Hunters / Warlock Pet Management in WotLK
Hunter
Druid
There are 2 additional slots in the stable. Integrating hunter / warlock pet management into the new mount and companion UI has certainly come up already. Let's give the new UI a whirl and see if it works and then we can consider if it makes sense to integrate the stable or anything else into it. (Source)Lake Wintergrasp
There will be a lot of tuning and balancing of the zone done in the coming months. One thing we are looking to do though to help with population imbalances is impose certain benefits for the side with less players in the zone. For instance, since supplies will be necessary to unlock certain vehicles, the side with the population handicap may see a decrease in requirements. We may also offer increasingly more supply benefits for a faction if they are suffering from consecutive losses in Lake Wintergrasp. The goal is to even the playing field regardless of faction population balances across all realms.
We plan to give Lake Wintergrasp a definitive play time where the event may last somewhere around 45 minutes. The event would not start again for a set amount of time after the battle is won. We will tune these times as testing further develops. The plan, additionally, is to provide certain incentives for visiting this zone between battles. (Source)
HunterPets should be able to hold aggro, especially tanking pets with the right spec. Class dps in general is something we are still evaluating, because honestly it's a lot of wasted work if we haven't finalized the abilities yet. Once we have a feel for how much dps a hunter can do, and how much threat you generate, we'll adjust pets accordingly. (Source)
DruidIn the next data push, you will find Omen of Clarity has been changed a bit. The 10 second cooldown has been removed, the procs per minute has been raised from 2 to 3.5, and melee abilities no longer trigger it. Spell interaction with Omen of Clarity remains relatively unchanged, with its hidden chance to trigger off spells reduced by half (and rolling the dice about 2x as often).
What this means is that more auto-attacks landing on the target will increase the benefit from Omen of Clarity. Haste, increased hit chance, and expertise will all make Omen of Clarity better.
We are aware of the concerns with reaching the hit rating cap, and will make sure Druids can pick up Rogue items to wear without exceeding that cap. This means Rogues will likely socket for hit, while Druids socket for Strength or Agility.
Before LK goes live, we will do extensive testing on how much damage classes do, and will increase or decrease their power as appropriate to meet our targets. Cat raid DPS suffered relative to other melee in BC for lack of an Combat Potency equivalent talent (OOC should now be roughly equal), for lack of a scaling finishing move (Savage Roar answers that), for lack of benefitting from Windfury Totem, and for lack of weapon procs (+35 agility != Mongoose). All of those lacks have been addressed. In addition, a change has been made to make the agility rebalance less severe (as I posted in another thread).
In PvP, we are adding many tools to the Feral Druid arsenal, including the redesigned Maim, Infected Wounds, King of the Jungle, and Berserk. We have also made some improvements to the "range bug". Attacks that require you to be behind a target will no longer be able to be parried, nor able to be dodged by a player. Our movement engine will now smoothly interpolate positions of moving units, preventing the "Out of range/You must be behind your target/Out of range/You must be behind your target/Out of range/You must be behind your target..." sequence from occuring any more. In addition, being able to apply a snare makes the Feral Druid able to slow down their target and lessen the severity of the "range bug". Yes, there are still issues with the model, especially when switching into and out of cat form, but many of the issues are being dealt with. (Source)
------------------------To help deal with this issue, in the next data push, Druids should find their melee critical strike chance is about 5% higher.
The conversion of agility to critical strike chance remains the same 40:1 at level 70, but the base amount for 0 agility has been increased by 5%. (Source)


