in case you haven't heard yet, the expansion will include the option to have a Draenei Shaman or a Blood Elf Paladin.
one of the many forum posts about it:
http://forums.worldofwarcraft.com/thread.aspx?FN=wow-general&T=9154678&P=1 the originating gamespot post:
http://www.gamespot.com/news/6154421.html the bigger blue confirmation post on the EU forum:
http://forums-en.wow-europe.com/thread.aspx?fn=wow-general-en&t=1141585&p=1&tmp=1#post1141585 and a very succinct and informative write-up about why there is an imbalance in end-game raids which led to this decision:
What Horde should know about the Paladin buffing system:
* Paladin buffs his raid by giving a blessing of choice to all people. Paladin targets class, and the all members of that class gets blessing for 15 minutes. Other Paladins do rest of the blessings, because a player can have one blessing from one Paladin.
BOK = 10% all stats BOS = 30% less threat BOW = more mana than manaspring, BOM = 185 attack power.
* You can have these all at the same time. Only need 4 Paladins. Fifth Paladin for Blessing of light.
* Paladins can also judge an enemy, including raid mobs, the most famous is the judgement of wisdom which gives attackers mana back. Paladins also have auras, and using an aura doesn't interfere with blessings.
vs Shaman:
Shaman can buff his group of 4 plus himself, which makes 5, but many times the buffs the group needs don't help the Shaman. Elements are fire, earth air and water. Only one totem of each element can be placed at a time.
* Fire: Frost resistance totem. (also searing totem, pew pew, it's not a really a buff, but ok on paper, the range is just sad in raid encounters). Other random useless totems.
* Earth: Either Strenght of earth for 77 str, or tremor totem. There is also stoneskin, and some other funny totems that don't get used in raids. Earthbind is here too.
* Air: Grace of air for 77 agi, windfury 20% chance to proc 1 extra attack with some extra attack power, nature resistance 60 (doesnt stack with hunters aspect), tranquil air 20% less threat.
* Water: Mana spring, healing spring, fire resistance, poison cleansing, disease cleansing. Oh, and manatide too, for those who specced it! It's like a tide of mana!!
Only one of each!
* Totems cost mana, combat time (global cooldown for each) and don't move and have limited range.