Originally Posted by Blizzard Entertainment

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We want dungeons to be challenging. Not brutal, but challenging. Yes, trying to get us to change our minds on that is going to take some pretty spectacular debate skills on your part given just how much feedback we've received on it over the past year or so. But you can try to explain to us what it is about more challenging 5-player dungeons that threatens you, or what you dislike, and we can try to accommodate you. For example, the dungeons aren't going to be four hour trash-clearing fests like Heroic Shadow Labyrinth. Likewise, we're not going to ask healers to sit on their hands for long stretches of time for fear of wasting mana, because everyone has an efficient spell they can use when nobody is in imminent danger. On the other hand, if you just hate the idea of healers having a resource at all, well that goes against the design of the game. ( Source There is definitely a large component of Archaeology which should be very attractive to completionists. It's quite awesome though. I think it'll add a lot of flavor to the game without necessarily being one of those "must have X" professions/skills/abilities.Allowing you to explore some ruins in Azeroth you may have otherwise overlooked and learn more about this world's rich history is something we're very excited about. It has elements that feel a bit like questing, but you have much more freedom to choose how and when you want to explore the world for new artifacts. It's been set up to allow for a fairly simple expansion of content over time as well, so we look forward to giving digging deeper into Archaeology in the future.When the class changes go live, damage is going to be very high relative to health for level 80 characters. We are spending most our PvP balancing effort at level 85, since that by far is what matters most to players. The health pools at 85, decaying combat ratings (because you'll be going from tier 3 gear to tier 0 gear), extra talent points and the 3 new abilities make a huge difference overall.Since the current PvP season will end when these changes go live, they shouldn't have a lasting impact on ratings, titles and the like. We are prepared to just drop a temporary player damage nerf on all BGs and Arenas if necessary just so things don't feel too silly until everyone can level up to 85.How things feel at 85 is of far more importance to us. We fully expect to see a lot of posts from freaked out players who imagine 85 will feel just like 80, but it won't. The gain in survivability is substantial. ( Source For now, just imagine that it's N less damage taken. The salient point is that resilience will no longer affect crit chance. We don't like the crit (and talents based on crits, etc.) are devalued in high resilience environments.Health pools grow enormously going from level 80 to 85. Resilience needs to be strong enough that it's still an attractive stat for PvP gear, but you won't blow up in one or two globals* even with low resilience.* - If you let someone build up towards one of their very powerful attacks, then you deserve what you get. But you shouldn't need to worry about dying the second combat starts unless you're decently outnumbered. ( Source In our current Cataclysm build, we have cut the Primal Wisdom talent (and give it as part of the Enhancement passive) and reduced Unleashed Rage from 3 to 2 ranks, but with the same overall effect. That should take care of the extra talent points that the tree seemed to have.We are still working on making the Searing Totem a little smarter. ( Source