UPDATED 2/21/2014 - Chaotic Resources Changes
Affliction - (Passive) Grants the Soulburn Empowerment effect to your Haunt spell. Soulburn:Haunt empowers Haunt to also grant you 15% increased periodic damage for 30 seconds.
If you added that talent right now, you'd simply see a 50% increased periodic damage effect for the duration of Haunt and then a 15% increased periodic effect for the remainder of the duration. With the removal of snapshotting in WoD, this will feel like the Haunt of Cataclysm where it wasn't tied to a resource and was simply cast on cooldown. Right now, Soul Shards are used specifically for Haunt. It would make little to no sense to continue having Haunt cost 1 Soul Shard and having this talent make it cost an additional Soul Shard to empower your DoTs for 30 seconds. My guess is that a rework is going into Affliction to make Haunt an ability to be used on CD much like it was in Cataclysm while Soul Shards remain a tight resource to be used for Soul Swap and to empower Haunt. If it does, indeed, remain the way it is today with Haunt costing a Soul Shard, this talent will be a lackluster DPS gain and will add complexity in deciding when and where to spend your Soul Shards.
Demonology - (Passive) Touch of Chaos no longer costs Demonic Fury. Instead, Touch of Chaos generates 40 Demonic Fury, but Metamorphosis provides 30% less increased damage.
Currently, Touch of Chaos is your main filler while you're in Metamorphosis. Demonologists tend to want to use their intellect procs on Soulfire, particularly Metamorphosis Soulfire which costs 80 Demonic Fury with Molten Core charges available. Between SF and ToC, Demonic Fury is at a premium and optimum uptime of Metamorphosis is somewhere between 40% and 45%. Right now, at approximately 23k Mastery, Metamorphosis does 143% increased damage without Dark Soul applied. With Dark Soul up, Metamorphosis does an increased 233% damage. In WoD, the item squish will change the amount of secondary stats, but not the relative scale, so this value should be relatively similar, but with the standard squish to the first tier of raiding. Let's assume for this talk that we have approximately 10k Mastery which increases damage done in Metamorphosis by 58% and 148% with Dark Soul.
In WoD, taking Chaotic Resources will have a large change in your playstyle. Demonologists playing properly will enter Metamorphosis and will remain empowered for the remainder of the fight. Demonologists using Chaotic Resources will be tasked with managing their Demonic Fury and will no longer worry about mana whatsoever. Demonologists will build Demonic Fury with Touch of Chaos and spend it on Immolation Aura, Chaos Wave, and Soulfire. Immolation Aura will be able to be kept up 100% of the time by spamming Touch of Chaos to offset the cost of Immolation Aura. Chaos Wave can be used to snipe killing blows to generate extra Demonic Fury. Soulfire will be used as a Demonic Fury spender. If you've ever played a Hunter, think about this:
Cobra Shot = Touch of Chaos (it even reapplies Corruption!) Explosive Shot/Kill Command/Aimed Shot = Soulfire Serpent Sting = Corruption Multishot = Chaos Wave/Immolation Aura
Notice that you will play very close to a Hunter in that you'll generate DF with a filler while using DF (focus) to deal increased damage. The penalty is that you will receive a 30% penalty on your Master Demonologist effect. The very loose, unofficial math behind this is kind of weird. Here's how I see it playing out in the first tier of raiding...
Mastery ~ 10k (or WoD equivalent) giving 58% increased damage. Chaotic Resource penalty drops this to 28% increased damage, or just over half. However, Metamorphosis uptime will go from 40/45% to 100%, or at least a double in uptime. In caster form, you gain 1/3 of the Metamorphosis damage increase, so the caster form's increased damage would be about 25% (8 base + 10,000/600).
Notice that as you gain Mastery, this talent becomes more and more valuable. If we extrapolate the values, we can try to estimate when this talent becomes a DPS gain (assume 40% Metamorphosis uptime without CR). Here's a quick spreadsheet to show the values and how they work with and without Chaotic Resources.
Notice that at any Mastery level over 10k, Chaotic Resources is a DPS gain at the given values listed. Also notice that Chaotic Resources scales EXTREMELY well being only 1.5% better at 11k Mastery but being a whopping 25% better at 23k Mastery. In WoD, secondary stats will scale down, but the important part is to look at the percentage bonuses. Keep these values in mind when you're looking at your character sheet in WoD. 11k Mastery translates into 26.33% on your character sheet. If Blizzard sees my math (or someone there does it themselves), this value will need to be boosted a bit in the first tier, similarly to how Grimoire of Sacrifice was 50% for Affliction early on. My proposed penalty in the first tier of raiding would be about 15%. In the 2nd tier of raiding, a penalty ranging from 25-30% will be appropriate, and in the final tier, somewhere around 40% would be a balanced penalty. Leaving this at 30% will make this talent garbage in the first tier and godly in the 3rd tier.
New: Demonbolt (instant cast) - consumes 30% of your Demonic Fury and refunds up to 300 of the amount consumed when Demonic Fury goes below 50.
This will be a much different take than the initial version which enabled permanent Metamorphosis. Now we're looking at a new spell to be introduced into the rotation (WHAT HAPPENED TO THERE ALREADY BEING ENOUGH BUTTON BLOAT, BLIZZARD?) which will be a complicated calculation. The refund will be UP TO 300 meaning you'd have to consume 1000 Demonic Fury to get the 300 refund. We'll have to see how it plays out and gets adjusted.
Destruction - (Passive) Incinerate and Conflagrate deal
75% 60% less damage but generate 400% 300% more Burning Embers. Fire and Brimstone may now affect Chaos Bolt.
This is a creative change to Destruction. With the damage scaling, it's very difficult to gauge how this will impact DPS as a percentage, but we can explore the application.
First off, this will be an extremely delicate talent in that your emphasis will be MUCH higher on Chaos Bolt. Being such, you'll need to be sure that movement is not a part of anything. Since KJC doesn't impact Chaos Bolt, you'll likely be dropping that talent and picking up Archimode's Darkness. With Chaotic Resources, your Incinerates and Conflagrates will generate half of a Burning Ember on non-crits and an entire Burning Ember on a critical effect. Get used to seeing the big green dragon animation of Chaos Bolt because you'll be casting it every 3-4 spells as pooling them for Intellect procs won't be necessary because rebuilding Embers will take 3-4 globals.
This is going to be rather hysterical to watch. This fixes Chaotic Energies in regards to AoE. You'll use Incinerate with FnB to build Burning Embers and then unleash 4 Chaos Bolts at once. That's my guess, at least. This means if you use FnB with Chaos Bolt, you'll drop FnB but hit 4 things really, really hard. Two Incinerates and you should get back in your FnB spam. I wonder what happens if you Havoc, too...
There are two possibilities with this talent now:
1) Chaos Bolt consumes 1 Burning Ember per Chaos Bolt and can be cast at 4 targets maximum which would feel somewhat balanced.
2) Chaos Bolt Fire and Brimstone consumes 2 Burning Embers per cast making Destruction the best AoE spec in the game by a mile and a galaxy.
I can't see #2 being a viable, logical option at this point.
All Specs - 2.6 cast - deals 10,000 Shadowflame damage and applies a DoT base on specialization.
Cataclysm looks like a rather boring talent with a 60 second cooldown that does some AoE Shadowflame damage and leaves a DoT. Affliction and Demonologists apply Corruption upon application while Destruction applies Immolate.
In terms of AoE, the area is rather small - in fact, it's identical to Shadowfury at the moment. It also has a 2.6 second baseline cast putting it on par with Chaos Bolt. This would certainly be useful to spread Corruption for Demonologists, but Destruction can already get Immolate up on all targets with a spell in its baseline toolkit. Affliction will want to spread more than its weakest DoT, and they, too, can spread DoTs with a tool in their baseline toolkit. For Demonology, we've already discussed how potent Chaotic Resources is, so I don't see this talent doing well. If it adds a snare, stun, knockback, or some other jazzy effect, we MIGHT see some utility out of it, partcularly in PvP. I just don't see this one getting off the ground in its current state.
All Specs - (passive) Doomguards and Infernals can now be summoned as permanent pets.
In terms of awesomeness, this one is definitely up there. In terms of practicality, it is by far the worst. Right now, Doomguard does very little DPS. In most of my personal logs, my Doomguard runs around 27k DPS while he's out. In respect to my total DPS, that's around 7-8%, so if the scaling remains exactly the same, this will be a boring, but awesome looking level 100 talent that translates into a modest DPS gain. If you used this talent, it's more than likely you'd want to take Supremacy along with it. Then again, if they make the Doomguard a permanent pet, I wonder if it will be subject to Grimoire of Service...
However, the Infernal MUST be fixed. The only way an Infernal is worth a damn is when he is summoned and deals Infernal Awakening damage. Otherwise, his ridiculously awful melees and AoE is pathetic. He will need a heavy makeover to make choosing him worthwhile.
Overall, I'm digging Chaotic Resources. I think it is by far the most complex talent I've seen and it will require much analysis to see how its effects will be felt. Cataclysm is boring and Demonic Servitude looks cool but needs some pet reform. My early talent recommendations, given nothing else changes, would look like this:
Destruction: Demonic Servitude (movement), Chaotic Resources (no movement)
Demonology: Chaotic Resources
Affliction: Demonic Servitude