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The Cataclysm Update Compendium
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Post by
kattib
Introductions, links and Index
Well seeing as how not everyone knows every update that is coming with cataclysm I decided to take up this big project so I hope you enjoy it and if you find any mistakes or any new info before I do or even have a suggestion for a change feel free to tell me, so lets get this started
PS: Blademeld I modeled this somewhat off of your Paladin FAQ so thanks :D
Links
http://www.mmo-champion.com/
Has a lot of information on cataclysm
http://www.wow.com/
Not entirely related to cataclysm but has a lot of good info
http://www.worldofwarcraft.com/cataclysm/
The official blizzard site
http://www.wowhead.com/
Great for obvious reasons :P
Index
Introductions, links and Index
Changes to Azeroth
The two new races, Worgen and Goblin
Stat and Class changes
Archeology, Path of the Titans and Professions
PvP Changes
Dungeons and Raids
Misc. Information
Post by
kattib
Changes in Azeroth
Azeroth is being completely revamped! In cataclysm nearly every zone in azeroth is being changed and improved in order to make for better leveling and a whole new experience. For example the badlands are being devastated and The Barrens are being split into two zones, one for low levels and one for leveling from 80 to the new 85 level cap. Desolace will no longer be a gray and depressing place but a lush beautiful place. Many other zones are being changed like this as well so that veteran players wont even recognize them.
The war between the Horde and the Alliance is heating up as well. After an eternity at war Southshore has been taken by Tarren Mill. According to the conquerors they came in and “No one was there.” The Horde have also razed most of Ashenvale and created a base in Darkshore. However the Alliance has finally created a base in the Barrens and have gained the new peninsula of Gilneas with their new Worgen allies.
In addition to just revamps of old zones several new and exciting zones are being added, They are Twilight Highlands, Mount Hyjal, Deepholm, Uldum, Gilneas, The Lost Isles, Sunken City of Vashj'ir. Not much is known about these new zones yet or if these are all of them so keep your eye open for more news.
And finally one of the things I look forward to most is....Flying in Azeroth!
From mmo-champion:
Every zones will be revamped with new quests, items, and art. The old world will be a brand new experience and you won't have to deal with the annoying agility/spirit quest rewards anymore.
Azeroth is now flyable. Pretty much all the zones will be changed to some extent, some of them like Elwynn Forest won't change too much but others like The Barrens will be sundered in two by Deathwing.
The Wailing Caverns are now a lush and verdant Area.
Desolace now has a lot more waters and a lot of plants can be seen in the screenshots.
The Horde finally conquered Southshore.
Auberdine was destroyed and the night elves have set up a new camp north of it. Garrosh wants to expand the horde and has built a fortified camp at the south of the zone.
Stonetalon has been cleaned by the Goblins, Azshara will be the new Goblin zone, and are using quarries in the mountains of Azshara to build their town.
Apparently Orgrimmar will be rebuilt and reinforced with steel, it now looks a lot like Garrosh strongholds...
Undercity has been redesigned to be flyable, it now looks much more impressive from the outside.
The New Races
Cataclysm introduces two exciting new races, Worgen for Alliance and Goblins for Horde.
(Taken from mmo-champ)
Worgen:
The worgen are a race of feral wolf-beasts whose very name inspires fear. Theories regarding their history abound, yet the worgen's origins remain steeped in mystery.
Records indicate that the worgen existed for a time in Kalimdor. In fact, more recent evidence suggests that their true origin might have a connection to the night elves and a secretive druidic order from Kalimdor's distant past. Yet until new evidence comes to light, this information remains speculative.
The worgen's first verified appearance in the Eastern Kingdoms has been traced back to the Third War, when the archmage Arugal utilized the wolf-beasts as a weapon against the Scourge. Arugal's weapons soon turned against him, however, as the curse of the worgen rapidly spread among the human population, transforming ordinary men and women into ravenous, feral creatures.
Arugal adopted many of the worgen as his own and retreated to the former mansion of Baron Silverlaine, the estate now known as Shadowfang Keep. The curse, however, was not contained. It persisted in the lands of Silverpine and extended even into the fabled walled nation of Gilneas, where the curse rapidly reached pandemic levels.
The citizens of Gilneas found themselves trapped, with no hope of escape. They retreated deeper within the isolated domain, and there they survived, fearful of the savage presence that lurked just outside the barricades.
Tensions among the displaced citizens escalated over time, resulting in a civil war that now threatens to destabilize the embattled nation even more.
There are those among the Gilneans, however, who cling to hope. Many believe that a treatment for the worgen curse may exist, although others have nearly given up, fearful that if the barricades should fall, their humanity will be lost forever.
Their racials are:
Two Forms - instant, 1.5 sec cooldown, Turn into your currently inactive form.
Darkflight - instant, 3 min cooldown, activates your true form increasing movement speed by 70% for 10 sec.
Viciousness - passive, increases all damage done by 1%.
Flayer - passive, skinning skill increased by 15 and allows you to skin faster.
Aberration - Reduced duration against curses and Diseases.
Worgen Mount
possibly called Barghest
Goblins:
Originally the slaves of jungle trolls on the Isle of Kezan, the goblin race was forced to mine kaja'mite ore out of the volcanic bowels of Mount Kajaro. The trolls used this potent mineral for their voodoo rituals, but it had an unexpected effect on the slaves who were in constant contact with it: kaja'mite generated a startling new cunning and intelligence in the goblins. Crafting their own powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had been their prison, their slave camp, and the base of their rebellion now became the city of Undermine. Weaving through the heart of the island in a dizzying network of tunnels, vaults, and lava tubes, Undermine epitomizes the goblins' complex, unpredictable mindset.
The goblins' natural greed soon lifted them to prominence as masters of mercantilism. Trade princes arose during the First War as the cleverest goblins learned to take advantage of the strife. Great fortunes were amassed, and the Isle of Kezan became a hub for fleets of goblin trading ships. One of the trade princes agreed to lend his faction’s services to the Horde in the Second War. Following the Horde's defeat, the goblins learned from their colleague's failed example, and soon they realized that their profits could double if they weren't stuck in such a restrictive relationship. By the end of the Third War, goblins were providing weaponry, vehicles, and devious services to both the Horde and the Alliance. This wouldn't last forever. . .
Recently, the goblins of Kezan have found a new enemy in the Alliance – unexpected and unprofitable encounters with this faction have driven certain trade princes from their comfortable neutrality. Reforging old pacts with their one-time allies, the goblins have been welcomed into the Horde with open arms.
Their racials are:
Best Deals Anywhere - always receive the best possible gold discount, regardless of faction.
Better Living Through Chemistry - Alchemy skill increased by 15.
Pack Hobgoblin - Instant, 30 minute cooldown, Calls in your personal servant, allowing you bank access for 1 min.
Rocket Barrage - 30 yd range, Instant, 2 min cooldown, Launches your belt rockets at an enemy, dealing 30 fire damage.
Rocket Jump - instant, 2 min cooldown, activates your rocket belt to jump forward.
Time is Money - cash in on a 1% increase to attack and casting speed.
Goblin Mount
Post by
kattib
Stat and Class changes
(taken from wowhead)
MP5 = GONE! Replaced with spirit, which will now be mana regen only—and non healers will have ZERO need for it.
Spell Power = GONE! Replaced with Intellect, which now grants mana AND spell power.
Attack Power = GONE! Agility now gives 2 ap for rogues, hunters, shamans, and druids!
Defense = GONE! Tanks now receive ALL their anti-crit from talents!
Armor Penetration = GONE! Replaced with "Masteries" through the talent trees!
Block Value = GONE! Blocks will now be a REAL mitigation stat, preventing a % of incoming damage!
Soul Shards = GONE! Will be replaced with a functionality more like DK runes, where you can use a "Soul Burn" spell once per shard per battle—and Soul Burn will increase the effectiveness of your NEXT spell a la Amplify Curse. Fears might become Instant, Searing Pains might have free crits, Death Coils might have increased Horrify duration, etc.
Hunter Mana = GONE! Will be replaced with "Focus", which is similar to rogue energy, but regens faster when you use Steady Shot.
Hunter Ammo = GONE! Replaced with an item, not a consumable!
These stats will be completely eliminated from old gear and replaced by their counterpart here, of course crit, hit, haste strength and all of those still exist and will still be needed
Along with all these stat changes we have new race class combonations!
The class matrix
Archeology, Path of the Titans and Professions
Not much is yet known about archeology profession but as far as I have heard I think it will be a psuedo-gathering profession but hey as I said, very little little is known. As for Path of the Titans this will be a new way to modify your character other than with talents. It will be tied to the archeology profession and it will replace boring talents such as “Improves critical hit by 2%” or something like that.
The blizzard description:
Path of the Titans
Path of the Titans is another great new feature we covered that encompasses rewarding progression at max level. This new feature implements a third new type of glyph called “Ancient Glyph,” and as you can see, it is themed after the titans. These special glyphs are not associated with the Inscription tradeskill, and are also not specific to any class.
You’re able to unlock a path and progress within that path as you continuously engage in different aspects of the game. As you advance, you will be able to unlock special glyph sockets for your character. You can also respec your path at any time, in case you decide to change your path.
You earn these ancient glyphs by using the new Archaeology secondary profession to recover and trade in titan artifacts. Each path will have 2-3 choices per rank, and again, you can respec if you decide to go down another path.
- Path of Aman’Thul, the High Father
- Path of Eonar, the Lifebinder
- Path of Norgannon, the Dreamweaver
- Path of Khaz’Goroth, the Shaper
- Path of Aggramar, the Avenger
- Path of Golganneth, the Thunderer
You can earn progress down any of these paths by doing things such as questing, raiding, PvP, trade skills, etc., with a possible weekly cap for maximum progress. Over time, you’ll be able to unlock new ancient glyphs that will greatly benefit your character.
This new system will be accessible to all players at max level. Players will eventually be able to reach new ranks for ancient glyphs, encouraging them to further develop their characters. There is also a possibility that we will introduce whole new paths in future content patches.
As for changes to professions they will now go to 525 and be called Illustrious. Another big update is that crafting epic items can result in multiple skill ups instead of just 1 point per item ragrdless of quality. And finally gathering professions and fishing are being revamped to be made more fun. We dont know what will happen but its sure to be awesome!
Another big feature being added to professions is reforging which will allow certain professions to take stats they dont need on a piece of gear and turn it into a stat they do need.
For example, if you have a piece of gear with crit and intellect you can take away the crit and turn it into hit if you need to reach the hitcap
Post by
kattib
PvP Changes
Biggest thing being added that we have heard of so far is......RATED BATTLEGROUNDS! Yes for those of us who dont enjoy arena or just want to have more benefits from battlegrounds this is for us! With rated battlegrounds there have to be new battlegrounds of course and there will be. Not just one not even two but three new battlegrounds! Along with new battlegrounds there will be a new Wintergrasp like area called Tol Barad and the faction that owns this area will have access to extremely profitable dailies. Also for all your arena fans there will be new arena maps for you to kill each other in.
(Yeah I need more info for pvp)
Dungeons and Raids
There will be many new dungeons and raids come cataclysm!
(Taken from wowhead, thanks again :D)
Many Raids. Blizzard is telling us that we are about to experience more raids than ever before. Let's hope that we remain pleasantly surprised at their number, even with the news in front of us.
New Dungeons. The Firelands, Uldum, Blackrock Caverns, Grim Batol, Skywall, Heroic Deadmines and Heroic Shadowfang Keep (both re-designed for level 85).
The Firelands. One of the new raids. It's located in the Elemental Plane of Fire, home of
Ragnaros and his Sulfuron's Keep. Where you will find out that the Molten Core was merely a set back...
Uldum. Lost City of Tol'vir and the Halls of Origination will be the two new dungeons there. The latter, much like Halls of Stone and Halls of Lightning, will be a titanic city.
Blackrock Caverns. A 100% new dungeon in the Blackrock Mountain.
Grim Batol. Has a level-up dungeon and a raid instance.
Skywall. A level-up dungeon and a raid instance will await you in the Elemental Plane of Air.
Deadmines & Shadowfang Keep. Both will be back with a brand new level 85 Heroic version!
Blackwing Descent, raid inspired by Blackwing Lair against Nefarian
Post by
kattib
Misc. Information
Guild levels and guild talents! Yes a way for guilds and their members to advance their guild other than with raids. There will be 20 levels and a guild will advance through them by doing certain things such as dailies, raid and pvp. Only the top 20 contributers will count however so that big guilds dont have an advantage over smaller ones. The talents that guilds receive will allow guilds to mass resurrect their raid after a wipe or receive more gold from bosses in raids and things such as this.
Sea mounts are being added to the game as well, I mean there is an underwater zone so we need a quick way to go through it. Unlike the turtle they will be fast mounts not just slightly faster swim speed mounts.
(if you have anything new please tell me!)
Post by
kattib
Alright feel free to post ill keep working on this and make sure to tell me about new info
Post by
427837
This post was from a user who has deleted their account.
Post by
kattib
Ahh thanks, I will check it out and update the dungeons/raids part
Post by
427837
This post was from a user who has deleted their account.
Post by
427837
This post was from a user who has deleted their account.
Post by
kattib
Yeah I just realized i had no guild leveling info so I just added some of that and I am going through some stuff... and I cannot believe I forgot the level 85 cap!
Post by
427837
This post was from a user who has deleted their account.
Post by
kattib
Did some updates, if you find anything that needs adding post it here please :D
Post by
ArgentSun
Ah... I don't want to sound grumpy, but over 95% of this is in our blogs...
Post by
kattib
Yeah I suppose it is...but theres nothing in the cataclysm forum yet :P
so shh Mr. Grumpy gills, just keep swimming!
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