The Guild Calendar has been in the notes for awhile. Although, I wish they'd just drop that craptacular threat add-on thingy... the bar setup of some addons is by far more useful than a Danger-Will-Robinson dot.
But there's actually a couple things I'm looking forward to...
New (Enhancement) Shaman Talents:
These are looking pretty nifty, but unfortunately without lava burst, we won't be able to do our uber rotation! Also, I hope Blizzard works out that new Interrupt spell soon... as I can tell you that one of the things that can hamper Shaman DPS is not having a real shock rotation (having to wait to earth shock). I'll probably be using
http://wotlk.wowhead.com/?talent=hV0hZhdxcoxdIekgkV
Raid Wide Totems:
This should be in the content patch as well and is definitely going to be a nice change. Although, the one thing I might find annoying is when I'm the only shaman in a 10 man raid... who do I buff? Do I drop Windfury and buff all physical dps or do I drop Wrath of Air and buff those smelly casters. Fortunately, I can drop Flametongue for spellpower (which at least benefits me as well), but that does mean I'm losing 5-7% of my damage, which I'm not so sure that spellpower will make up for (note, Searing Totem provides about 5-7% of my damage as a shaman).
Titan Grip:
With some of the new changes to it and Bloodsurge, I think this talent will be much more worthwhile... although I kind of lack two 2H weapons to try it with. I may
not get this until the expansion as I'm not so sure it will be more worthwhile than going for Impale... although it might be, I'd have to try it.
Rogue Talents:
Assassination looks like more fun for raiding now and much more effective than it was before. You'll be able to go dual instant poisons and still apply deadly poison. As long as you can continue to attack a mob/boss, you'll only need to use Slice and Dice once as long as you can keep your envenom/eviscerate criting (cold blood and turn the tables help with this). What's interesting is how they're creating a lot of synergy between the rogue and the group/raid. Although, I'm not entirely sure Shadow Dance is really that worthwhile... the amount of energy needed to perform quite a few abilities is high.
Devilsaur:
I will strike fear into the heart of all man as they see a Ninjasaur running at them :evil:!
Generalizing Ratings:
It's nice that critical strike rating will affect spells and physical... especially for shamans. It's also nice that hit rating will do the same... especially for shamans

.
Some things I'm still kinda meh about:
Living Bomb:
I can see that Blizzard is trying to make this better, but they're still missing the mark. SoC is powerful when you spam cast it on different mobs in the area as every 2 seconds or so, you have more and more AoE going off. This is limited to a single mob at a time (although it has a shorter duration that SoC) and costs a little less mana (3% of base mana less if I remember correctly), but I don't think it will be as worthwhile. What it needs to be, is essentially a full AoE move rather than a DoT + AoE. So instead of a DoT tick on the current mob, it acts more like a Shaman's Magma Totem (but also damages the afflicted person). In its current state, it's not too bad for PVP (has an anti-dispel mechanism and the knock up is nice for PVP), but for PVE it's still not panning out to be incredibly useful.
Shaman's AP Changes:
I don't mind the AP changes so much, but it's more that they took so long to make this change... especially after Shamans have been gemming their gear with +strength for so long! I have quite a few gems to replace and I'm assuming that most are planning on replacing with AP rather than agility? I'll probably just go with +AP/+Crit since the +crit should affect spell crit as well (although this won't matter as much when the lava burst rotation is available).
Originally posted by: Chimley
This "3.0 Content" patch has me worried a little. Course, I only worry because with the WotlK changes, tanking itself is changed big time, so I'm curious to see how they "redo" some of the BC encounters (like Illidan and bosses that crush).
Being able to level inscription early is cool though :>
They will no longer crush since crushing blows was moved from +3 levels to +4 levels. I pretty much think you won't see too much of a difference in higher level raiding (or any case when you have good gear) unless you're a druid. I think the only class that won't see a huge benefit from this is the Paladin, as their nice and shiny new tanking move isn't until level 75

. As a warrior, you will probably see your TPS go up from the new shield block value calculation (1 strength = .5 BV instead of .05 BV)
Originally posted by: Xavier434
I doubt that the 3.0 patch will include these kinds of changes, but I have been wrong before. The reason why I don't think it will change this kind of stuff is because the changes only make sense after you incorporate everything else that the xpack is coming with and a lot of those important elements are not even done yet. They have a lot of numbers to work out still.
Basically, I believe that this patch will do nothing more than "add" things to TBC rather than "change" things.
I am pretty sure it will include just about everything but Northrend itself (and anything that's only needed for up there... such as models, textures, etc).
I don't see what "other things" you'd need to make the warrior tanking changes work... they're inherent in design.