Como já foi dito na Blizzcon, com a nova expansão, existirá novas combinações de classes, como Tauren Pally (LOL), Undead hunter (Rox!) entre outras.. Abaixo está a tabela:
E sobre os novos
Blue Posts:
-Block scaling
Players wave the “doesn’t scale” flag a little too often in my humble opinion, but the block mechanic is one in which we do agree it's a problem. Because you block for a flat amount, the damage reduction from block can be enormous when the hits are small and trivial when the hits are huge. I think it’s overly simplistic to just say that damage intake needs to be similar though. Nobody would care how much damage a tank took if the tank had an excessive amount of health, at least until “mana sponge” is a concern once more.
We also don’t think block is a mechanic that every tanking class needs to be successful. Remember we gave druids their version of block not to solve a mitigation problem but to make the dps stats that were largely unavoidable on their leather gear more attractive for tanking. There are many times when the shield-using classes laugh at block as a serious tanking advantage (say Sartharion and Ulduar). I think it's the subject of so much focus now because of Anub’arak adds.
Eles não estão satisfeitos com o sistema de Block, portanto é algo em que eles pensam mudar na expansão.
-Stats changes in Cataclysm
Agility, Strength and Intellect all need to be of about the same value for their respective target classes.
I don't want to shut down all speculation on the topic, because it's interesting stuff, but do keep in mind that if you think you've noticed a horrible, glaring flaw based on the limited info we've released, chances are it's something we've already discovered and / or discussed.
Agility, Str e Int todas devem ter o mesmo "valor" para suas respectivas classes.
-Getting rid of Defense in Cataclysm
The reason we want to do away with defense isn't because it is a "cappable" stat. Hit is interesting in that you need a certain amount but no more and have to make gear choices accordingly rather than just gemming and enchanting your best stat everywhere and using the highest item level piece that drops without other considerations.
There are several reasons to get rid of defense:
1) It's a confusing stat with its "cap" that isn't really a cap.
2) It contributes to avoidance inflation.
3) It's not of the same value for all 4 tank classes.
4) If you have a bunch of dps that can't hit, you'll probably just progress more slowly. If you have a tank that can be crit there's a chance you can't progress at all.
5) It contributes to tank scarcity. Ideally an Arms warrior should be able to go Defensive Stance and grab a shield to tank a 5-player dungeon (though not a raid). When every dps warrior (though the same is true of all tank classes) needs a full set of tank gear to tank even easy heroic content, it's harder to fill your Dungeon Finder groups.
Eles pretendem acabar com a Defense, primeiro porque é muito "fácil", porque basta vc ter a "cap" necessária, ter o melhor item e comprar a gem + enchant e pronto, não levando em conta outros fatores. Por ser "capped", acaba se tornando confuso, não é o mesmo valor para as 4 classes. E acaba contribuindo para poucos "tankers", dificultando o preenchimento do LFG.
Continuarei no próximo post.. Aguardem =)