 dps at no mana cost, well that's clearly not the kind of thing we expected to see and we'll take steps to adjust it. We have a lot of clever players though, and it's going to take some time before everything has been fully explored.

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