Updated as of 16 August 2014.
WoD is changing up stats as well as talents and very likely other abilities so a thread to consolidate our thoughts on all that would probably be quite useful until the beta comes up and we can do more specific work for each spec.
Gear changes are summarized:
No more expertise, hit, dodge, or parry. All spells and ranged abilities will have the necessary hit chance to always hit a mob 3 or less levels higher than the character. Melee DPS will always hit a mob from behind, and tanks will have the needed "expertise" through spec abilities to ignore an boss's parry.
Reforging is gone.
Extra secondary stats are multistrike and versatility. The previous amplify and readiness stats were too complex to balance properly according to Blizzard and hence scrapped.
For armor pieces (helms, shoulders, etc) the item’s primary stat will change based on spec. Wearing a plate item while specced as holy will give it intellect, while prot and ret will have strength on the armor instead. Cloaks, necklaces, rings, trinkets, and weapons will not change any stats based on spec.
Spirit and bonus armor will not appear on armor pieces but can appear on cloaks, rings, etc. as secondary stats.
The word on tier items so far is they’ll also switch primary stats as well as the tier bonus depending on spec, but won’t switch secondary stats. This might be a problem since each spec will almost certainly value each stat differently so having the same stats between specs could be annoying given the number of combinations of secondary stats available now.
Vengeance is being renamed to "Resolve" and will boost defensive abilities directly instead of boosting AP. Tanks will now do roughly 75% of a pure DPS spec's damage once tuning is done properly. It currently isn't done right, if anyone is wondering.
Resolve: Increases your healing and absorption done to yourself, based on Stamina and damage taken (before avoidance and mitigation) in the last 10 seconds.
New secondary stats:
Amplify is no longer a secondary stat, but might appear on specialized gear like trinkets if Blizzard wants it to again.
Multistrike was clarified by Celestalon to be: “X% Multistrike means: Each ability has two separate (X/2)% chances to hit each target an additional time for 30% damage.” I haven’t seen further clarification on this such as whether it’s possible to have a double multistrike since there are two chances to proc. Celestalon also said that multistrikes (and cleaves) are not dependent on the damage or healing of the ability that triggered them, so there won’t effectively be “double crits.” However, multistrikes (and cleaves) can crit on their own.
Multistrike notes: Blizzard changed it to simply be X% to get one or two hits, so it's capped at a more intuitive 100% instead of 200%. The ability that lets Prot benefit defensively from multistrike is Shining Protector. Some of our self heals benefit from MS as well, and those in turn can trigger Shining Protector last I heard. Ours is the only multistrike tank defense ability that is dependent on others, so it's a double-edged sword in that a good team can perhaps boost us but at the same time a bad one can screw us, and it's harder to simulate the effects.
Readiness is no longer a secondary stat, but might appear on specialized gear like trinkets if Blizzard wants it to again.
Versatility simply boosts damage, healing, and absorbs by X% and reduces all (hopefully all anyway) damage taken by .X%. Ret has a "new" ability called Sanctity Aura which boosts Versatility for all allies within 100 yards. DPS DKs, all Druids, and DPS Warriors also bring the buff as well as a few Hunter pet families.
Bonus Armor can be found on non-armor items like rings and cloaks, and will only work for Prot. Besides boosting armor, it also boosts attack power by the same amount as armor (so 100 bonus armor = 100 attack power)
Crit is staying the same for Holy and Ret, but for Prot there's a "new" ability called Riposte that grants Parry rating equal to Crit rating from gear.
Each spec gets a secondary stat attunement that boosts the stat gain by 5%. For example, normally Holy would get 1% crit from 110 rating but thanks to the attunement they get 1.05% crit from the 110 rating points.
The attunements for paladins are:
At level 100, the ratings conversions for each secondary stat are as follows:
1% crit = 110 rating
1% haste = 80 rating
1 mastery point = 110 rating
1% multi = 132 rating (used to be 66, but Blizzard changed MS to be more intuitive)
1% vers = 130 rating
1% PVP power = 49 rating
Additionally, at level 100 1 point of stamina grants 60 base hit points.
The level 100 talents have all been modified or even replaced since Blizzcon. Here's an overview of the current ones:
Beacon of Faith: Gain a second Beacon of Light. Previously wasn't a separate button on its own, but Blizzard changed it because having the Beacon leapfrog was "annoying as hell" as several players including myself have roughly put it.
Beacon of Insight: Place a beacon on a target and they will get a 30% boost to the next single target heal you cast on them. When they reach full health or you complete the cast that is boosted by 30%, the beacon switches to the most wounded ally in 40 yards.
Saved by the Light: When you or your Beacon of Light target drop below 30% health, this talent generates an absorb shield equal to 30% of the target's health on them for the next 10 seconds. You can't shield a person this way more than once per minute.
Empowered Seals: Using Judgment while also using a certain Seal will give you different benefits. Justice boosts speed by 20% for 20 seconds. Insight heals you for 1% of your maximum health every 2 seconds for 20 seconds. Righteousness increases haste by 10% for 20 seconds. Truth increases attack power by 15% for 20 seconds.
Seraphim: Boost your Bonus Armor, Crit, Haste, Mastery, Multistrike, and Versatility by 1500 each for 15 seconds. Costs 5 Holy Power to use and has a 30 second cooldown.
Holy Shield: Increases block chance by 10%, allows you to block spells (likely only some spells), and when you block you deal 50% of your attack power as Holy damage to your attacker.
Empowered Seals: Same talent as Prot's above.
Seraphim: Same talent as Prot's above.
Final Verdict: Replaces Templar's Verdict. Consumes 3 Holy Power to deal 280% weapon damage as Holy damage. Also increases the damage and radius of your next Divine Storm by 100%.
Edited by Charybdis, 16 August 2014 - 10:43 PM.