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Mists of Pandaria Talent Calculator Updates (2/15)
15/02/2012 à 15:36
Blizzard updated the
Mists of Pandaria talent calculator
today! These are
updates. Perculia and I went through and transcribed every talent change we found for all of the classes from the old version to this version the minute these hit while Aryu updated our talent calculator on Wowhead. We also provided summaries of the major changes and highlighted the important class abilities.
Things to keep in mind:
A lot of these "removed" talents are becoming glyphs or spells unlocked by specialization
These are by no means the final product or even close to them, so don't roast Ghostcrawler and his team too much
Let us know if you spot any mistakes, we transcribed these the past four hours rapidly and expect there will be a couple typos.
Chevalier de la mort
Death Knights get a new execute-like ability,
, as well as some tweaks to specialization abilities--
now resurrects players with 60% health. In addition, several former talents were changed to class/specialization abilities: Blood DKs get
is now a class ability at level 81. New talents include
: 30 Runic Power. Causes an undead minion to erupt in a shower of bile, dealing 249 Shadow damage to all enemies within 40 yards of the minion, and infecting t hem with Blood Plague and Frost Fever.
: 1.5 minute cooldown. Surrounds the Death Knight with a vile swarm of unholy insects for 10 sec, stinging all enemies within 10 yards every 1 sec, infecting them with Blood Plague and Frost Fever.
: Reduces the cooldown on your Death Grip spell by 15 sec and causes your Death Grip to reduce the movement speed of the target by 50% for 6 sec.
: Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside a spell by 75%. The Anti-Magic Zone lasts for 10 sec or until it absorbs
10106 spell damage.
While your Unholy Runes are both depleted,
Movement-impairing effects may not reduce you below 75% of normal movement speed.
vitality from an undead minion, healing the Death Knight for
50% of his maximum health and causing the minion to suffer damage equal to 50% of its maximum health.
Consumes a Death Rune to
2920 Shadow damage to an enemy, healing the Death Knight for 75% of damage dealt.
: When you land a damaging Death Coil, Frost Strike, or Rune Strike,
your rune regeneration rate is increased
you have a 45% chance to activate Runic Corruption, increasing your rune regeneration by 100% for 3 sec.
: Shadowy tendrils coil around all enemies within 20 yards (hostile or friendly), dealing
2324 Shadow damage and pulling them to the target's location.
: Surrounds the Death Knight with a swirling tempest of frigid air, dealing
374 Frost damage to enemies within 8 yards, every 1 sec for 8 sec. Each time Remorseless Winter deals damage, it reduces enemy movement speed by 15%, stacking up to 5 times. Upon receiving a fifth application, an enemy will be stunned for 6 sec.
: Corrupts the ground in a 8 yard radius beneath the Death knight, dealing
1125 Shadow damage every second for 10 sec. While standing in this corruption, the Death Knight is immune to crowd control effects.
Requires level 87
Strikes an enemy for 50% weapon damage and afflicts the target with Soul Reaper. After 5 sec, if the target is below 35% heath, this effect will deal 46,549 additional Shadow damage. If the enemy dies before this effect triggers, the Death Knight gains 50% haste for 5 sec.
are now abilities, not talents.
Druid abilities that activated forms (like
and Bear Form) were changed to now be used in all shapeshifting forms--many players were upset about the old versions. (The adorably-named
is now a class ability instead of a talent.)
was split into two abilities--one covering movement effects, the other stat boosts. In addition,
was removed in favor of
Dream of Cenarius
in which damage spells buff players' next healing spell and vice versa. There were also several class abilities that had changes besides number tweaks, such as
now affecting all spells and some more details on
: Increases your movement speed by
and by an additional 20% while in Cat Form
: Teleports the Druid up to 20 yards
in a random direction, purging all periodic damage effects and providing stealth for 10 sec. Attacking or taking damage cancels this effect. Using this ability activates Cat Form
forward and activates Cat Form and Prowl.
removed, the movement-related components of the
took its place:
Grants a movement ability that varies by shapeshift form (15 sec cooldown):
Non-shapeshifted: Fly to an ally's position
and your next healing spell costs no mana
Bear Form: Charge to an enemy, immobilizing them
and granting you 30% haste
for 4 sec.
Cat Form: Leap behind an enemy
and cause your next Ravage to cost no energy, not require stealth, and have no positioning requirement
, dazing them for 3 sec.
Moonkin Form: Bound backward
and gain 20 Lunar or Solar Energy, whichever is more beneficial to you.
Travel Form: Leap forward 20 yards
and take 20% reduced damage for 10 sec
Aquatic Form: Increases swim speed by an additional 200%
and take 20% reduced damage for 10 sec
for 5 sec.
received an updated tooltip--the 6 sec cooldown in Cat and Bear form is gone, as well as the minor damage dealt while in Bear Form.
Decreases the target's armor by 12% for 5 min and
Grants an improved version of Faerie Fire that also reduces the target's movement speed by 50% for 15 sec.
While affected, the target cannot stealth or turn invisible. Deals 16 damage when cast from Bear Form. Useable in all shapeshift forms, but incurs a 6 sec cooldown while in Bear Form or Cat Form.
This talent replaces Faerie Fire.
Soul of the Forest
--it keeps the non-movement related aspects of that talent.
Aessina's blessing grants a benefit which varies by your combat specialization.
Balance: When a Lunar Eclipse ends you gain 20 Solar Energy and when a Solar Eclipse ends you gain 20 Lunar Energy.
Feral: Your finishing moves grant 2 Energy per combo point.
Guardian: Mangle now generates an additional 2 Rage.
Restoration: You gain 50% haste for your next spell when you cast Swiftmend.
has been updated to
--now usable in all shapeshift forms.
The Druid roars
Invokes the spirit of Ursol to roar, disorienting all enemies within 10 yards for 4 sec.
Using this ability activates Bear Form
Useable in all shapeshift forms.
was changed to
--there is no longer a positional damage component and the cooldown is reduced.
Melee attack that stuns the target and deals 10% of the Druid's health in damage every 1 sec for 3 sec. Effect canceled if the Druid moves away, attacks, or takes any other action
Invokes the spirit of Ursoc to stun the target to 5 sec.
Using this ability activates Bear Form
Useable in all shapeshift forms.
50 sec cooldown.
, an ability that tried to synergize melee abilities with spell damage, was replaced with
Dream of Cenarius
Wrath, Starfire, Starsurge, and melee abilities increase healing done by your hext healing spell by 30%.
Non-instant casts of Nourish, Healing Touch, and Regrowth increase the damage done by your next damaging spell or ability by 30%.
Each of these bonuses lasts 30 sec and cannot be gained more often than once every 30 sec.
: Your Wrath now generates Lunar Energy.
Solar Eclipse: When you reach 100 Solar Energy you will trigger a Solar Eclipse, increasing all Nature damage done by 20%, transforming your Moonfire spell into Sunfire, and causing Wrath damage to refresh Sunfire's duration.
Lunar Eclipse: When you reach 100 Lunar Energy you will trigger a Lunar Eclipse, increasing all Arcane damage done by 20%, transforming your Hurricane spell into Arcane Storm, and causing Starfire damage to refresh Moonfire's duration.
When triggered, both Lunar and Solar Eclipes grant 15% spell haste for 15 sec and energize you for 35% of your maximum mana.
: The enemy target is swarmed by insects, increasing all damage taken from your spells by 25% for 1 min. Limit 1 target.
: Finishing move that causes 110% weapon damage plus a bonus and stuns the target. Causes more bonus damage and lasts longer per combo point.
: No longer increases time between enemy's attack.
Blizzard stated that they are still tweaking hunter abilities, but they did release completely new level 90 talents.
is an AoE ability,
is a distance-based stun, and
is an interesting form of CC. For Survival hunters, buffs to
Lock and Load
stand out as well.
Former level 15 talents removed, level 45 talents become 15.
: A stinging shot that puts the target to sleep for 30 sec. Any damage will cancel the effect. When the target wakes up, the Sting causes
2829 Nature damage over 6 sec. Only one sting per Hunter can be active on the target at a time.
Former 60 talents became 45.
Former 75 talents became 60.
Former 90 talents became 75.
All new talents.
: You hurl two glaives in front of you 30 yards, dealing 1XXX damage to all enemies and reducing their movement speed by 50%. The Glaives will return back to you, also dealing damage and snaring targets they hit. If Glaive toss hits at least 2 enemies in both directions, the cooldown is reset.
: You wind up a powerful shot, dealing 1XXX damage to all targets in front of you within 20 yards (width). The damage done is increased on targets furhter away:
15-30 yards: Double damage, Stunned 1 sec
30-50 yards, Tripple damage, Stunned 2 sec
: You fire a magical projecticle, tethering the enemy and any other enemies within 10 yards to the landing arrow. Increases all damage they receive from you by 15%. If they move 15 yards from the arrow, they are stunned for 10 sec (5 sec PvP).
Lock and Load
: You have a 100% chance when you trap a target with Freezing Trap or Ice Trap to cause your next Explosive Shot to cost no Focus, trigger no cooldown and deal double damage. Effect lasts for 12 sec.
Mages finally received some interesting level 90 talents and had the redundant polymorph talents removed.
takes away base mana regen in favor of infinite Evocations and spellpower buffs,
Rune of Power
places a rune that grants increased mana regen and spellpower buffs if you stand in it, and
both absorbs damage and provides a spellpower buff.
was also reworked somewhat to grant more movement speed over a shorter period of time.
Talents remained relatively unchanged.
now does 1058 Fire damage, up from 927.
is now on a 25 sec cooldown, up from 20, and absorbs less damage.
3% of base mana. Instant cast. 25 sec cooldown. Envelops you in a temporal shield for 4 sec. Damage taken while shielded will be undone over 6 sec.
Absorbs 1801 damage, draining mana instead. Drains 1.0 mana per damage absorbed. When your Mana Shield is destroyed, all enemies within 6 yards are knocked back 12 yards. Lasts 1 min.
slowing effects and increases your movement speed by
1.50 sec. May only be activated after
being affected by a movement impairing effect
taking a melee or spell hit greater than 2% of your total health. This spell may be cast while a cast time spell is in process.
Ring of Frost
now lasts 10 seconds instead of 12.
now finishes the cooldown on
Cone of Cold
and restores 20% of your health instead of 10% of mana.
Level 90 talents (
) are now level 75 talents. No more polymorphs!
Three new talents.
: Your Evocation spell no longer has a cooldown, but you no longer have any base mana regeration. Completing an Evocate causes you to deal 20% increased spell damage for 30 sec.
Rune of Power
: 30 yd range. 1.5 sec cast. 10 sec cooldown. Places a Rune of Power on the ground, which lasts for 1 min. While standing in your rune of power, your mana regeneration is increased by 100% and your spell damage is increased by 15%. Only 2 Runes of Power can be placed at one time. Replaces Evocation.
: Instant cast. 25 sec cooldown. Absorbs damage, converting the damage into mana, up to a maximum of 30% of your maximum mana. Lasts 8 sec. When your Incanter's is destroyed, you gain 30% increased spell power for 15 sec.
Arcane Charge (Passive)
Level 10, Arcane
An Arcane Charge, generated by Arcane Blast and Arcane Missiles, and consumed by Arcane Barrage. Stacks up to 4 times.
Arcane Blast: Generates a charge. Arcane Blast's damage is increased by 25% per charge, and its mana cost increased by 150% per charge.
Arcane Missiles: Generates a charge. Arcane Missiles' damage is increased by 25% per charge.
Arcane Barrage: Consumes all charges. Arcane Barrage's damage is increased by 25% per charge, and it hits 1 additional target per charge.
Critical Mass (Passive)
Level 24, Fire
Multiplies the critical strike chance of your Fireball, Frostfire Bolt, Pyroblast, and Scorch by 1.3.
Paladins had a lot of talent changes this patch.
Hand of Purity
are all new talents. There were also two new class abilities:
Holy Insight (Passive)
Boundless Conviction (Passive).
Speed of Light
Increases your movement speed by
Holy: Reduces damage taken by 20% for 12 sec
Protection: Increases damage done by 10% for 12 sec
Retribuition: Radiates 100 healing to allies within 10 yards for 12 sec
Consumes all Holy Power to place a protective Holy flame on a friendly target, which heals them for 2402 per charge of Holy Power every 3 sec for 30 sec.
, formerly a
Hand of Purity
Places a Hand on a friendly target, reducing damage of harmful periodic effects by 70% for 6 sec.
When your Divine Shield, Divine Protection or Lay on Hands are on cooldown, spending Holy Power will reduce the remaining cooldown by 1% per Holy Power spent, up to a maximum of 50% reduction.
, formerly a
talent added to
Acts of Sacrificed
) moved to
Three completely new talents.
Sends a beam of light toward a target, turning them into a prism for Holy energy.
If an enemy is the prism, they take 1581 Holy damage and radiate 1170 healing to allies within 10 yards.
If an ally is the prism, they are healed for 3509 and radiate 572 Holy damage to 5 nearby enemies within 10 yards.
Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Holy magic for 15 sec. Allies within the area are healed for 6 every 2 sec while enmies take 6 holy damage every 2 sec.
A Hammer slowly falls from the sky causing increasing Holy damage to the designated target for the next 10 seconds and culminating in a final burst of damage.
Stay of Execution: If used on friendly targets, the falling hammer heals the target for the next 10 seconds and culminating in a final burst of healing.
New level 85 ability:
You may store an additional 2 Holy Power beyond the maximum of 3. No ability ever consumes more than 3 Holy Power.
New level 10 Holy Passive ability:
Increases your mana pool by 400%.
Priests received no new talents, but many were reworked. The proc chance on
From Darkness, Comes Light
was buffed from 6% to 15%, and many abilities had their mana costs nerfed--for example,
now costs 4% of base mana instead of 15%. In addition, the ability
All three talents received updates.
4% base mana. Summons Shadowy tendrils out of the ground, rooting all targets within
8 yards for 20 sec. Killing the tendril will cancel the effect.
1.5 Minute Cooldown.
4% of base mana. Summons a Psyfiend that stands in place. The Psyfiend casts a Psychic Scream on a nearby enemy within
30 yards every
lasting for 10 sec
, preferring anything attacking the Priest. Psychic Scream causes enemies to flee for 1 min. Damage caused may interrupt the effect.
3% of base mana. The caster lets out a psychic scream, causing 5 enemies within 8 yards to flee for 8 sec. Damage caused may interrupted the effect.
From Darkness, Comes Light
Surge of Light (Caster Form): You have a
15% chance when you Smite, Heal, Flash Heal, Binding Heal or Greater Heal to cause your next Flash Heal to be instant cast and have no mana cost.
Surge of Darkness (Shadowform). You have a
15% chance when you deal damage with Mind Flay to cause your next Mind Blast to be instant cast and have no Shadow Orb cost.
: Increases the effectiveness of your own
Power Word: Shield, Divine Aegis and Spirit Shell on yourself by 30%.
is now 6% of base mana instead of 16%.
Serendipity (Caster form). When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 20% and mana cost reduced by 10%. Stacks up to 2 times. Lasts
Mind Melt (Shadowform). When you deal damage with Mind Spike, the cast time of your next Mind Blast is reduced by 50% lasting
7 sec. Mind Melt can stack up to 2 times.
Rogues had many changes--unsurprising, as they hadn't been extensively reworked in the last Talent Calculator. They get three new level 90 talents and three new class abilities. For level 90 talents, there's
, a ranged attack,
, which removes the cooldown on
, which helps deal with additional combo points on targets that already have 5.
was also swapped out for
. As far as class abilities, there's
Shroud of Concealment
, a Windfury-like party buff. Many abilities were retuned, such as Slice and Dice having a maximum of 40 seconds, but there's also neat buffs to
Honor Among Thieves
No change yet.
's damage is slightly buffed.
had the mechanics clarified slightly: Coats your weapons with a
Non-Lethal Poison that lasts for 1 hour. Your melee attacks have a 50% chance to poison the target, and all your subsequent weapon strikes against the poisoned target will heal you for 10% of damage dealt.
: Your Feint ability also reduces all damage taken by 30% for 5 sec.
No changes yet.
No changes yet.
All new level 90 talents.
: 40 Energy. Instant cast. 30 yd range. A ranged attack that deals 1,179 Physical damage to an enemy target. Generates 1 combo point.
: Your Redirect ability now has no cooldown.
: When one of your attacks generates a combo point on a target that already has five combo points, you gain an Anticipation charge, up to a maximum of 5. When you perform an offensive finishing move on an enemy, any Anticipation charges are consumed to grant you an equal number of combo points on that target.
New level 87 ability:
Shroud of Concealment
Instant cast, 5 min cooldown
Extend a cloak that wraps party and raid members within 20 yards in shadows, concealing them from sight.
New level 72 ability:
Instant cast, 1 min cooldown
Significantly increases Stealth effectiveness for 6 sec.
New level 30 passive buff:
Increases the melee and ranged attack speed of all party and raid members within 100 yards by 10%.
now works off of Slice and Dice instead of Recuperate. Regain 8 energy every 2 sec.
is now a passive ability for all specs.
Level 20, Combat
An instant strike that deals 65% weapon damage and exposes the target's vulnerabilities, increasing the effectieness of your offensive finishing moves on that target by 35%, and giving your Sinister Strikes a 20% chance to generate an extra combat point, for 18 sec. Awards 1 combo point.
Honor Among Thieves
Level 50, Subtlety
When any player in your party or raid critically hits with a spell or ability, you gain a combo point on your current target. This effect cannot occur more than once every 2 seconds.
Level 80, Subtlety
Enter the Shadow Dance for 8 sec, allowing the use of abilities that ordinarily require Stealth. The energy cost of Ambush is reduced by 20 while Shadow Dance is active.
Shaman are still looking forward to their level 90 talents, but their level 87 ability was revealed:
Call of the Elements
is a new talent, and other talents saw cooldown reductions (like
going from 3 minutes to 2) or totem buffs like
Healing Tide Totem
now having 10% of the caster's HP instead of 5 HP.
Talents swapped with
Talents swapped with
Improved Ghost Wolf
Tranquil Mind Totem
New 45 talent:
Call of the Elements
: When activated, immediately finishes the cooldown on all totems, 5 min cd.
Other 45 talents formerly
New tooltip for
When a totem is replaced or destroyed before its duration expires naturally, its cooldown is reduced in proportion to the lost duration, up to a maximum of 50% of the full cooldown.
Talents swapped with
was completely reworked:
Call upon elemental forces, empowering you with 30% haste for 20 sec. 2 min cooldown.
When activated, your next Lightning Bolt, Chain Lightning or Lava Burst spell becomes an instant cast spell. In addition, your Fire, Frost, and Nature damage is increased by 15% and you gain 20% spell haste for 15 sec. 3 min cooldown.
Talents swapped with
Healing Tide Totem
got a new tooltip and a health buff: Summons a Water Totem with
10% of the caster's health at the feet of the caster for 10 sec. The Healing Tide Totem pulses every 2 sec, healing the 5 most injured raid members within 40 for
New talents are not released yet.
5% base mana, instant cast, 3 minute cooldown
The Shaman surrenders his physical form to the power of the elements, transforming into a being of raw elemental energy for 15 seconds.
Elemental: While in the form of a Flame Ascendant, Lava Burst has no cooldown and Chain Lightning is empowered to become Lava Beam.
Enhancement: While in the form of an Air Ascendant, auto-attacks and Stormstrike deal pure nature damage and have a 30 yard range.
Restoration: While in the form of a water Ascendant, all healing done is duplicated and distributed evenly among nearby allies.
Burning Wrath (Passive)
Fiery elemental energy emanates from the Shaman, empowering all nearby party and raid members and increasing their spell power by 10%.
Grace of Air
Level 80 (Passive)
Empowering winds swirl around the Shaman, granting all nearby party and raid members 5 Mastery.
Warlocks were extensively reworked in previous Talent Calculators. However, there are still some new changes. The level 90 abilities had some elaboration, while
was replaced by the PvP talent
and the defensive talent
underwent some changes. There were also a lot class ability changes related to demons, self-healing, and a new DoT.
: Drains the life from all enemies within 15 yards of the target, causing
107 Shadow damage and restoring 4% of the caster's total health every 1 sec. Lasts 6 sec.
: Your demon sacrifices half its current health to
prevent all damage you would take for 10 sec
shield its master for 300% of the sacrificed health. Lasts 20 sec.
1 min cooldown
is replaced by the new talent
: Purges all stuns, disorients, roots and Magic effects from the warlock. Costs 25% of the Warlock's maximum health. 20 sec cooldown.
: Drains 5% of your maximum health per second to increase your movement speed by 50%. Lasts until cancelled.
Your life tap causes you to move 25% faster for 8 sec.
The increased damage and health from
Grimoire of Sacrifice
now lasts for 15 minutes instead of 5.
now does more damage, lasts for a shorter period of time, and passively damages the enemy.
Curse an enemy, causing them to suffer
30% of all damage you take. Lasts
10 sec. Enemies who attack you suffer 5% of all damage they deal to you. This effect is disabled while on cooldown.
now boosts the radius of AoE spells instead of being splash damage from single-target spells.
Increases the radius of your non-talent Area of Effect spells by 200%.
Shadowbolt, Incinerate and Malefic Grasp deal 10% splash damage to enemies between you and your target. You can activate this ability to increase the splash amount to 100% for 20 sec. The passive effect ceases until the cooldown resets.
Level 17, Destruction
Automatically attack the target with an equipped wand until cancelled.
Level 42, Destruction
Burning Embers are generated by casting Incinerate on Immolated targets and are consumed by Soul Fire. Burning Embers cause you to take damage over time and should be consumed frequently.
Level 10, Destruction
Your mana regenerates substantially faster, Soul Fire and Fel Flame cost more mana and deal 12% more damage.
Level 1, all specs
Causes your Imp, Succubus and Voidwalker to behave more intelligently.
now grants 10% spellpower to all party/raid members.
Level 10, Destruction
Heals 19.29% of your health.
Level 6, all specs
Increases your armor by 2,345, total Stamina by 10%, and the amount of health generated through spells and effects by 10%.
Hand of Gul'dan
is now a 6-yard AoE, has a stackable charge, and can ramp up to a 100% snare.
Level 3, all specs
2% of base mana. 40 yd range. 2 sec cast. Harms the target, causing 1393 Shadow damage over 18 sec.
Curse of the Elements
Curse of Enfeeblement
to turn into 20-yard range auras.
Warriors get three new level 75 talents, as well as many other talents that were retuned and reworded.
Mass Spell Reflection
is another party cooldown,
removes movement effects and reduces a party member's damage taken, and
provides unlimited taunts and protects a party member. In addition, colossus smash now provides a 4% physical damage debuff.
: Your Charge also knocks a target to the ground and
roots a target for 5 sec
stuns it for 3 sec.
: Whenever you are struck by a Stun or Immobilize effect, you generate 20 Rage
and 5% of your total health
over 10 sec. Whenever you take direct damage, you have a 10% chance to regenerate
10% of your total health over
: 30 sec cooldown. Instantly attack the target causing 31 damage and healing you for 10% of your maximum health. If used within 30 sec after you kill an enemy that yields experience or honor, heals for 20% of your maximum health.
moved to 45.
: 40 sec cooldown. Causes all enemies within 20 yards that are snared to become rooted for 5 sec.
: You become a whirling storm of destructive force, striking all targets
within 8 yards for
75% weapon damage
and continuing to strike all nearby targets
every 1 sec for 6 sec. During a Bladestorm, you are immune to movement impairing and loss of control effects, but can be Disarmed, and you can only perform shout abilities.
: Sends a wave of force in front of you, causing
40 damage and stunning all enemy targets within 10 yards in a frontal cone for 4 sec.
Level 75 talents became level 90 talents.
Mass Spell Reflection
:Your Spell Reflection protects you from an additional spell and protects party and raid members within 2o yards from a single spell for 5 sec.
: Run at high speed towards a party or raid member, removing all movement effects upon you, intercepting the next melee or ranged attack made against them and reducing their damage taken by 20% for 6 sec.
: Focus your protective gaze on a party or raid member, transferring 30% of damage taken to you for 12 sec. During the duration of Vigilance, your Taunt has no cooldown and attacks against the target cause you to become Enraged for 6 sec.
: You enter a battle trance, causing your next 3 Heroic Strike or Cleave attacks to cost no rage and cause 50% extra damage. Lasts 15 sec.
now has a 1 min cooldown down from a 2 min cooldown.
: Hurl your weapon at an enemy causing
50% weapon damage and stunning the target for 3 sec. Deals an additional 300% weapon damage to targets that are permanently immune to stuns. Replaces Heroic Throw.
now places the Physical Vulnerability effect on the target, increasing their physical damage taken by 4% for 30 sec.
MoP Talent Calculator -- Blizzard Clarifications
We’ve just updated our Mists of Pandaria Talent Calculator to reflect many of the most recent changes and renovations currently being made to the next expansion of World of Warcraft.
We’d like to discuss these and other changes to talents and specializations in this thread. Here are a couple of thoughts to start with:
For shaman and hunters, we still have a ways to go with the revamp of talents, and this latest calculator doesn’t have some of the changes that we’re currently working on.
If you don’t see a favorite spell in the talent list, there is a good chance it is something you get automatically for choosing a particular spec. For example, all Fury warriors learn Raging Blow without having to choose it as a talent. All Discipline priests know Divine Aegis. Chances were almost certain that you were going to choose those anyway so we just gave them to you.
If you don’t see a favorite spell or mechanic as a class ability, spec ability or talent, then there is a good chance it is becoming a glyph. Examples include Atonement (priest), Gag Order (Warrior), Rude Interruption (Warrior), and the Acts of Sacrifice Cleanse component (Paladin).
Why did attacks using % weapon damage drop so much?
We are in the process of recalculating the way damage is dealt. Individual weapon damage is going up by the same proportion in order to keep DPS at level 85 about the same. This should ensure that, at lower levels, these abilities aren’t overpowered.
Why doesn’t every spec get a passive ability at level 10?
Some specs no longer need them. For example, Fire mages don’t get bonus damage with Fire spells – they just have mostly Fire spells to cast. Some hybrids still need passives to differentiate their DPS, healing, and tanking trees. Furthermore, we can always add more if the need arises.
Kaivax. I have to say, I had to sit down after looking at the Death Knight Talents and spells. I honestly didn't think you people could make me any more excited for this next expansion, but you have again left me flabbergasted. i just have one last question. WHEN?
Got a question regarding Protection Paladin and Crusader Strike/Hammer of the Righteous
In cataclysm, both abilities are linked and thus share their cooldown, what's more, they have an invisible haste buff baked into them when you choose the Protection spec that reduces their CD from 4.5 sec (which is what normally is for Retribution paladins) to 3.0 secs.
My questions are as follow, is this invisible haste buff still present for Protection Paladins going forward to 5.0, as the new talent tree update currently shows both CS and HoTR having 4.5 sec CDs and thus, actually in game they have a 3.0 sec cooldown -- or do they actually have a 4.5 sec cooldown? And if they have a 4.5 sec CD now, are they still linked or are they now unlinked?
Crusader Strike and Hammer of the Righteous still share a cooldown, with a base of 4.5 seconds for both specs. Sanctity of Battle can lower this cooldown for Retribution.
Warlock stuff looks mostly good, new soul fire seems incredibly powerful. Only thing that looks not so useful is the new Mannoroth's fury, KJ's cunning and Archimonde's Vengeance are both pretty compelling options but Mannoroth's fury seems too niche atm. I think expanding upon the auto-cleave mechanic that it used to be would make it comparable to cunning or vengeance.
But I know everything is subject to change and may very well already be outdated.
Also please consider reducing the cd on guardian demons, 5-6 minutes would be perfect.
Some warlock clarifications for you:
Archimonde’s Vengeance has a 1 minute cooldown.
Grimoire of Sacrifice grants a 30% boost for 15 sec, which drops to 15% for the remaining duration.
Blood Fear replaces Fear.
Soul Link replaces Health Funnel.
Harvest Life does not hit polymorphed targets.
Demon Soul is not listed at this time, but this is just an error in the calculator.
Why didn’t the priest tree change?
We are still in development. It is a challenge, when giving players a sneak peak at work in progress, to decide when to release what we have versus waiting to accumulate even more changes.
Do Discipline priests have Prayer of Healing or not?
Our current design direction is this: Holy does AE healing with Prayer of Healing, and Discipline heals with (a much more powerful than today) Holy Nova. Divine Aegis would work with Holy Nova under this model. However, please see the question above. The priest tree is still in heavy development.
I have some concern not over the talent trees themselves but of some changes being made to certain class/specs...specifically prot warriors. The way I'm reading the trained skills, revenge's cooldown is being raised to 9 seconds, shield slam is still 6, and devastate is still 4.5 That leaves a lot of gaps in a normal tanking "rotation." One of the reasons I like to tank on my warrior is that there is, provided proper rage management, always an attack to perform. I do not like, for example, prot pallies because they're cooldown-based and not resource management based.
I don't deny that prot warriors don't have to manage their resource nearly as much as say, dps warriors, but I feel like this is a very large change in the playstyle of the protection warrior and makes them a bit more similar to paladins than I'm comfortable with.
Note that all this assumes HS/Cleave still work the same way they do now in that they are off gcd. If they are being reworked to be an actual gcd-triggering attack, I suppose that alleviates this issue. But as I'm reading it, I'm far from thrilled.
We are iterating a lot on tank rotations right now. We want rage (and all tank resources) to be something players actually use for mitigation, because we think that will be more fun than having a resource that gets ignored. Under this model, Protection warriors can’t have many DPS abilities that cost rage, because rage will be too valuable for Shield Block and Shield Barrier on fights where survival is a challenge. An ability with no resource cost needs some kind of cooldown or it will just be macro’ed and / or spammed, which isn’t a lot of fun.
Prot warriors have a lot of abilities to manage: Shield Slam, Revenge, Devastate, Thunder Clap, Shield Block and so on, as well as several emergency buttons to handle situations such as streaming adds. We’re okay with melee specs having an occasional free GCD, as long as it doesn’t happen with frustrating regularity.
POSSIBLE BUG -
DK - LvL 60 - Death Siphon - Has no cost, no recast timer, and is instant cast...
The death knight abilities Death Siphon, Soul Reaper, and Necrotic Strike cost 1 Death Rune. They are not free.
The calculator is not currently displaying that cost type (properly).
Some clarification on rogues:
Shiv applies concentrated effects of the active utility poison. Those effects are not included in the poison tooltips currently available in the calculator. They are as follows:
Crippling Poison reduces the target’s speed by 70% for 12 seconds.
Mind-Numbing Poison increases the casting time of an enemy's next spellcast within 8 seconds by 100%.
Wound Poison reduces the target’s healing received by 50% for 6 seconds.
Leeching Poison instantly restores 5% of the Rogue’s health.
Paralytic Poison roots the target in place for 4 seconds.
I think it was the great feedback provided by paladins that got them to step up their game with the paladin trees. It's a shame the same wasn't applied to the priest trees.
Please note: the current iteration of the talent trees just shouldn't be viewed as the result of success or failure of player lobbying efforts or feedback.
I cannot overstate how much we appreciate all of the feedback we get. We spend a lot of time reading it all, and compiling it, and sharing it between teams here. Nonetheless, if the measurement of successful feedback is that the developers implement a suggested idea, then expectations are too high.
We are going to continue to work on all of the talent trees until Mists is released.
Mostly taken from
What is "base mana regeneration"? How does mana regen work for casters (or mages)?
Healers get a significant amount of mana regeneration from Spirit, even during combat. Additionally, all mana users have a small amount of mana regeneration -- currently about 1% of maximum mana per second. With Invocation, that 1%/sec is removed. Things like Innervate will still allow you to regenerate mana, but you won’t passively regenerate any with Invocation.
What is the range for Alter time concerning the "moves too far away" part?
100 yards. It’s mostly just to indicate that it won’t reverse taking a portal to Dalaran or something.
Is AM a proc?
Yes, Arcane Missiles is still activated via a proc from your other direct damage spells.
Does Arcane Bomb have a target limit?
Currently, no. We’re hoping it won’t be needed.
A couple of Tanking concerns I have off the top of my head.
1. AE tanking, with all of our rage being poured into mitigation, this limits the usage of dps rage cost moves (as mentioned).
Cleave has too high of a rage cost and revenge/shockwave have 9/20 second cooldowns respectively. Thunder clap is therefore the go-to move for AE, yet it costs 20 rage (which will heavily impact our survivability if we use it more than maintaining its 30 second debuff). This may very well be by design, but its a concern, traditionally threat is hardest to maintain for warriors, how will this carry forward in MOP?
Thunder Clap is free for Protection warriors, and it applies a dot.
Shield Slam and auto attack to generate rage for Shield Block.
Most other offensive attacks are free (for Protection), except for Heroic Strike and Cleave, which are intended to be used only in times of excess rage (which should be less common than today, but still occur with reasonable frequency).
Improving tanking rotations is always challenging. If tanks have too many abilities to manage, then they are overwhelmed in fights that require a lot of boss positioning or add management. If tanks have too few abilities or a very simplified resource, then they get bored on single-target boss fights with limited movement.
Part of our design intent is to have tank resources tie into survivability instead of threat, since we (and tanks) place more emphasis on the former.
-Spirit shell: How long will it last? No tooltip. this one will be the replacement for PW:S?
The intent of Spirit Shell is to provide a frequent-use absorb that recreates some of the gameplay where Disc priests put absorbs on lots of their teammates. This was a style many Disc priests told us they enjoyed, but was difficult to balance with Power Word: Shield (since PW:S is instant).
At this point, think of Spirit Shell as Heal and Power Word: Shield as Flash Heal.
Does that mean holy priests will be glyphing for evangelism so they can make use of the archangel talent? Current that talent has no purpose for holy priests, and I was under the impression that talents were no longer spec dependent.
Evangelism is a spec spell for both Holy and Disc (at least for the moment – things could still change). The talent calculator appears to be incorrect on this.
Shadow has Dark Evangelism.
But we loved Corpse Explosion!
Yes. You do. So do we. Unfortunately, requiring a corpse felt like too steep a requirement for a competitive talent. We would like to still add Corpse Explosion in some form as a glyph. In the meantime, hey presto! - Unholy Blight is back.
Does Holy Insight mean Intellect plate is going away?
No. That passive (and appropriate classes should have an equivalent) gives casters larger mana pools than non-casters of the same class. Mana no longer increases with Intellect, but we still want to make sure that, for example, a Holy paladin can cast more heals than a Retribution paladin.
I have a question about the Druid level 87 ability, Symbiosis.
The tooltip says that i am granted an ability of my current targets class based on my spec, and that my target will be granted a druid ability based on their spec and role.
This sounds like a very fun an interesting ability and i can't wait to try it out, however, how will this work in the spell book and action bar? is there a specific extra action button that i need to have set aside for the granted ability? does the ability i am granted take the spot on the action bar replacing symbiosis, and if so, how can i recast it it to change the ability i am granted by using symbiosis on a new target?
along the same lines, how will my target be granted the ability as well?
i'm sure you have many potential ways to have this work out, i'm just curious as to what some of them are.
Also... i'm even more excited for this expansion. Druid talents are phenomenal, as well as the abilities that are trained from the trainer. looking through that makes me really happy too. :) can't wait!
If it works like Dark Simulcrum - the new ability will overwrite Symbiosis on your action bar
Here's the process:
The Druid will select a raid or party member and cast Symbiosis on them.
The target cannot be another Druid.
The target gains a buff that tells them what spell they have temporarily learned, and that spell temporarily appears in their spellbook, and they can drag it to an action bar.
The Druid’s Symbiosis button will become the ability they gained from the target class.
The Symbiosis link is cancelled if: the Druid clicks off the Symbiosis buff, or the Druid or the target changes continents or enters or exits an instance, or the Druid or the target changes talent specializations.
Symbiosis fails to cast if Symbiosis is already active on that target.
Symbiosis cannot be cast in combat.
For the non-Druid target, the icon will revert to a placeholder (uncastable) Symbiosis icon when Symbiosis ends, but will become the Symbiosis-granted ability again the next time Symbiosis is cast on that target.
The ability gained from Symbiosis is always something chosen to match the Druid’s specialization and the target’s combat role.
The target always gets the same spell unless they change combat roles. A Druid of a given specialization always gets the same spell from each different class. If there is a change of specs, there is a change of spell.
Here are some examples of spells gained through Symbiosis. The spells shared focus on utility, cooldowns, and survival. (Adding Fireball to a Moonkin’s rotation sounds cool on paper, but wouldn’t actually be fun in the long run.)
Balance: Chains of Ice, Mirror Image, Mass Dispel
Feral: Feign Death (Play Dead!), Frost Nova, Soul Swap
Guardian: Ice Trap, Fear Ward, Consecration
Restoration: Ice Block, Hand of Sacrifice, Leap of Faith
Holy Paladin: Rebirth
Arms/Fury Warrior: Enrage
Enhancement/Elemental Shaman: Solar Beam
There are a lot more coming, but we'll keep some surprises for now, and many are still subject to change after testing.*
*Including all of those just listed.
Ask the Creative Devs #3
Ask the CDevs #3 is now fielding questions,
ask over here if you're in North America
over here if you're in Europe
Creative Development once again opens the floodgates for questions pertaining to the lore of the Warcraft universe!
Our last two "Ask CDev" projects generated thousands of unique questions across all the different regions, but ultimately the Creative Development team was able to sift through the sea of inquiries to focus on the questions with the juiciest answers. You can see the results of the last two "Ask CDev" endeavors here:
Ask CDev #1:
Ask CDev #2:
The rules of engagement this year are as follows:
* No restriction on the subject of your post, but keep in mind that questions that may be answered by the release of Mists of Pandaria will likely be overlooked; we don't want to spoil surprises!
* Please only ask one question in each post. If your post has more than one question (or if your question contains multiple parts), it will be overlooked. Also, it is recommended that you check the thread to see if your question has already been asked; duplicate questions will not have a greater chance of being answered.
* Questions will only be accepted for the first seven days, and the thread will be locked at 11:59 p.m. PDT on February 22.
* While the thread is open for questions, forum members are encouraged to go through the thread and "Like" or "Dislike" posts; voting on a post will increase or decrease (respectively) the probability of that question being answered.
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