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f13.net General Forums => World of Warcraft => Topic started by: Morfiend on August 28, 2006, 11:41:57 AM



Title: Expansion Talents and Spells Released
Post by: Morfiend on August 28, 2006, 11:41:57 AM
I guess due to all the leaks they decided to release the real info. Enjoy.

http://www.worldofwarcraft.com/burningcrusade/townhall/talents-and-spells.html


Title: Re: Expansion Talents and Spells Released
Post by: Righ on August 28, 2006, 11:52:59 AM
Also mentioned here:

The REAL REAL Talents and Spells database. (http://www.worldofwarcraft.com/burningcrusade/townhall/talents-and-spells.html)


Title: Re: Expansion Talents and Spells Released
Post by: Modern Angel on August 28, 2006, 12:22:12 PM
owned by the internet. I bet Blizz is so, so not happy.


Title: Re: Expansion Talents and Spells Released
Post by: Righ on August 28, 2006, 01:42:33 PM
Yeah. I bet Forbosi isn't considered either friend or family now.


Title: Re: Expansion Talents and Spells Released
Post by: bhodi on August 28, 2006, 02:03:23 PM
Oh, the arms tree was fake after all. :)

Rogues are supremely uninspired. I wonder they'll take the hint that the most compelling combat build involves no new talents? Sword build has it over dagger once again, in that they can get AR and weapon skill easily.

Combat SF Sword:
http://www.worldofwarcraft.com/info/classes/bc-rogue/talents.html?305002105050130500000025305000055010022010000000000000000000000000

Combat SF Daggers:
http://www.worldofwarcraft.com/info/classes/bc-rogue/talents.html?005323105020130500000320305200055010000000000500000000000000000000

IMP SF Daggers:
http://www.worldofwarcraft.com/info/classes/bc-rogue/talents.html?305323105500130501551320300000000000000000000500000000000000000000

PvP Daggers:
http://www.worldofwarcraft.com/info/classes/bc-rogue/talents.html?325300105020130501000320300000000000000000005500030303101100000000


Title: Re: Expansion Talents and Spells Released
Post by: Modern Angel on August 28, 2006, 02:27:08 PM
Mutilate. Mutilate rules. Deadly poisons up, use Mutilate to get +30% crit and 2 combo points, Seal Fate makes it 3 combo points, do it again, Find Weakness gives you 10% extra damage for 10 seconds. Almost all the time.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on August 28, 2006, 02:27:54 PM
Im going for a Hemo PVP build some thing like this.

http://www.worldofwarcraft.com/info/classes/bc-rogue/talents.html?305320115000100000000000000000000000000000005022530000321213101450

I might swap around Deadleness and Cheat Death. Ill have to mess around with them. The only major thingI am giving up for this is Improved Gouge, but I think I can live with out it for 10% Agi bonus.

Also, the new Warlock stuff is pure Love. (Good thing I have a 60 Lock also). A DOT with a AE. Can you imagine several warlocks spamming this on a large group of people in AV? BOOM BOOM BOOM BOOM. Also, a fully Affliction Lock will have 5 DOTs to stack. Or a destruction lock with shadowbol having a 30% chance to return 10% of damage done as a lifesteal. There is so much fun stuff there. I really dont know which character I will bring to 70 first now.


Title: Re: Expansion Talents and Spells Released
Post by: Modern Angel on August 28, 2006, 02:31:16 PM
Yeah, there's ALOT of warlock love in there. And paladin love. And shamans. Most everything else has decent to good stuff while still keeping with the base class design. The three above mentioned classes though are going to play almost completely differently.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on August 28, 2006, 02:49:47 PM
Shaman get 2 two minute pets each on a 20 minute cooldown. Mages get a 41 point talent to summon a pet. Also mages get a slow as a 41 point arcane talent. Thats going to be VERY nasty, I can see arcane/frost mages being the ultimate kiter class, even worse than hunters.


Title: Re: Expansion Talents and Spells Released
Post by: Fabricated on August 28, 2006, 03:09:21 PM
Argh, the 40 point abilities are so nice, but I can't stand being pidgeonholed into specific roles.

http://www.worldofwarcraft.com/info/classes/bc-warrior/talents.html?353200213020105003130005000000000000000000005005511050000000000000

I guess that's a start for a hybrid.


Title: Re: Expansion Talents and Spells Released
Post by: Modern Angel on August 28, 2006, 03:10:31 PM
Not sold on Slow at all. Overwritten by thunderclap in raids and 400+ mana. What can slow do that even an unenhanced frostbolt can't? Slow attack speed? I don't need more ways to kite people. None of the 41s do it for me in the mage trees


Title: Re: Expansion Talents and Spells Released
Post by: Driakos on August 28, 2006, 03:19:20 PM
I like that they moved Tactical Mastery to Tier 1 in Protection.  Not sure they needed to move Iron Will though.


Title: Re: Expansion Talents and Spells Released
Post by: Sairon on August 28, 2006, 03:27:45 PM
I think elemental shaman will get a nerf down the road. There's simply to many factors increasing spell casting DPS now along with an increased mana pool. I don't think there's any other class in the game that see as much DPS gain as shamans from +spell dmg items.


Title: Re: Expansion Talents and Spells Released
Post by: Fabricated on August 28, 2006, 04:34:13 PM
Toyed with my hybrid idea more.

http://www.worldofwarcraft.com/info/classes/bc-warrior/talents.html?353200213020105003100005000000000000000000005005511050002100000000

No second wind, but concussion blow and a 21 second long Shield Wall. I likes.


Title: Re: Expansion Talents and Spells Released
Post by: Venkman on August 28, 2006, 05:14:43 PM
Argh, the 40 point abilities are so nice, but I can't stand being pidgeonholed into specific roles.
Totally agree. The Tier 9 stuff for Mages is pretty cool, but I'd have to spend way too deep. 41 points for an Arcane snare/slow? And I can't wait to see the log junkies posting their picosecond reports on the Water Elemental (luv though it is, I'd as soon pick up Engineering for my Mage for a pet before spending 41 points on Frost).

As a Fire/Arc, I'll probably switch back to Arc/Fire (again), but it's looking pretty good. Invisibility is the one disappointment. 8 seconds to fade to invisibility, and only can see invisible targets and those that can see invis?

All and all I'm thinking they're on schedule for November release.


Title: Re: Expansion Talents and Spells Released
Post by: Zetor on August 28, 2006, 11:37:15 PM
Wow, I can see the "zOMGWTF NERF WORLUX" posts from here. Affliction got some serious lovin', and if the curse database is correct, the felguard pet has intercept and mortal strike. And destruction gets an I WIN talent vs fire mages, shadow priests and other warlocks, not to mention a warstomp at 41 points. It's kind of refreshing that I will be able to spend 45+ (!) points in affliction now and not feel gimped, esp. since affliction is a minefield of horrible talents right now.


-- Z.


Title: Re: Expansion Talents and Spells Released
Post by: SurfD on August 28, 2006, 11:43:38 PM
Not sold on Slow at all. Overwritten by thunderclap in raids and 400+ mana. What can slow do that even an unenhanced frostbolt can't? Slow attack speed? I don't need more ways to kite people. None of the 41s do it for me in the mage trees

EH?  How would Thunderclap (a MAX 10% slow) ever overwrite mage Slow (unless blizzard REALLY fucks up their debuff priorities)?  Another thing to consider is that for some odd reason, warlocks and other classes all have multiple trainable ranks for their 41 pt talents, but none of the mage ones do.

Personally, as a mage in a large raid guild, it wouldnt surprise me AT ALL, if they required (or at least strongly reccomended) that one of our mages go arcane just for Slow.  20% attack speed reduction is a great bonus in many boss fights.

And yeah, um, nerf warlocks for gods sakes....its not like i enjoy getting the living shit dotted out of me.  hell, most warlocks now can just dot me up and run and it damn near kills me all by itself...


Title: Re: Expansion Talents and Spells Released
Post by: WindupAtheist on August 29, 2006, 12:34:53 AM
The music was indeed nice.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on August 29, 2006, 04:50:37 AM
Wow, I can see the "zOMGWTF NERF WORLUX" posts from here. Affliction got some serious lovin', and if the curse database is correct, the felguard pet has intercept and mortal strike. And destruction gets an I WIN talent vs fire mages, shadow priests and other warlocks, not to mention a warstomp at 41 points. It's kind of refreshing that I will be able to spend 45+ (!) points in affliction now and not feel gimped, esp. since affliction is a minefield of horrible talents right now.

Warlock is one of the classes I haven't played past 4 or 5, so I have no experience with them.  However, I'm trying to figure why your reaction is so different from the 'locks I saw bitching in world chat (lfg) last night about how everyone else got 'all kinds of stuff and we get nothing but death seed'.   I'm going to go with the usual answer of, "If you bitching in a chat channel, chances are you're a terrible player and shouldn't be listened to"


Title: Re: Expansion Talents and Spells Released
Post by: caladein on August 29, 2006, 05:04:21 AM
I think it's more the general "I hate being Crowd Controlled" thing, but that's being highly simplistic.

That said... Druid stuff now plz.


Title: Re: Expansion Talents and Spells Released
Post by: SurfD on August 29, 2006, 05:10:08 AM
I think it's more the general "I hate being Crowd Controlled" thing, but that's being highly simplistic.
How a warlock could complain about being Crowd Controlled is beyond me........seduce, dot, dot, dot, fear, dot, dot, deathcoil, shadowbolt, and im usually dead without even managing to hit the fucker once.


Title: Re: Expansion Talents and Spells Released
Post by: Zetor on August 29, 2006, 06:43:46 AM
Warlock is one of the classes I haven't played past 4 or 5, so I have no experience with them.  However, I'm trying to figure why your reaction is so different from the 'locks I saw bitching in world chat (lfg) last night about how everyone else got 'all kinds of stuff and we get nothing but death seed'.   I'm going to go with the usual answer of, "If you bitching in a chat channel, chances are you're a terrible player and shouldn't be listened to"
It might be too early to tell, but I think warlocks really got most of the stuff they asked for in this 'review' (they're already calling it the "Warlock Talent Review" on the lock forums, heh). Right now the only two viable 'lock playstyles involve either turtling with soul link, or trying to nuke like a mage and running oom. The option to go heavy into affliction and not even needing to spam shadowbolts in raids (and being able to basically make dots undispellable, god, that 41point talent is nasty) OR go demonology and tear it up with an intercepting, cleaving, AE-resistant pet OR turn to destruction for almost mage-like nuke mana efficiency and insane burst damage is nice.
The new talents are a really good change (especially since they fixed/removed/merged the useless stuff, only took 'em 2 years, kek), not to mention the THREE different ways of aggro reduction they've introduced (Improved DS in affliction, Destructive Reach in destruction, and the spell that halves all of your aggro with a 5m cooldown and a soul shard req). Right now the only 'lock aggro reduction is 30 points deep in the low-dps demonology tree and requires having the imp out, seriously hurting raiding locks.

SurfD: Warlocks don't dot after seduce! They shouldn't need to seduce mages in the first place, it's all about the deathcoil (or happycoil/skillcoil, depending on who you ask), fear, dot, dot, dot, shadowbolt, fear, shadowbolt, shadowburn. Mages are crunchy. <3 Well, unless they're undead frost mages, grrr.


-- Z.


Title: Re: Expansion Talents and Spells Released
Post by: Shavnir on August 29, 2006, 06:47:13 AM
If warlocks are dotting you while seduced they're doing something wrong.

Also these warlock changes are like a dream come true.  I'll probably either spec my warlock into affliction or demonology (soul linked with a MD aura of +10% damage for a pet that dosen't die in two hits?  Combine with the 35pt demonology talent and you get +18% damage.  Yea that rocks)


Title: Re: Expansion Talents and Spells Released
Post by: bhodi on August 29, 2006, 07:08:02 AM
I personally think extending the trees was a bad idea. It takes away the diversity of the classes, and to get some of the new talents you end up having to spec so deep in the trees it's not worth it. For a great example, look at rogue. No rogue worth his salt is using ANY of the new talents.

A better idea would be a fourth tree, even if it's considered an 'epic' tree that you can only put pts 40+ into, have it require 40 points in the other 3 trees first. That gives a lot more options, and I think it would allow for the diversity that everyone's been begging for. You're basically being forced, if you want the new talents, to put 3/4 your points in one tree and 1/4 in another.


Title: Re: Expansion Talents and Spells Released
Post by: Tannhauser on August 29, 2006, 07:08:40 AM
Hmm, let's see the Mage 41 talents

Slow-Not bad, mostly seems to be a pvp tool.  Especially good vs. those charging warriors, sniping hunters and backstabbing rogues.  Does it's 20% attack speed reduction stack with Ice Armors 20%?  Seems so.  Only lasts 15secs, might be enough to kill your enemy.

Dragon's Breath-More burst damage is love, but it's modest damage.  The disorient is nice, gives the mage another tool to escape in pvp.  The 20sec cooldown is not too bad either, maybe follow this up with Cone of Cold would be a nice combo.  Or a Flamestrike, calling the artillery down on yourself and your targets.

Water Elemental-Not much to say, awesome to have a pet but how tough is he?  Would seem to be the weakest choice of the three if you are going pvp.  What does he do? Taunt?  More needs to be revealed for him.   :hello_kitty:


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on August 29, 2006, 07:36:04 AM
The mage pet will be a mini god and you'll see Hunters and Warlocks screaming 'wtf'.  ;) :heartbreak:


Title: Re: Expansion Talents and Spells Released
Post by: Modern Angel on August 29, 2006, 08:25:22 AM
Hmm, let's see the Mage 41 talents

Slow-Not bad, mostly seems to be a pvp tool.  Especially good vs. those charging warriors, sniping hunters and backstabbing rogues.  Does it's 20% attack speed reduction stack with Ice Armors 20%?  Seems so.  Only lasts 15secs, might be enough to kill your enemy.

Dragon's Breath-More burst damage is love, but it's modest damage.  The disorient is nice, gives the mage another tool to escape in pvp.  The 20sec cooldown is not too bad either, maybe follow this up with Cone of Cold would be a nice combo.  Or a Flamestrike, calling the artillery down on yourself and your targets.

Water Elemental-Not much to say, awesome to have a pet but how tough is he?  Would seem to be the weakest choice of the three if you are going pvp.  What does he do? Taunt?  More needs to be revealed for him.   :hello_kitty:


That's the thing with Slow. It's what, 500 mana that you have to reapply every 15 seconds? In a raid it's stupid because you want your damage dealers, you know, dealing damage. In PvP? Who needs another way to snare an enemy? Dragon's Breath is probably completely broken in AoE grinding (Blastwave, Combustion, Breath your dazed mobs with +3% damage) and obnoxious in PvP but, again, no raid utility. Water Elemental is... meh.

The big question is what Arcane Blast looks like in actual play and the size of a 70's intellect. It would appear that if you're going to go Arcane don't half ass it; make AM and AB your bread and butter spells. If Arcane Blast is worth a shit and I'm looking at a 1500 Intellect I can totally see going apeshit in Arcane.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on August 29, 2006, 09:24:46 AM
No rogue worth his salt is using ANY of the new talents.

Sorry, wrong. Some of the new rogue talents are awesome. Now, if you are talking about the 41 point talents then yes, they do kind of blow. I plan on speccing 21/0/40 and I cant wait for some of the new sub talents.

Master of Subtelty *drool*

Also, any lock complaining about their talents is an idiot. Warlocks got so much love. I cant wait.


Title: Re: Expansion Talents and Spells Released
Post by: Dren on August 29, 2006, 09:50:20 AM
From my pool of characters:

Paladin - 60
No complaints.  Just none.  Can still heal very well and be a meat shield at the same time.  That's a role I've always envisioned for that character.  That is great for PvE.  I certainly can see a different spec for PvP too.  I'm seriously torn whether to just make my pally PvP strictly and go with the new low queue BG's or keep him around for support in the guild.  Choices, choices...that's what we were asking for all along.

Warlock - 60
Ohhh, the pain I'm gonna inflict!  There is some juicy juicy stuff there.  I'm a bit dissappointed that there isn't any information on developing your pets post-60, but I suppose I can't have everything.

Rogue - 56
I'm liking what I see.  I tend to play the sneaky backstab and poison type (daggers) so it alls looks golden from here.

Priest - 50
Sup thou?

Druid - 36
What he said.

Mage - 28
Too young to care.


Title: Re: Expansion Talents and Spells Released
Post by: Threash on August 29, 2006, 10:35:40 AM
I personally think extending the trees was a bad idea. It takes away the diversity of the classes, and to get some of the new talents you end up having to spec so deep in the trees it's not worth it. For a great example, look at rogue. No rogue worth his salt is using ANY of the new talents.


Im not so sure about that, the only horrible 41 point talent is the combat one which actually LOWERS your dps in raid situations (since you only get one roll to determine wether you crit/hit/miss/dodge/parry removing dodge would turn those backstabs into regular hits and its more energy efficient to get dodged and lose 11 energy than to get a non crit backstab).  Mutilate depending on how it works could completely replace backstab, that means you can lose the 8 points in the combat tree completely or keep imp gouge and max both imp ambush AND initiative in the sub tree. 41/3/16 would be an amazing pvp and pve build.  The only problem with the sub tree is that its TOO good, theres nothing in the top tiers that i feel i can skip so you end up with like 45 talents in sub if you want to go deep.  Cheat death is just sex, master of subtletly for those 3k ambushes not to mention the agi talent coupled with the attack power talent.  The 41 point talent just makes the subtletly rogue into even more of a 1vs1 master and when combined with the new 3 second silence on garrote it makes you basically inmune to mages for a whole 7 seconds, more than enough to win most fights.


Title: Re: Expansion Talents and Spells Released
Post by: Jobu on August 29, 2006, 10:44:34 AM
The mage talents seem a little meh to me.

Arcane looks really nice past Arcane Power. Lots of good stuff there. The new fire additions seem way too situational and random to really drool over. Only works on dazed targets, 10% chance on hit, only works on wounder targets, take more damage to put out more damage, etc. The frost stuff seems a little better, but not enough to spend so deeply in. Maybe the water elemental will be really strong, guess we'll find out. Completely uninformed, I'm leaning towards heavy-Arcane/Fire.

Notice on the spells that Ice Lance doesn't slow a target like frostbolt does. So you'll still have to spam frostbolt to proc frostbite before unloading with the ice lances.

All this has done is really inspire me to level up my mid-20 alts. Now I have to decide which one gets the love. Rogue, Warrior, or Warlock. Rogue talents seem real nice, so I'm leaning that way.


Title: Re: Expansion Talents and Spells Released
Post by: Modern Angel on August 29, 2006, 10:54:34 AM
That only works on wounded targets thing? Ranged Execute.

The hot rumor right now is that daze effects will be on boss mobs even if they're not affected by it, a la Curse of Tongues on some raid mobs. So bonus damage without the actual daze stuff.


Title: Re: Expansion Talents and Spells Released
Post by: Zane0 on August 29, 2006, 10:55:43 AM
Through browsing the Curse DB, presuming it's wholly legitimate (I'm thinking yes), there are a few fragmentary hints regarding the new priest abilities.  From what I can tell there's an entire "champion" system, whereby you choose someone to be your "champion" and give them a lot of benefits:

Champion's Bond (http://www.curse-gaming.com/en/wow/spells-26917-champions-bond.html): Creates a bond between priest and Champion. When the priest takes damage, up to 20 will be taken by the Champion instead. Lasts 10 min. (I'm hoping this gets better)

Empower Champion (http://www.curse-gaming.com/en/wow/spells-26922-empower-champion.html): Empower the target Champion, increasing all healing and spell damage done by up to 100. Lasts 2 hours.

Summon Champion (http://www.curse-gaming.com/en/wow/spells-11372-summon-champion.html): Summon the priest's Champion from anywhere in the world.

Revive Champion (http://www.curse-gaming.com/en/wow/spells-11411-revive-champion.html): Return the priest's Champion to life with 3500 health and 3600 mana. (85 mana, 2 sec cast- great, and even better if it were a combat rez, but we'll see)

Champion's Grace (http://www.curse-gaming.com/en/wow/spells-26913-champions-grace.html): Bestow the target Champion with grace, increasing all healing done by the priest by 30%. Lasts 2 hour.

I'm not sure what I think.  With the emphasis on smaller groups however, this could turn out to be pretty significant.  There are also some not-champion-related abilities:

Holy-Word Shield (http://www.curse-gaming.com/en/wow/spells-651-holy-word-shield.html): Placed over a Power Word: Shield.  From what I hear, it wards additional magic damage.

I've also heard that you can get a two-hour mind control, but I cannot confirm this.  If true, it's definitely an interesting angle to take, but I didn't exactly sign up to be a pet class.  Here's hoping the full info gets released soon...


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on August 29, 2006, 11:10:34 AM
The 2hr MC makes sense if all that Champion stuff is pet-related.   You'd need the summon after zoning/ taking a flight path.  I prefer to think and hope its player-related, however it'd be kinda cool having Barov or Morgraine as your champion. ;)


Title: Re: Expansion Talents and Spells Released
Post by: bhodi on August 29, 2006, 12:06:46 PM
Im not so sure about that, the only horrible 41 point talent is the combat one which actually LOWERS your dps in raid situations (since you only get one roll to determine wether you crit/hit/miss/dodge/parry removing dodge would turn those backstabs into regular hits and its more energy efficient to get dodged and lose 11 energy than to get a non crit backstab).  Mutilate depending on how it works could completely replace backstab, that means you can lose the 8 points in the combat tree completely or keep imp gouge and max both imp ambush AND initiative in the sub tree. 41/3/16 would be an amazing pvp and pve build.  The only problem with the sub tree is that its TOO good, theres nothing in the top tiers that i feel i can skip so you end up with like 45 talents in sub if you want to go deep.  Cheat death is just sex, master of subtletly for those 3k ambushes not to mention the agi talent coupled with the attack power talent.  The 41 point talent just makes the subtletly rogue into even more of a 1vs1 master and when combined with the new 3 second silence on garrote it makes you basically inmune to mages for a whole 7 seconds, more than enough to win most fights.
Mutilate won't replace backstab because you don't get the extra crit chance from imp backstab or the damage from opportunity. Unless they change it, of course. If they change it it's entirely possible that it may be a decent replacement, but I'm not convinced the loss of all of the combat talents make it better than the combat SF daggers build. Sub stuff is nice, but speccing so far into the sub tree pretty much gimps your sustained DPS; you don't have the points for the nice combat talents and the critical points in assasination. Sub's great for a PvP rogue, they seem to be wanting rogues to PvP, but us PvE raiders get basically nothing.

All of this is subject to change, of course, except the fact that it took a post on the forums about evade for the developers to even REALIZE players couldn't dodge attacks from behind. This is how much they pay attention to the rogue class. Which is to say, not at all.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on August 29, 2006, 12:31:09 PM
All of this is subject to change, of course, except the fact that it took a post on the forums about evade for the developers to even REALIZE players couldn't dodge attacks from behind. This is how much they pay attention to the rogue class. Which is to say, not at all.

The devs or the CMs. Two different groups entirely.  The CMs have proven over and over that they don't have the depth of knowledge of  the more dedicated players.  Not that they could for every class (which is what the public expects), what with having 9-5 jobs instead of being in High School/ College with tons of hours to devote to min/maxing.

A CM borking a point that's important to that class I can understand (so long as the CM isn't also claiming they've raided/ played said class X number of hours.)  If it was an actual Dev, then I'd worry more about them not understaning their entire GAME rather than just 'not caring' about one particular class.  (Though it does seem they all play 'lock/ Shaman/ Warriors some days ;) )


Title: Re: Expansion Talents and Spells Released
Post by: Strazos on August 29, 2006, 12:33:10 PM
Moving Tactical Mastery to the Protection tree sucks balls for PvP Arms warriors. Absolutely kills the build on my little cow warrior.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on August 29, 2006, 12:37:11 PM
but us PvE raiders get basically nothing.

But raiding as we know it is ending. With the advent of the 25 man raid groups, I dont think we will see the same type of mobs as MC or BWL, where they are immune to pretty much everything. This leaves the Sub tree a lot more viable for PVE. Now, Combat is still greater for PVE, I would guess, but the added talents in combat also seem much more geared to PVP.

I also heard from a friend that Mutilate is going to be able to double crit with Coldblood. That could be awesome. Also, since it has a base 30% crit chance, you dont need improved backstab. I think there is a good chance it WILL benefit from Opportunity by the time it is released. I am excited for my dagger rogue friend to try it out. Overall I like that our 41 point talents are not super godly, so we are not completly shoeghorned in to one tree, as the rogue has always been a tri spec class. I will be going 21/0/40 I think.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on August 29, 2006, 12:38:21 PM
Moving Tactical Mastery to the Protection tree sucks balls for PvP Arms warriors. Absolutely kills the build on my little cow warrior.

I have no empethy for warriors. They have been way to good for to long. I like that they are going to have to make some tough decisions now.


Title: Re: Expansion Talents and Spells Released
Post by: Threash on August 29, 2006, 12:45:31 PM
Im not so sure about that, the only horrible 41 point talent is the combat one which actually LOWERS your dps in raid situations (since you only get one roll to determine wether you crit/hit/miss/dodge/parry removing dodge would turn those backstabs into regular hits and its more energy efficient to get dodged and lose 11 energy than to get a non crit backstab).  Mutilate depending on how it works could completely replace backstab, that means you can lose the 8 points in the combat tree completely or keep imp gouge and max both imp ambush AND initiative in the sub tree. 41/3/16 would be an amazing pvp and pve build.  The only problem with the sub tree is that its TOO good, theres nothing in the top tiers that i feel i can skip so you end up with like 45 talents in sub if you want to go deep.  Cheat death is just sex, master of subtletly for those 3k ambushes not to mention the agi talent coupled with the attack power talent.  The 41 point talent just makes the subtletly rogue into even more of a 1vs1 master and when combined with the new 3 second silence on garrote it makes you basically inmune to mages for a whole 7 seconds, more than enough to win most fights.
Mutilate won't replace backstab because you don't get the extra crit chance from imp backstab


You do if the target is poisoned, which should be always if you use shiv before.  The damage might be less but you have a high chance at 3 combo points making you a cp generating machine.


Title: Re: Expansion Talents and Spells Released
Post by: El Gallo on August 29, 2006, 01:29:06 PM
Moving Tactical Mastery to the Protection tree sucks balls for PvP Arms warriors. Absolutely kills the build on my little cow warrior.

I have no empethy for warriors. They have been way to good for to long. I like that they are going to have to make some tough decisions now.

They get the choice to become EverQuest warriors, or to become nothing.  Not a tough decision for me; the obvious answer is reroll.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on August 29, 2006, 01:41:21 PM
Moving Tactical Mastery to the Protection tree sucks balls for PvP Arms warriors. Absolutely kills the build on my little cow warrior.

I have no empethy for warriors. They have been way to good for to long. I like that they are going to have to make some tough decisions now.

They get the choice to become EverQuest warriors, or to become nothing.  Not a tough decision for me; the obvious answer is reroll.

BS. There are still tons of good PVP DPS builds. Yeah, maybe you wont be the king of DPS, but warriors never should have been. 45/11/5 is pretty nice, and I havent even messed with a high fury build. Warriors will be fine. Hell they will be better than fine, they will still be major badasses. Your Tactical Mastery is a first tier talent in a different tree now, how do you think rogues felt when one of the MAJOR skills they need is 8 points in to the PVE tree. Ill say it again, warriors will be fine.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on August 29, 2006, 01:43:51 PM
Can you say HOLY DPS 2H FURY?

http://www.worldofwarcraft.com/info/classes/bc-warrior/talents.html?050050203320000000000005053101005512051120310000000000000000000000


Title: Re: Expansion Talents and Spells Released
Post by: bhodi on August 29, 2006, 01:48:27 PM
All of this is subject to change, of course, except the fact that it took a post on the forums about evade for the developers to even REALIZE players couldn't dodge attacks from behind. This is how much they pay attention to the rogue class. Which is to say, not at all.
The devs or the CMs. Two different groups entirely.  The CMs have proven over and over that they don't have the depth of knowledge of  the more dedicated players.  Not that they could for every class (which is what the public expects), what with having 9-5 jobs instead of being in High School/ College with tons of hours to devote to min/maxing.
Bullshit on the tons of hours. I've got a "real job" and still have plenty of time to understand at least HALF the classes. If they'd actually read the forums (omg, their job!) on any given day it's pretty obvious what the top 5 issues with each class are; all you have to do is read the posts with 3+ pages.

The Devs. This was posted yesterday:
Quote
I believe you may be confusing dodge with parry. Melee attacks from behind, including backstab, can be dodged. It may seem odd that a target could dodge an attack from behind, but I assue you it is fully intended. The misunderstanding may also stem from old functionality, where attacks from behind could not be dodged. I believe that was changed before or very near to the release of the game. The talent and its text is sound.

To clarify (again?) melee attacks from behind can be dodged by mobs, as well being blocked and parried (resulting in a glancing blow). With the talent's placement in the combat tree it should be obvious that its use is intended in PvE situations.
People went "O RLY??? Try evading and turning your back, you won't dodge a thing." This was the followup:
Quote
I've spoken with the ability designers/programmers and there are no immediate indications to them that the Evasion ability has any facing requirements. I have passed it on to our QA department however and they will be investigating any unintended functionality.
This has been a bug for some time, and the fix is now a 41 point talent. How great is that?


Title: Re: Expansion Talents and Spells Released
Post by: Fabricated on August 29, 2006, 02:23:54 PM
Moving Tactical Mastery to the Protection tree sucks balls for PvP Arms warriors. Absolutely kills the build on my little cow warrior.

I have no empethy for warriors. They have been way to good for to long. I like that they are going to have to make some tough decisions now.
I like most of the new warrior talents to be honest, outside of the 0% rage requirement talent, which I'd like to know more about.

So, if I pop endless rage while fighting a nearly-dead boss, can I execute over and over and over again for free? Will execute still drain my rage, or will it still count that "leftover" rage into the damage calculation on each execute?


Title: Re: Expansion Talents and Spells Released
Post by: El Gallo on August 29, 2006, 03:29:08 PM

BS. There are still tons of good PVP DPS builds. Yeah, maybe you wont be the king of DPS, but warriors never should have been. 45/11/5 is pretty nice, and I haven't even messed with a high fury build. Warriors will be fine. Hell they will be better than fine, they will still be major badasses. Your Tactical Mastery is a first tier talent in a different tree now, how do you think rogues felt when one of the MAJOR skills they need is 8 points in to the PVE tree. Ill say it again, warriors will be fine.

Emphasis added.  The problem isn't that you cannot have a worthwhile PvP build or a worthwhile PvE build.  The issue is having a build that works decently in both areas.  Which is to say that the real issue isn't moving TM from Arms to Protection (though it does result in some wasted points), it is having actual mitigation and aggro abilities at the top of Protection.  You can bet your britches that Blizzard will balance encounters with the new tactics in mind.

The basic problem with the warrior class is that "tanking" does not exist in WoW PvP.  If you need to blow your talents on tanking, you've useless in PvP.  But if you don't, you are useless in PvE.  This was never a problem now because the top half of the protection tree was a joke, presumably for this very reason.  And no, while there are obviously PvP and PvE preferred specs for other classes, no other class has to put up with a distinction nearly that big.  Holy priests fucking rock in group PvP, for example and combat dagger rogues aren't the ideal jackass-stunlock-ganker build of choice, they are plenty powerful in PvP too.  Mandatory prot specialization basically slices the game in half for the player.

Disclaimer: It's entirely possible that the top-end protection talents aren't as good as they seem to me at first glance.  If there really is next to no difference between 41 protection and 15-20 protection as far as PvE tanking goes, then everything is fine imo.  I have been known to overreact before!

Can you say HOLY DPS 2H FURY?
http://www.worldofwarcraft.com/info/classes/bc-warrior/talents.html?050050203320000000000005053101005512051120310000000000000000000000

Can you say "GROUP LF TANK MUST BE 40+ PROT KTHX" or "GROUP LF DPS, THAT MEANS ROGUE OR MAGE NOOBZ"?  Or how about "well guys, lets think about how we are gonna handle raid slots with the new 25 man system. We'll need, say, 3 tanks, about 3 pals and 2 shamans.  3 priests and 3 druids, a couple locks and hunters.  That leaves us with 6 or 7 slots for as much DPS as we can squeeze in the form of rogues and mages."

But, again, see my disclaimer.  This might not be what happens at the end of the day.


Title: Re: Expansion Talents and Spells Released
Post by: Llyse on August 29, 2006, 03:36:49 PM

Emphasis added.  The problem isn't that you cannot have a worthwhile PvP build or a worthwhile PvE build.  The issue is having a build that works decently in both areas.  Which is to say that the real issue isn't moving TM from Arms to Protection (though it does result in some wasted points), it is having actual mitigation and aggro abilities at the top of Protection.  You can bet your britches that Blizzard will balance encounters with the new tactics in mind.


Most classes have to balance between a PvP build and PvE, maybe warlock and hunter don't have to but I'm sure many priests will chime that forced to go holy spec, or a shammy needing mana tide will say they're worse off. Then there are the warriors main tanking with no prot at all because their equip is so monstrous they just dps tank... :mob: Buff rogues!  :-D


Title: Re: Expansion Talents and Spells Released
Post by: Threash on August 29, 2006, 04:05:50 PM

The basic problem with the warrior class is that "tanking" does not exist in WoW PvP.  If you need to blow your talents on tanking, you've useless in PvP. 


hmm wrong, 2 out of the 3 bgs can make good use of tanking.  AV is just pve with bonus honor and if you dont think a good tank makes the best WSG flag holder you must not have been playing good teams.  One of the arenas in the expansion is supposed to match you against incresingly more powerfull waves of monsters, im sure tanking will come in handy there also.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on August 29, 2006, 04:43:11 PM
PVP Spec very close to PVE DPS spec. The only time you need Prot warriors is if you are raiding high end, and if you are no one is LFG Prot, in less its a joke in guild chat. Also having a prot warrior on defence in the BGs is the next best thing to a pally. And they gave prot warrioras MORE offence. I dont see how anything has changed from before the patch except Tactical Mastery. All those gripes you have could apply to pre-expansion.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on August 29, 2006, 05:20:20 PM
http://forums.worldofwarcraft.com/thread.html?topicId=14221422&sid=1

I LOL'd IRL at the Ishmael guy.


Title: Re: Expansion Talents and Spells Released
Post by: lamaros on August 29, 2006, 05:43:44 PM

The basic problem with the warrior class is that "tanking" does not exist in WoW PvP.  If you need to blow your talents on tanking, you've useless in PvP.


hmm wrong, 2 out of the 3 bgs can make good use of tanking.  AV is just pve with bonus honor and if you dont think a good tank makes the best WSG flag holder you must not have been playing good teams.  One of the arenas in the expansion is supposed to match you against incresingly more powerfull waves of monsters, im sure tanking will come in handy there also.

Arena = PvP

BG = PvP/PvE Hybrid.

BG != PvP.

If you want to be a burst DPS warlock (full dest) you are nowhere near as useful in PvE as, say, a Sm/Ruin lock. Lots of classes have their choices to make. (Hell, have you SEEN? the exp Lock talents? There are so many hard choices there that I will never be happy with any spec.).


Title: Re: Expansion Talents and Spells Released
Post by: Calantus on August 29, 2006, 07:18:46 PM
Moving Tactical Mastery to the Protection tree sucks balls for PvP Arms warriors. Absolutely kills the build on my little cow warrior.

http://www.worldofwarcraft.com/info/classes/bc-warrior/talents.html?050250203525100000100055000104025012000000005000000000000000000000


Title: Re: Expansion Talents and Spells Released
Post by: Zetor on August 29, 2006, 11:02:35 PM
Moving Tactical Mastery to the Protection tree sucks balls for PvP Arms warriors. Absolutely kills the build on my little cow warrior.
I have a 60 warrior I pvp with regularly, and a 31/30 (aka MS/deathwish/flurry) build with TM would have been completely, utterly, insanely overpowered. Blizzard did the right thing, and you will STILL be able to get MS, TM and deathwish at the same time, which is rather frightening.

Also, Endless Rage is still going to be crazy. Battlestance, ER, sweeping strikes, zerkerstance, MS, whirlwind, cleave, piercing howl/hamstring, MS again, cleave again, execute as needed, and throw in an intimidating shout for pvp. That's a 200+ rage sequence right there, because cleave nullifies rage gain from the attack itself, so it costs ~40 rage (for single target use HS instead of cleave). It's basically robot jesus against priests and other classes that try to starve you of rage (bear druids, pallies, prot warriors). Not to mention that if I read the wording correctly, you'll be left with a near-full rage bar at the end from any white hits you've scored during the duration.


-- Z.


Title: Re: Expansion Talents and Spells Released
Post by: Calantus on August 30, 2006, 02:40:29 AM
If you used execute it would most likely drain your rage bar and count all of that rage towards boosting the execute. That's how ferocious bite works for druids when omen of clarity procs.


Title: Re: Expansion Talents and Spells Released
Post by: Simond on August 30, 2006, 04:19:37 AM
Emphasis added.  The problem isn't that you cannot have a worthwhile PvP build or a worthwhile PvE build.  The issue is having a build that works decently in both areas.
Welcome to what pretty much every other class has had to do since launch.


Title: Re: Expansion Talents and Spells Released
Post by: stray on August 30, 2006, 05:42:50 AM
That said... Druid stuff now plz.

I'm still hoping the new stag form (http://video.google.com/videoplay?docid=6020264244416084639&hl=en) isn't just for traveling.


Title: Re: Expansion Talents and Spells Released
Post by: Dren on August 30, 2006, 06:40:28 AM
That video kills me everytime I see it.  Not only is it a pure form of Irony.  Not only did that guy get seriously hurt (read about it somewhere.) But, I always think, "The other guy video taping this sure has a calm hand and persistence to see this to the bloody end!"

I guess my first instinct would be to go try and help my buddy out.  I guess that is just me.

Um, yeah, Druids should get that attack.  My question is, "Will it only be able to be used on Hunters?"


Title: Re: Expansion Talents and Spells Released
Post by: El Gallo on August 30, 2006, 06:58:49 AM
Emphasis added.  The problem isn't that you cannot have a worthwhile PvP build or a worthwhile PvE build.  The issue is having a build that works decently in both areas.
Welcome to what pretty much every other class has had to do since launch.

That's just not true.  Heal-focused priests, paladins, druids and shamans are fucking awesome in PvP because healing is awesome in PvP.  They can make builds that are awesome in both.  For DPS classes, sure, burst damage is frequently better in PvP than high dps.  But high dps is plenty nice in PvP.  Very easy to make an awesome in PvE/decent in PvP build or vice versa.  But there's no "taunt" button or aggro mechanic in PvP, so those skills are entirely worthless in PvP.  Not "equally awesome" not "plenty nice" and not "decent."  They are worth nothing. 

 
PVP Spec very close to PVE DPS spec. The only time you need Prot warriors is if you are raiding high end, and if you are no one is LFG Prot, in less its a joke in guild chat. Also having a prot warrior on defence in the BGs is the next best thing to a pally. And they gave prot warrioras MORE offence. I dont see how anything has changed from before the patch except Tactical Mastery. All those gripes you have could apply to pre-expansion.
 

Pre-expansion the protection tree was a complete joke beyond 15 or 20 points.  That's the difference.  Warrior dps is very talent-dependent, and if you have to spend your talents on tanking to be able to raid in PvE then you'll suck in PvP unless they trick it up with crap like mixing PvE in with the PvP.

I know that warriors are in one sense overpowered right now.  They do very good damage and are the PvE tanks of choice in almost every situation.  But because tanking has no role in PvP, it pretty much has to be that way or warriors only get to play half the game.  Honestly, they should have either made tanking worthwhile in PvP by making taunt briefly effective or adding various "take damage directed at your friendly target" type skills (which they refused to add on the asinine reasoning that it's un-fun to lose control of your character), or they should have coded warrior skills so that they do a lot more damage in PvP than PvE (so warriors could have a viable role in PvP without stepping on the toes of rogues in PvE).

As it stands, after the expansion warriors will either be where they are now (if the high-end protection talents aren't required for high-end PvE) or they will be a gimp class forced to flush half of the game (their choice, PvP or PvE) down the toilet (if they are).


Title: Re: Expansion Talents and Spells Released
Post by: El Gallo on August 30, 2006, 07:00:31 AM
That said... Druid stuff now plz.

I'm still hoping the new stag form (http://video.google.com/videoplay?docid=6020264244416084639&hl=en) isn't just for traveling.

Classic.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on August 30, 2006, 07:53:59 AM
Emphasis added.  The problem isn't that you cannot have a worthwhile PvP build or a worthwhile PvE build.  The issue is having a build that works decently in both areas.
Welcome to what pretty much every other class has had to do since launch.

That's just not true.  Heal-focused priests, paladins, druids and shamans are fucking awesome in PvP because healing is awesome in PvP.  They can make builds that are awesome in both.   

You're a funny, funny man.   I don't like being dependant on another player to kill shit for me.  Until the Priest revamp, it was Shadow or find a buddy for PvP.   If you want Significant damage or to be able to kill them before the other part of their group shows up, it's still Shadow, Disc every few mins, or find a buddy.


Title: Re: Expansion Talents and Spells Released
Post by: bhodi on August 30, 2006, 08:02:10 AM
uhm, what? just because YOU don't like being dependant on another player (in a team game, no less!) doesn't mean it's not effective.

A heal-spec priest or druid can make or break PVP, even while solo. In fact, a priest in shadowform isn't a threat, I really fear the healing spec priests. They can shield/renew/flashheal/fear/dot me and stay alive until help arrives, even if I pop my anti fear trinket.  I can almost never as a rogue take down a good healing spec priest, even with the trinket up, and I take down shadow priests all the time. In battlegrounds, you're never going to be alone for more than 20 seconds, and you are the ulitmate team player.

Heal spec is simply awesome. Focus healing on a vanguard tank when he wades into their group and watch as they get eaten alive while trying ineffectually to kill one guy. There's a reason why you are always targeted first, and that is becuase with supporting heals a team is virtually unstoppable. If I get a few heals as a rogue I can pop out in their ranks and down 3 back-row casters in about 15 seconds.

Yes, you're a target and you do have to rely on your teammates to keep people off you while you do your job -- but isn't that what teamwork is all about? If you have a problem with your co-players teamwork, well, blame that on them, not on a particular spec.

And this was before the priest revamp, it only got better after.


Title: Re: Expansion Talents and Spells Released
Post by: Jayce on August 30, 2006, 08:04:14 AM
Honestly, they should have either made tanking worthwhile in PvP by making taunt briefly effective or adding various "take damage directed at your friendly target" type skills (which they refused to add on the asinine reasoning that it's un-fun to lose control of your character)

Are you serious about that?

Then what are mind control, blind, fear, distraction, sheep and stun effects?  I don't feel very in control when sheeped.

Or is it just that they don't want warriors causing the loss of control?   :roll:


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on August 30, 2006, 08:28:30 AM
uhm, what? just because YOU don't like being dependant on another player (in a team game, no less!) doesn't mean it's not effective.

Cool, now explain that to ElGallo, who's done the same thing for warriors.  :-D

See, the definition of "Effective" being tossed around in this thread is "solo other classes" not "work as a unit in a team."  It's the same definition used any time PvP whining happens.

I like my healing priest.. I am, however, always dead in BGs because Alliance doesn't seem to believe in teamwork.  I've found myself trying to hold-off a warrior or mele shaman while some dumbass melee class sat there and stared at the fight on his mount, trying to decide if it was worth his time to help me a number of times.


Title: Re: Expansion Talents and Spells Released
Post by: Threash on August 30, 2006, 09:01:14 AM
If you are joining bgs by yourself then prepare to be used as a piñata by pre made teams, any discussion of pvp should be based around the fact that you'll be in a group since pvp is balanced around grouping.  Yes, if you are a healer then relying on others to do the killing while you keep them alive is exactly what wins fights,  of course that badass rampaging warrior should be keeping shit off you.  Don't expect any of that to happen in a pick up group though, bring some friends.


Title: Re: Expansion Talents and Spells Released
Post by: Dren on August 30, 2006, 09:10:53 AM
Honestly, they should have either made tanking worthwhile in PvP by making taunt briefly effective or adding various "take damage directed at your friendly target" type skills (which they refused to add on the asinine reasoning that it's un-fun to lose control of your character)

Are you serious about that?

Then what are mind control, blind, fear, distraction, sheep and stun effects?  I don't feel very in control when sheeped.

Or is it just that they don't want warriors causing the loss of control?   :roll:

Exactly, out of all the "loss of control" powers out there, if I'm forced to whack on that warrior that just taunted me, I'd pick that over walking around "baaahing" as a sheep.  At least I'm doing something.

I've always thought warriors should have taunting powers over players.  It is supposed to be their job!  Even if a taunt would just distract you from casting/hitting someone in your group, that would be enough.  I'd still  say it should make you at least take 5-6 steps towards the warrios as if it actually pissed you off enough to lose your mind for a few seconds.  Seems logical to me.


Title: Re: Expansion Talents and Spells Released
Post by: Threash on August 30, 2006, 09:16:55 AM
Well they are adding that intervene thing with bc that intercepts someone on your side and lets you take a few hits for them (or one? didnt really pay attention) which is a step in the right direction at least.


Title: Re: Expansion Talents and Spells Released
Post by: ClydeJr on August 30, 2006, 09:22:20 AM
I liked how taunts work in PvP in CoH/V. If you failed to resist the taunt, your target would be changed to the taunter and you couldn't change targets for about 5 seconds. Really helpful for getting that rampaging brute off your defender buddy. I don't see why they can't do something similar in WoW. A rogue just stunned your mage friend? Taunt him and now he can only target you for 5 seconds. He can still attack and move around. He can choose to attack you, he can use potions, he can even run away and vanish until the taunt wears off. He can only attack the taunter though for 5 seconds.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on August 30, 2006, 09:36:01 AM
Have you ever tried to kill a Prot specced warrior who has healing when he is running a flag in WSG or defending a flag in AB? Try that then tell me Prot spec is usless in BGs. I had a good friend who was 41 portection, and he used to make an insane difference in BG groups just cause he was almost as hard to kill as a paladin.

Also, I dont know if you saw this, there is a talent that lets you charge to a friendly target, and absorb some of the incomming damage, that could be awesome in PVP.


Title: Re: Expansion Talents and Spells Released
Post by: El Gallo on August 30, 2006, 09:38:53 AM
uhm, what? just because YOU don't like being dependant on another player (in a team game, no less!) doesn't mean it's not effective.

Cool, now explain that to ElGallo, who's done the same thing for warriors.  :-D

See, the definition of "Effective" being tossed around in this thread is "solo other classes" not "work as a unit in a team."  It's the same definition used any time PvP whining happens.

I was just talking about group PvP, sorry for the confusion.  My complaint is not "protection warriors need a group to be good in PvP" it is "protection warriors don't have much to offer a group in PvP."  If protection warriors could effectively protect their allies in PvP, I'd be all in favor of the EQ "doesn't do much damage but eats it up like a champ" warrior model.  It'd make rogues, mages, hunters and locks happier too, I bet.

Edit: Morph, yeah I had overlooked the new Intervene skill.  It only absorbs one attack every 30 secs, but at least it's a start.  As for your friend, I'm not sure what protection talents that a 31-20 build couldn't get are helping him carry the flag, other than improved shield wall which only works 5 seconds every 30 mins.  Second, it's one battleground.  Third, as you said, almost as good as a pally, which both sides will have (and pallies have other amazing pvp uses like healing, whereas protection warriors only have flag carrier type situations).

Anyway, back to the new talents.  Does it looks like the new sub talents will close the damage gap between hemo builds and combat dagger/sword builds in PvE?  I'm thinking of starting a rogue for the expansion, and I'd love to have all those utility talents in sub and still be a respectable raid damage dealer.



Title: Re: Expansion Talents and Spells Released
Post by: Morat20 on August 30, 2006, 10:04:16 AM
Honestly, they should have either made tanking worthwhile in PvP by making taunt briefly effective or adding various "take damage directed at your friendly target" type skills (which they refused to add on the asinine reasoning that it's un-fun to lose control of your character)

Are you serious about that?

Then what are mind control, blind, fear, distraction, sheep and stun effects?  I don't feel very in control when sheeped.

Or is it just that they don't want warriors causing the loss of control?   :roll:

Exactly, out of all the "loss of control" powers out there, if I'm forced to whack on that warrior that just taunted me, I'd pick that over walking around "baaahing" as a sheep.  At least I'm doing something.

I've always thought warriors should have taunting powers over players.  It is supposed to be their job!  Even if a taunt would just distract you from casting/hitting someone in your group, that would be enough.  I'd still  say it should make you at least take 5-6 steps towards the warrios as if it actually pissed you off enough to lose your mind for a few seconds.  Seems logical to me.
I'd be good for that if they added a FD for hunters that actually worked in PvP. That FD/Ice Trap thing is about all you can do with FD in PvP -- oh, and dodge pet attacks if the pet's owner has lost LoS. I don't use the FD/Trap thing myself, but I'd love to be immune to anything but AoE while FD. Sure, they can stand on me and AoE me -- but they'll never know if they're hurting me, or just wasting time and mana abusing my corpse.

Have to add in a pet dismissal to FD in PvP though. I don't think it's really workable, however.


Title: Re: Expansion Talents and Spells Released
Post by: Threash on August 30, 2006, 10:07:10 AM
You'll be a respectable damage dealer as a 0/0/0 rogue, but as a rogue since you contribute absolutely nothing else to a raid "respectable" doesn't quite cut it like it does for mages/hunters/warlocks.  The only dps talent sub is getting is the improved agi one, and i guess master of subtlety in short fights where 30 seconds of 10% extra damage can make a difference (assuming 10% at the start and after 2 vanishes),  neither of which is enough to close the gap with the extremely scalable combat talents like dual wield spec, precision, blade flurry and weapon specs, not to mention theres still the crutch of weapon expertise which is a must unless you are a human using swords or maces.  Your dps will be "ok" if you go deep in sub, but you'll never compare to a combat rogue.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on August 30, 2006, 10:16:55 AM
Anyway, back to the new talents.  Does it looks like the new sub talents will close the damage gap between hemo builds and combat dagger/sword builds in PvE?  I'm thinking of starting a rogue for the expansion, and I'd love to have all those utility talents in sub and still be a respectable raid damage dealer.

Closing the gap, by a little bit, but if you are really in to raiding, Combat is going to be the way to go.

PVE Swords: http://www.worldofwarcraft.com/info/classes/bc-rogue/talents.html?305322105002102000000024005202005014023212000000000000000000000000

PVE Daggers: http://www.worldofwarcraft.com/info/classes/bc-rogue/talents.html?305321105000102000000005305002054010023210000500000000000000000000

Those are both rough specs, but you get the idea.

I was trying to male a PVE hemo spec, and there are just so many skills in Sub that work for PVP only, I cant reccomend Hemo for PVE. Now, if your in a casual guild, then just spec how you want and they shouldnt worry about it, but any combat build is going to smoke you in a raid for DPS.


Title: Re: Expansion Talents and Spells Released
Post by: bhodi on September 04, 2006, 10:18:52 AM
Bumpity bump. Druid talents have been leaked... some SERIOUS bonuses in there for feral/balance. It makes me want to main switch from a rogue.

http://wow.gamemeca.com/special/section/html_section/wow/focus/info_board/view.html?subcode=c0583&page=1&search_kind=&search_text=&id=4748&gid=4673&head=


Title: Re: Expansion Talents and Spells Released
Post by: Threash on September 04, 2006, 11:09:55 AM
They seem very interested in giving the non raiding specs raid utility, that feral buff is a huge dps boost for your rogues and warriors and basically a must have on the level of fort and they gave ret palis a 2% crit for the whole raid talent.  A great idea but i dont see it meshing so well with the new raid cap.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on September 04, 2006, 11:22:17 AM
IMO, 2% crit means not much. Maybe some one can do the math and prove me wrong, but my gut feeling is that its a pretty weak talent.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on September 04, 2006, 12:02:12 PM
IMO, 2% crit means not much. Maybe some one can do the math and prove me wrong, but my gut feeling is that its a pretty weak talent.

I'll admit I could be completly wrong, but the quick math I did said 2% crit is ~1dps. Woo!  Then again, 1dps across a raid would be a 20-40dps increase without upgrading anyone's gear.


Title: Re: Expansion Talents and Spells Released
Post by: bhodi on September 04, 2006, 12:29:50 PM
You aren't taking into account a lot of spells and abilities that do extra stuff if they crit.. for example, rolling ignites, vengance (earlier in that tree), and I'm sure there are others. Also, rogues do extra crit damage due to talents. It works out to be a bit more than 1dps per person; maybe even 2dps. One talent that increases your dps (by proxy, much like hemorrage) by that much is very nice. Contrast that with the rogue combat tree's 41 pt talent which actually decreases our dps.


Title: Re: Expansion Talents and Spells Released
Post by: Threash on September 04, 2006, 12:30:11 PM
Actually for melee characters a 1% increase in crit chance is at least a 1% increase in dps (more if you have talents that increase crit damage like lethality does for backstabs), so it would be an increase of at least 2% of all your melee damage or slightly more.

Edit: i think you may have confused 1% increase in dps with 1dps, which are very far from the same.


Title: Re: Expansion Talents and Spells Released
Post by: caladein on September 04, 2006, 12:54:34 PM
They seem very interested in giving the non raiding specs raid utility, that feral buff is a huge dps boost for your rogues and warriors and basically a must have on the level of fort and they gave ret palis a 2% crit for the whole raid talent.  A great idea but i dont see it meshing so well with the new raid cap.

Or maybe they're just making it so you don't really have "not raid viable" specs :P.

Bumpity bump. Druid talents have been leaked... some SERIOUS bonuses in there for feral/balance. It makes me want to main switch from a rogue.

http://wow.gamemeca.com/special/section/html_section/wow/focus/info_board/view.html?subcode=c0583&page=1&search_kind=&search_text=&id=4748&gid=4673&head=

I'm in love with the Druid talents. In Balance, YOU GET A TREE (I mean, I really can't get past how cool that is) and it also means a Balance Druid can cure all debuffs. They're also addressing the whole "Oomkin" thing, which is awesome. Also, with Moon Armor, you basically get Plate armor with Felhunter Resists in Moonkin.

Feral: Animal Reflexes cuts the cast time on Regrowth down to .5s, so a bit less reliance on Nature's Swiftness is always good. Survival of the Fittest is absolute Hybrid love. Deeper down Scent of the Pack's an extra 15% damage in a 25-man raid and along with Mark of the Claw, a Feral Druid is going to be even more crack for Rogues and Warriors :D. On the PvP side, Feral Recovery would probably piss some Hunters off :P (you can shift while feared from Scare Beast... so it's a 1/3 chance to break the fear at worst).

Resto: Resilience is going to compete with the Tree for Moonkins (34/0/28-ish), either you go heavy Balance for more damage and offensive support, or you pick up Resilience for endurance and more defensive support. Awakening kinda sucks (brings Innervate down to 5m). The new Nature's Focus is going to be amazing for Balance Druids (Moonkin love, who'd have thought...). Harmonize is rather useless (Tranqulity's not so great) unless you have both a Druid and a Priest in the same group since the 100 mana cost is nothing compared to the efficiency gain of healing 5 people with Prayer of Healing.


Title: Re: Expansion Talents and Spells Released
Post by: stray on September 04, 2006, 12:57:37 PM
To hell with raiding utility, Druids are going to be even harder to take down in PvP. It's already nice that they can't be snared or poly'ed, and Feral Recovery is just going to add another dimension to that (here's hoping one of those dispeable effects is Fear. I'll laugh if one of them is Stun). That it has a secondary effect of letting animal forms being healed for more (telling from the Talent, it'll be 15%?) is just icing on the cake.

Animal Reflexes is a nice 'real world' skill. Looks like somebody at Blizzard is actually playing Druids.

Viciousness just might bring the shock factor of Druid damage closer to what Rogues and Warriors. Or at least it will sometimes.

I know little about Balance, but it looks like it gets the biggest boost of all. Now if only somebody leaked what new gear will be avaibable for it.

[edit] Caladein beat me to the punch.


Title: Re: Expansion Talents and Spells Released
Post by: caladein on September 04, 2006, 01:14:00 PM
I know little about Balance, but it looks like it gets the biggest boost of all. Now if only somebody leaked what new gear will be avaibable for it.

Balance Leather, just like Dwarf Females, is a myth.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on September 04, 2006, 06:28:32 PM
Actually for melee characters a 1% increase in crit chance is at least a 1% increase in dps (more if you have talents that increase crit damage like lethality does for backstabs), so it would be an increase of at least 2% of all your melee damage or slightly more.

Edit: i think you may have confused 1% increase in dps with 1dps, which are very far from the same.

Nope, 1dps.  I did, however, forget to include the crit-damage bonuses when I was fiddling.  Recalcing with a 30% bonus to crit damage ups it to 2dps.

 Now, what I'm doing is flawed, beacause I'm not including specials and I know that's a large chunk of damage I'm missing out on.  I could calc it for hunters (10s 'damage cycle') but not knowing enough of the melee classes I'm loathe to go any deeper than I did, since I wouldn't know the damage period to use.

Anyone with a good grip on math who loves putzing with spreadsheets is welcome to delve deeper.  I work with shapes, so geometry is my strong point.. working any deeper will only compound my errors.


Here's what I did. 

Figure your Average weapon damage & crit damage (include that extra %)
Figure out how many swings in a minute
Multiply swings/ min times your crit %.  That's how many can be crits
Multiply # of crits * crit damage
Multiply # of swings (minus crit swings) times average damage
Add these together.  That's your damage/ min.

Do the same for crit chance "b"
Subtract total 1 from total 2 and divide by 60s/m to see the DPS difference


Title: Re: Expansion Talents and Spells Released
Post by: SurfD on September 05, 2006, 12:47:03 AM
Scent of the pack looks rediculously over powered / bizzare.  A feral Druid in bear form in a 40 man raid could get OBSCENE damage reduction from that buff.  Of course, that also means that they would have crap for rage generation, since they get most of their rage from taking damage and very little rage from hitting stuff.

.4% per person in a raid with Mark / Gift of Wild and Mark / Gift of Claw, even assuming those dont stack (ie you cant have Wild and Claw at same time), thats 16% reduction, if you CAN get both, thats 32% reduction.  And considering that some druids can ALREADY hit 70% reduction in Bear form with top tier gear.........


Title: Re: Expansion Talents and Spells Released
Post by: stray on September 05, 2006, 01:38:48 AM
thats 16% reduction, if you CAN get both, thats 32% reduction.  And considering that some druids can ALREADY hit 70% reduction in Bear form with top tier gear.........

Heh, sounds like launch era CoH Invuln Tanks.


Title: Re: Expansion Talents and Spells Released
Post by: Fordel on September 05, 2006, 02:15:12 AM
My guess with the Mark/Claw buffs is they'll be like Paladin Blessings, only one per druid on a target at a time. So two druids, you get both buffs. I'm also guessing the Scent talent is balanced around the idea of 25-20-10 man raids, not the 40s. Still something like 10% (if my math doesn't fail me) in a 25man raid, nothing to scoff at by any means. Heck, even without the other feral talents, the new claw buff would guarantee at least one feral druid in every large raid.


As to the balance talents... I *SO* want them to be real, please be real, please! I want a pet tree :(.


Title: Re: Expansion Talents and Spells Released
Post by: Sairon on September 06, 2006, 03:27:44 AM
My take on the crit.

2% crit isn't +2% dmg, that's only true when going from 0% crit to 2% crit chance, this is if crit dmg is twice normal dmg. 1 - 2 DPS sounds wrong as well, since the increase varies depending on your dmg output. I don't know the average DPS of a well equipped rogue these days, but lets say a rogue with beefed up attack power averages 400 DPS, not accounting crit. Then +2% crit should be +8 DPS.


Title: Re: Expansion Talents and Spells Released
Post by: SurfD on September 06, 2006, 04:18:39 AM
Edit: never mind, forgot that spell resists are not calculated out of 100 total.  Moon armor may not be totally overpowered.


Title: Re: Expansion Talents and Spells Released
Post by: ZariusZer0 on September 06, 2006, 10:41:58 AM
Mages got a few nifty little things, but most of the new stuff seems either pretty uninspired, weaker than existing abilities, or almost pointless.

Out of our abilities, only SpellSteal, Ice Lance and Arcane Blast look interesting at all.

Arcane Blast will be some very fast, very inefficient damage after a couple casts, but it gives Arcane a needed single target, casted, nuke. I like the idea. not sure how much use it'll get, but it's interesting.

Ice Lance will hit about as hard as a frostbolt on a frozen target, and that's really all that you would use it for. A one second faster frostbolt agaisnt frozen targets. Against a non-frozen target, you'd be better off casting a lower ranked frostbolt to snare them, and try to proc frostbite. I mean, i'm all for hitting for a lot of damage on a 1.5 second cast, but maybe giving it another condition, only useable when their not frozen. As it is, fire mages will never use it, and a different conditional debuff might give it some value to them

Spellsteal, however, I love. It should give us a nice little boost agaisnt other casters, which is where Mages are at their worst. Usable both offensively to remove buffs, and defensively to steal HoT's and shields, it's a very nifty little trick. It's expensive, but i can see why. Overall, one of our best changes.

Our two other abilities, however, seem pretty lackluster.

Molten Armor seems almost completely worthless. 75 damage when you get hit isn't much at all, compared to what you'll be losing. And the crit recieved reduction, while a good idea..i'm just not sure it'll be better than Ice armor or Mage armor. And while those two have obvious uses, I'm not seeing Molten's. I have seen some comment that it'll be useful for AoE situations in PvE, so perhaps. I suppose if it can proc Impact it might have some use too.

Invisibility is way to limited to do anything right now. It's a victim of pre-nerfing. It lasts 20 seconds, has an 8 second fade out, breaks on a hostile action on or by the mage, and has a 5 minute cooldown. And on top of all that, While invisible, the mage can only see other people who can see invisible people. All of them together just cripple the spell. With no visibility, it can't be used to surprise people that well, or for reconnaisance. With a fade out, it can't be used for escape. With such a short duration, it can't be used for much travel, and with such a long cooldown, the short bursts of travel it might provide arent' reliable. I just don't see many uses for it. I suppose to eat or drink after a fight, or to sneak past enemy lines in well known areas, such as AV. But even then, when it wears off, you could be in the middle of a group of enemies, and you'd have no way to know.

The 41 point talents..i'm Undecided on. Slow might prove useful for Arc/Fire mages, as an instant cast kiting tool. Useful, but i'd prefer to see it as a base spell, with something more original for Arcane. Or have it slow casting speed a little. Dragon's Breath is very nice. Good damage in a AoE, with a 3 second Disorient, and a low cooldown. Granted, Ignites off of it will break it's own disorient, but it'll still be a nice AoE pause button. And Water elemental we really don't know anythign about, so it's early to make a judgement. However, I'm skeptical about a Pet. Had I wanted DD and a pet, i would have rolled Lock. So let's hope it's not just an icy Imp.

Some of the new talents seem really good, some seem really bad. Right out, the Empowered Fireball and Empowered Frostbolt are almost worthless, providing to one spell, about half the value that earlier talents provided to an entire school of spells. And this on Tier 8 Talents. And that seems to be the case with several of them. They either provide weaker bonuses then earlier talents, or way too limited bonuses, that aren't strong enough to justify the limitations.

Burning Speed, Molten Fury in Fire are good, but the other new ones (Playing with Fire and Burnout) require either a daze, which only one mage spell can produce (which is on a 30 second cooldown), or cause more increased damage to you than you gain, which seems a bit lousy to me.

In Frost, Ice Floes is good, but Arctic Winds seems pretty poor. for 5 points, a 5% chance to not be hit by melee or ranged attacks (the attacks of the classes we already do best against) just seems bad. If it included spells it would be worthwhile, and a nice comparison to Arcane's Prismatic cloak. 5% less hits, vs. 5% less damage. But as is, it's just not worth it. Lukcily the beginning of the frost tree has enough goodies to help, but overall, fairly weak changes.

Arcane got the best talents, making a deep arcane spec fairly viable, but most still weren't terribly exciting. The beginning of the tree still sucks, but Mind Mastery, combined with the changed, and now synergistic Arcane Mind, will be a nice spellpower boost. Arcane Potency gives 30% extra crit on clearcasts, so with a bit of planning and care, your clearcasts can be quite frightening. Empowered Arcane Missiles, combined with the existing Imp. ARcane missiles, might finally make the spell worth casting, and definitly is better than the other empowered talents. And prismatic cloak is a nice little talent for the mage who wants just a bit more toughness. Improved blink is a meh talent, as blinks' mana cost wasn't prohibitive, but could add up. Still, i'd prefer fixed blink to improved blink.


Title: Re: Expansion Talents and Spells Released
Post by: SurfD on September 06, 2006, 12:35:40 PM
Molten Armor seems almost completely worthless. 75 damage when you get hit isn't much at all, compared to what you'll be losing. And the crit recieved reduction, while a good idea..i'm just not sure it'll be better than Ice armor or Mage armor. And while those two have obvious uses, I'm not seeing Molten's. I have seen some comment that it'll be useful for AoE situations in PvE, so perhaps. I suppose if it can proc Impact it might have some use too.

Actually, depending on how they handle this one, it could be VERY powerfull.

Dont suppose you remember the heydey of the Cloak of Fire (http://wow.allakhazam.com/db/item.html?witem=14134) do you?.  At one point, Cloak of Fire somehow managed to get FULL benefit from +damage gear.  Meaning that an Arcane / Fire mage could pop AP and the Cloak and the ticks off the Cloak would start hitting in the 6 to 7 HUNDRED damage a tick range.

Depending on A: how many ranks of this we get, and B: how it is affected by +damage gear, it could get very nice indeed.  Chances are it can also proc ignite / impact as well.

Remember, this is also PER HIT.  So unlike Lightning Shield, this thing procs every time you get hit, which means fast damage classes like rogues could do themselves some serious damage before they kill you. (probably more damage from this then Lightning Shield, per capita)


Title: Re: Expansion Talents and Spells Released
Post by: ClydeJr on September 06, 2006, 02:16:13 PM
New profession stuff, cut'n'pasted from another board since worldofraids.com is blocked from here.

http://www.worldofraids.com/v2/?page=professions (http://www.worldofraids.com/v2/?page=professions)

Quote
Alchemy :
New cap - Herb Gathering (Master) : How to find and gather Outland herbs. Gives a potential herbalism skill of 375.

Alchemy Specializations :

Potion Master
Allows an alchemist to sometimes create an additional potion when brewing high level potions.

Transmutation Master
Allows an Alchemist to sometimes to get greater results when transmuting materials.

Elixir Master
Allows an alchemist to sometimes create an additional elixir when brewing high level elixirs.

Flasks :

Flask of Fortification
Increases the player's maximum health by 1500 and Defense Rating by 30 for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.

Flask of Relentless Assault
Increases the player's attack power by 360 for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.

Flask of Mighty Restoration
Increases the player's mana regeneration by 70 mana per 5 seconds for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.

Flask of Shadow Fortification
Increases the player's resistance to shadow spells by 75 and health regeneration by 40 every 5 seconds for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.

Flask of Arcane Fortification
Increases the player's resistance to arcane spells by 75 and health regeneration by 40 every 5 seconds for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.

Potions :

Major Holy Protection Potion
Major Arcane Protection Potion
Major Dreamless Sleep Potion
Major Fire Protection Potion
Major Frost Protection Potion
Major Nature Protection Potion
Major Shadow Protection Potion

These absorb 2800-4000 damage

*Major Dreamless Sleep Potion : Puts the imbiber in a dreamless sleep for 12 sec. During that time the imbiber heals 3600 health and 3600 mana.
Super Healing Potion : Restores 1500-2500 health.
Super Mana Potion : Restores 1800-3000 mana.
*Heroic Potion : Increases Strength by 70 and temporarily increases health by 700 for 15 sec.
*Destruction Potion : Increases spell critical chance by 2% and spell damage by 120 for 15 sec.
*Ironshield Potion : Increases armor by 2500 for 2 min.
*Sneaking Potion : Increases Stealth a great deal for 30 sec.
*Shrouding Potion : Shrouds you from nearby enemies so you seem less threatening to them.
*Haste Potion : Increases Haste Rating by 400 for 15 sec.

Insane Strength Potion
Requires Level 45
Increases your Strength by 120 and decreases your Defense Rating by 75 for 15 sec.

Elixirs :

Elixir of Major Frost Power : Increases frost spell damage by up to 55 for 1 hour.
Elixir of Major Firepower : Increases fire spell damage by up to 65 for 1 hour.
Elixir of Major Agility : Increases your Agility by 35 for 1 hour.
Elixir of Major Armor : Increases armor by 550 for 1 hour.
*Elixir of Major Mageblood : Regenerate 16 mana per 5 sec for 1 hour.
Elixir of Empowerment : Decreases the magical resistances of your spell targets by 30 for 1 hour.
Elixir of the Searching Eye :
Elixir of Camouflage: Imbiber cannot be tracked for 1 hour.
*Elixir of Dodging :

Transmutes :

Transmute - Primal Earth to Life
Transmute - Primal Fire to Mana
Transmute - Primal Life to Earth
Transmute - Primal Mana to Fire
Transmute - Primal Shadow to Water
Transmute - Primal Water to Shadow
Transmute: Primal Earth to Water
Transmute: Primal Fire to Earth
Transmute - Primal Air to Fire
Transmute - Primal Water to Air

Transmute - Primal Might
Teaches you how to Transmute Primal Air, Water, Earth and Fire into Primal Might.

Primals are created with a spell "Create Primal XYZ" that uses "10 motes" of earth, shadow, air, etc. Not sure what profession is used to make those or where these items come from.

Engineering apparently has something to do with Alchemy now, my guess is that these two items create the Super Healing/Mana pots. The injectors are listed as requiring the Black Anvil. Good to see that at level 70 we'll still be running BRD.
Schematic: Healing Potion Injector
Schematic: Mana Potion Injector

Enchanting :

Boots :

* Enchant Boots - Dexterity : Permanently enchant a piece of boots armor to grant +12 Agility.
* Enchant Boots - Surefooted : Permanently enchant boots to give 5% snare and root resistance as well as a 1% bonus to hit.
* Enchant Boots - Vitality : Permanently enchant boots to restore 4 mana and health every 5 seconds.

Bracers :

* Enchant Bracer - Brawn : Permanently enchants bracers to increase Strength by 12.
* Enchant Bracer - Stats : Permanently enchants bracers to increase all stats by 4.
* Enchant Bracer - Major Defense : Permanently enchants bracers to increase your defense by 8.
* Enchant Bracer - Restore Mana Prime : Permanently enchants bracers to restore 6 mana every 5 seconds.
* Enchant Bracer - Spellpower : Permanently enchants bracers to increase damage done by spells by up to 15.
* Enchant Bracer - Superior Healing : Permanently enchants bracers to increase the effect of healing spells by up to 30.

Chest :

* Enchant Chest - Exceptional Health : Permanently enchant a piece of chest armor to grant +150 health.
* Enchant Chest - Exceptional Mana : Permanently enchant a piece of chest armor to grant +150 mana.
* Enchant Chest - Exceptional Stats : Permanently enchant a piece of chest armor to increase all stats by 6.

Cloak :

* Enchant Cloak - Major Armor : Permanently enchant a cloak to give a 120 additional armor.
* Enchant Cloak - Major Resistance : Permanently enchant a cloak to increase all resistances by 7.

Ring :

* Enchant Ring - Healing Power : Permanently enchant a ring to increase healing spell effects by up to 20.
* Enchant Ring - Spellpower : Permanently enchant a ring to add up to 12 damage to spells.
* Enchant Ring - Stats : Permanently enchant a ring to increase all stats by 4.
* Enchant Ring - Weapon Might : Permanently enchant a ring to add 2 damage to physical attacks.

Shield :

* Enchant Shield - Though Shield : Permanently enchant a shield to give 18 additional block value.
* Enchant Shield - Shield Block : Permanently enchant a shield to give +15 Shield Block Rating.
* Enchant Shield - Intellect : Permanently enchant a shield to give 12 intellect.
* Enchant Shield - Resistance : Permanently enchant a shield to increase resistance to all magic schools by 5.

Weapon :

* Enchant Weapon - Battlemaster : Permanently enchant a weapon to give a chance on striking to heal your party of 50 damage over 10 seconds.
* Enchant Weapon - Major Spirit : Permanently enchant a melee weapon to increase Spirit by 35.
* Enchant Weapon - Major Striking : Permanently enchant a melee weapon to do 7 additional points of damage.
* Enchant Weapon - Major Intellect : Permanently enchant a melee weapon to grant +30 Intellect.
* Enchant Weapon - Potency : Permanently enchant a melee weapon to add 20 Strength.
* Enchant Weapon - Major Spellpower : Permanently enchant a melee weapon to add up to 40 damage to all spells.
* Enchant Weapon - Sunfire : Permanently enchant a melee weapon to add up to 50 damage to fire and arcane spells.
* Enchant Weapon - Soulfrost : Permanently enchant a melee weapon to add up to 54 damage to frost and shadow spells.
* Enchant Weapon - Mongoose : Permanently enchant a melee weapon to occasionally increase Agility by 120 and attack speed slightly.
* Enchant Weapon - Spellsurge : Permanently enchant a melee weapon to have a 3% chance on spellcast to restore 100 mana to all party members of 10 seconds.
* Enchant 2H Weapon - Major Agility : Permanently enchant a two-handed melee weapon to add 35 Agility.
* Enchant 2H Weapon - Savagery : Permanently enchant a two-handed melee weapon to increase attack power by 70.

*Engineering :

Fireworks :

- Blue Smoke Flare : Throw a blue smoke flare at a specific location that lasts for 5 min.
- Green Smoke Flare : Throw a green smoke flare at a specific location that lasts for 5 min.
- Red Smoke Flare : Throw a red smoke flare at a specific location that lasts for 5 min.
- White Smoke Flare : Throw a white smoke flare at a specific location that lasts for 5 min.

Explosives :

- Adamantite Grenade : Inflicts 450-751 Fire damage and stuns targets for 3 sec in a 3 yard radius. Any damage will break the effect. Unreliable against targets higher than level 80.
- Elemental Seaforium Charge : Blasts open all but the mightiest of locked doors.
- Fel Iron Bomb : Inflicts 330-771 Fire damage and stuns targets in a 5 yard radius for 3 sec. Any damage will break the effect. Unrelaible against targets higher than level 76.
- Rocket Launcher : Fire a Powerful Rocket at the enemy that does 960 to 1440 damage and stuns them for 2 sec. This thing has quite a kick though...
- Supper Sapper Charge : Explodes when triggered dealing 675 to 1125 Fire damage to all enemies nearby and 900 to 1500 to you.
- The Bigger One : Inflicts 600-1001 Fire damage and stuns targets for 5 sec in a 10 yard radius. Any damage will break the effect. Unrelaible against targets higher than level 80.

Head stuff and various gadgets :

- Critter Enlarger : Enlarges a critter to twice its normal size.
- Foreman's Enchanted Helmet : Increases your chance to resist Silence and Interrupts effects by 10%.
- Foreman's Reinforced Helmet : Increases your chance to resist Stun and Disorient effects by 10%.
- Gnomish Flame Turret : Quickly constructs a gnomish flame turret at your feet that will nearly always attack nearby enemies.
- Gnomish Poultryizer : Turns the target into a chicken for 15 seconds. Well, that is assuming the transmogrification polarity has not been reversed....
- Hyper-Vision Goggles : Increases your stealth detection for 15 sec.
- Remote Mail Terminal : Unfold the Remote Mail Terminal so that it can receive and send mail. It only has enough power to last for 5 min.
- Rocket Boots Xtreme : Engage the rocket boots to greatly increase your speed. You probably wont be still standing when you get there though...

Scopes :

- Stabilized Eternium Scope : Attaches a permanent scope to a bow or gun that increases its Critical Hit Rating by 1%.
- Khorium Scope : Attaches a permanent scope to a bow or gun that increases its damage by 12.
- Adamantite Scope : Attaches a permanent scope to a bow or gun that increases its damage by 10.

Missing descritpions :

Adamantite Frame
Adamantite Rifle
Adamantite Shells
Cogspinner Goggles
Crashin' Thrashin' Robot
Critter Enlarger
Elemental Blasting Powder
Fel Iron Casing
Fel Iron Musket
Fel Iron Shells
Fel Iron Toolbox
Felsteel Boomstick
Felsteel Stabilizer
Gnomish Battle Goggles
Gnomish Poultryizer
Gnomish Power Goggles
Handful of Fel Iron Bolts
Gnomish Tonk Controller
Goblin Tonk Controller
Hardened Adamantite Tube
Healing Potion Injector
Khorium Power Core
Khorium Toolbox
Mana Potion Injector
Nigh-Invulnerability Belt
Ornate Khorium Rifle
Ornate Khorium Rifle
Power Amplification Goggles
Ultra-Spectropic Detection Goggles
Zapthrottle Mote Extractor

*Jewelcrafting :

Cut Agate
Cut Aquamarine
Cut Azerothian Diamond
Cut Citrine
Cut Emerald
Cut Jade
Cut Malachite
Cut Moonstone
Cut Opal
Cut Ruby
Cut Sapphire
Cut Shadowgem
Cut Tigerseye

Trinkets :

- Figurine - Black Diamond Crab : Reduces melee damage taken by 35 for 20 sec.
- Figurine - Black Pearl Panther : Increases attack power by 90 for 12 sec.
- Figurine - Dark Iron Scorpid : Every swing poisons your foe for 15 damage over 10 sec.
- Figurine - Dawnstone Crab : Reduces melee damage taken by 50 for 20 sec.
- Figurine - Emerald Owl : Restores 60 mana every second for 12 sec.
- Figurine - Felsteel Boar : Summons the Felsteel Boar to fight for you.
- Figurine - Golden Hare : Increased speed by 30% and prevents new snares from landing on the user for 12 sec.
- Figurine - Jade Owl : Restores 30 mana every second for 12 sec.
- Figurine - Living Ruby Serpent : Increases damage and healing done by magical spells and effects by up to 150 for 20 sec.
- Figurine - Nightseye Panther : Increases attack power by 320 for 12 sec.
- Figurine - Ruby Serpent : Increases damage and healing done by magical spells and effects by up to 100 for 20 sec.
- Figurine - Talasite Owl : Restores 900 mana over 12 sec.
- Figurine - Truesilver Boar : Summons the Truesilver Boar to fight for you for 30 seconds.
- F igurine - Truesilver Crab : Reduces melee damage taken by 20 for 20 sec.


Bold Blood Garnet
Bold Living Ruby
Bright Living Ruby
Brilliant Dawnstone
Brilliant Golden Draenite
Dawnstone Crab
Dazzling Deep Peridot
Dazzling Talasite
Delicate Blood Garnet
Enduring Deep Peridot
Enduring Talasite
Enscribed Noble Topaz
Enscribed Flame Spessarite
Flashing Living Ruby
Gleaming Dawnstone
Gleaming Golden Draenite
Glinting Flame Spessarite
Glinting Noble Topaz
Glowing Nightseye
Glowing Shadow Draenite
Jagged Deep Peridot
Jagged Talasite
Luminous Flame Spessarite
Luminous Noble Topaz
Lustrous Azure Moonstone
Lustrous Star of Elune
Mystic Dawnstone
Potent Flame Spessarite
Potent Noble Topaz
Radiant Deep Peridot
Radiant Talasite
Rigid Dawnstone
Rigid Golden Draenite
Royal Nightseye
Royal Shadow Draenite
Runed Blood Garnet
Runed Living Ruby
Shifting Nightseye
Shifting Shadow Draenite
Smooth Dawnstone
Solid Azure Moonstone
Subtle Living Ruby
Teadrop Living Ruby
Teardrop Blood Garnet
Solid Star of Elune
Sovereign Nightseye
Sovereign Shadow Draenite
Sparkling Azure Moonstone
Sparkling Star of Elune
Stormy Azure Moonstone
Stormy Star of Elune
Thick Dawnstone
Thick Golden Draenite

Amulet of the Moon
Arcane Khorium Band
Arcanite Sword Pendant
Blazing Citrine Ring
Blazing Eternium Band
Blood Crown
Braided Eternium Chain
Chain of the Twilight Owl
Circlet of Arcane Might
Citrine Pendant of Golden Healing
Coronet of the Verdant Flame
Delicate Eternium Ring
Delicate Living Ruby
Embrace of the Dawn
Emerald Crown of Destruction
Engraved Truesilver Ring
Eye of the Night
Fel Iron Blood Ring
Gem Studded Band
Golden Draenite Ring
Golden Dragon Ring
Heavy Adamantite Ring
Heavy Copper Ring
Heavy Felsteel Ring
Heavy Golden Necklace of Battle
Heavy Iron Knuckles
Heavy Silver Ring
Inlaid Malachite Ring
Jade Pendant of Blasting
Khorium Band of Frost
Khorium Band of Leaves
Khorium Band of Shadows
Khorium Inferno Band
Living Emerald Pendant
Living Ruby Pendant
Malachite Pendant
Necklace of the Diamond Tower
Onslaught Ring
Opal Necklace of Impact
Ornate Tigerseye Necklace
Pendant of Frozen Flame
Pendant of Shadow's End
Pendant of Thawing
Pendant of the Agate Shield
Pendant of the Null Rune
Pendant of Withering
Ring of Bitter Shadows
Ring of Silver Might
Ring of Twilight Shadows
Ruby Crown of Restoration
Ruby Pendant of Fire
Sapphire Pendant of Winter Night
Sapphire Signet
Silver Rose Pendant
Simple Opal Ring
Simple Pearl Ring
Solid Bronze Ring
Thick Adamantite Necklace
Thick Bronze Necklace
Thick Felsteel Necklace
Tigerseye Band
Truesilver Healing Ring
Wicked Moonstone Ring
Woven Copper Ring

*Blacksmithing :

Felsteel Shield Spike: Attaches a Felsteel Spike to your shield that deals 26-38 damage every time you block with it.

Greater Rune of Shielding : Applies the Greater Rune of Shielding to a shield. This rune absorbs up to 4000 points of damage before it fails.
Greater Rune of Warding : Put a Greater Rune of Warding on chest armor or robe that stops 400 points of damage every 2 minutes. Lasts for 1 hour.
Lesser Rune of Shielding : Applies the Lesser Rune of Shielding to your shield. This rune absorbs up to 1000 points of damage before it fails.
Lesser Rune of Warding : Put a Lesser Rune of Warding on chest armor or a robe that stops 200 points of damage every 2 minutes. Lasts for 1 hour.

Adamantite Sharpening Stone : Increase sharp weapon damage by 12 and add 1% crit for 30 minutes.
Fel Sharpening Stone : Increase sharp weapon damage by 12 for 30 minutes.

Adamantite Breastplate
Adamantite Cleaver
Adamantite Dagger
Adamantite Maul
Adamantite Plate Bracers
Adamantite Plate Gloves
Adamantite Rapier
Black Felsteel Bracers
Blessed Bracers
Bracers of the Green Fortress
Dirge
Earthpeace Breastplate
Enchanted Adamantite Belt
Enchanted Adamantite Boots
Enchanted Adamantite Breastplate
Enchanted Adamantite Leggings
Eternium Runed Blade
Fel Edged Battleaxe
Fel Hardened Maul
Fel Iron Breastplate
Fel Iron Chain Bracers
Fel Iron Chain Coif
Fel Iron Chain Gloves
Fel Iron Chain Tunic
Fel Iron Greatsword
Fel Iron Hammer
Fel Iron Hatchet
Fel Iron Plate Belt
Fel Iron Plate Boots
Fel Iron Plate Gloves
Fel Iron Plate Pants
Felfury Gauntlets
Felsteel Gloves
Felsteel Helm
Felsteel Leggings
Felsteel Longblade
Felsteel Reaper
Gauntlets of the Iron Tower
Hand of Eternity
Helm of the Stalwart Defender
Khorium Belt
Khorium Boots
Khorium Champion
Khorium Pants
Oathkeeper's Helm
Ragesteel Breastplate
Ragesteel Gloves
Ragesteel Helm
Runic Hammer
Shadowiron Bracers
Shadowiron Breastplate
Shadowiron Gloves
Shadowiron Helm
Steelgrip Gauntlets
Storm Helm
Swiftsteel Gloves

*Leatherworking :

Nether Armor Kit : Permanently increase the mana regeneration of an item worn on the chest, legs, hands or feet by 3 mana every 5 seconds. Only usable on items level 60 and above.
Earth Armor Kit : Permanently increase the defense rating of an item worn on the chest, legs, hands or feet by 8. Only usable on items level 60 and above.
Outland Armor Kit : Permanently increase the stamina of an item worn on the chest, legs, hands or feet by 8. Only usable on items level 55 and above.

Comfortable Insoles
Fel Leather Boots
Fel Leather Gloves
Fel Leather Leggings
Felscale Boots
Felscale Breastplate
Felscale Gloves
Felscale Pants
Felstalker Belt
Felstalker Bracers
Felstalker Breastplate
Heavy Clefthoof Boots
Heavy Clefthoof Leggings
Heavy Clefthoof Vest
Heavy Outland Leather
Netherfury Belt
Netherfury Boots
Netherfury Leggings
Outland Leather
Primal Riding Crop
Scaled Outland Boots
Scaled Outland Gloves
Scaled Outland Pants
Scaled Outland Vest
Stylin' Adventure Hat
Stylin' Crimson Hat
Stylin' Jungle Hat
Stylin' Purple Hat
Thick Outland Boots
Thick Outland Gloves
Thick Outland Pants
Thick Outland Vest
Wild Outland Boots
Wild Outland Gloves
Wild Outland Leggings
Wild Outland Vest


Title: Re: Expansion Talents and Spells Released
Post by: Sogrinaugh on September 06, 2006, 09:43:42 PM
Mages got a few nifty little things, but most of the new stuff seems either pretty uninspired, weaker than existing abilities, or almost pointless.
I Agree for the most part.

However, i dont understand how people are getting so siked over spellsteal?  Stealing a lock's Fel Armor seems pretty hot untill you realize you only keep it for 2 minutes.  Depending on if the buff it steals is completely random, or if their is a "priority" attached to it, it isn't terribly great against priests or druids, i mean wow u waste a ton of mana to grab his thorns or inner fire?  Sure its clutch if you snatch the shield or rejuv but seems half-baked with the 2minute limit and inability to select the buff you are stealing.  Not sure why they didnt just let you steal the buf for whatever duration it has left, or maybe allow some mechanism for player selection of the desired buff.

For the classes i have looked at, i see the "power" builds as being some 30/31 type deal, not 40 or 41 in anything.  If you look at most of the talents above the 31 point mark, you are mostly getting weaker versions of shit thats already in the game.  Lightning overload looks sexy untill you realize its a more random less versatile version of concusion, the "good" addition to elemental was Unrelenting storm, placed at the 20 point mark.  For a pvp or pve shaman i would be 31/0/30 assuming talents remain as they are, only how the points were placed would change.  For mages, elemental builds became stronger because you can now get all the juicy shit in frost (30 points total if you only care about pvp abilities) while still having firepower and combustion (or ice barrier if you like having your 31 point talent purged/dispeled all the time).  AP mages can now jerk off to even higher pyro crits since they can now be a 3-minute-mage AND have firepower.

For shaman, none of the 41 point talents seem worth it.  Totem of Wrath is lol compared to NS unless you are sincere about being a PvE DPS shaman (lol?).  Shamanistic rage isn't even worth considering compared to Elemental Fury.  Nature's Blessing just seems like a kind-hearted attempt by the dev's to ease the pain of being a resto shaman.

For mages, only slow of the 3 41 point talents is worth consideration, and thats only because the points leading up to it have actual merit.

Only locks, current top-dog of pvp (/spit in advance at anyone who disputes), got stuff to compete with the old shit.  Sure that fel guard might have some neat abilities, but the real question is:  Does He Scale?  If not, he is an utter and complete waste of developer time (and player gold spent spec'ing out of that shit).  If he does scale, the question becomes how, and to what degree.  Both of the other 41 point talents have merit, especially the destruction one.  The reason for this is 2-fold.  One, locks want an escape mechanism besides n00bcoil, and two, most destro locks wanted to be able to spend more points in this tree anyway, to max out emberstorm and imp searing pain.  Affliction also has ample reason to reach for the 41 point mark, and everything on the way up isn't utter shit, which is nice.

For mages/shaman, i'd say the main point isn't the new talents, its new combinations of old ones, since you have 10 more talent points total to improve an existing build with.


Title: Re: Expansion Talents and Spells Released
Post by: Jayce on September 06, 2006, 10:00:07 PM
seems half-baked with the 2minute limit and inability to select the buff you are stealing.  Not sure why they didnt just let you steal the buf for whatever duration it has left, or maybe allow some mechanism for player selection of the desired buff.

If it didn't have a 2-minute limit, a mage could have any buff in the game by just getting a player to duel him and steal it, then quit the duel.  Every self-only buff would become a self-and-mage buff.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on September 06, 2006, 11:56:30 PM
IRT the huge wall of text.

Rogues got some very good 35 point talents. Pretty much every thing from 25 to 35 is very good with the 41 pointers being kind of week. I see a lot of 21/40 rogue builds. Thats what im going to be doing. With my lock its ether going to be 41 affliction or like 47 destruction.


Title: Re: Expansion Talents and Spells Released
Post by: caladein on September 07, 2006, 12:49:44 AM
For shaman, none of the 41 point talents seem worth it.  Totem of Wrath is lol compared to NS unless you are sincere about being a PvE DPS shaman (lol?).  Shamanistic rage isn't even worth considering compared to Elemental Fury.  Nature's Blessing just seems like a kind-hearted attempt by the dev's to ease the pain of being a resto shaman.

Not to terribly nit-pick, but they've said they want to move Shammies more towards the Caster DPS/Secondary Healer/Support role just like Paladins to the Tank/Secondary Healer/Support role. It's also not to be forgotten that you're increasing Spell Dmg of a Magic DPS group by a shade over 500 with a single talent point, combining that with a Moonkin Druid for the spell crit and Treant, and you have a extremely self-sufficient and dangerous group of casters.

Treant + Innervate + Mana Spring + Blessing of Wisdom + Blessing of Kings = <3


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on September 11, 2006, 03:14:06 PM
Priest Stuff! (http://www.worldofwarcraft.com/info/classes/bc-priest/talents.html#none)

Nowhere near as nice as the stuff people have been linking to for Holy.  The Champion system is apparently part NPC scripting (Probably Morgraine's SM encounter, but who knows.)

The AOE dispell sounds nice, but overall I'm "Meh" about most of it right now.  I imagine the priest forums are in an unholy uproar because they weren't made some sort of mini healing & nuking ubergod.  Time to go check.


Title: Re: Expansion Talents and Spells Released
Post by: Fabricated on September 11, 2006, 03:57:03 PM
Priest Stuff! (http://www.worldofwarcraft.com/info/classes/bc-priest/talents.html#none)

Nowhere near as nice as the stuff people have been linking to for Holy.  The Champion system is apparently part NPC scripting (Probably Morgraine's SM encounter, but who knows.)

The AOE dispell sounds nice, but overall I'm "Meh" about most of it right now.  I imagine the priest forums are in an unholy uproar because they weren't made some sort of mini healing & nuking ubergod.  Time to go check.
Hah, they are. No new stuff is ever good enough.


Title: Re: Expansion Talents and Spells Released
Post by: MrHat on September 11, 2006, 04:04:19 PM
To a non-priest, all those talents released look awesome.  Just awesome.


Title: Re: Expansion Talents and Spells Released
Post by: caladein on September 11, 2006, 04:31:25 PM
Mass Dispel and Prayer of Mending look pretty cool. Shadow Word: Death gives some nice Burst for when you need to finish someone off (lack of burst being the one thing that I kinda missed), but has a cost associated to it, which balances it out.

On the talent side, Shadow Power (15% crit :D) and Shadow Mend (burst healing in Shadow Form, nice) stand out to me. Pain Suppression is rather interesting (Shield Wall on a 3min timer), and Imp Divine Spirit is maybe +30ish Dmg/Healing on each caster in the raid, so it's not bad actually for 2 talent points.

As an aside, what's with all the "If Dazed, target = owned" talents? Don't see how useful they could be in PvP (too random to spend the talent points on), maybe they're really PvE talents?


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on September 11, 2006, 04:46:32 PM
To a non-priest, all those talents released look awesome.  Just awesome.

The holy stuff is actually kind of crap. A 35 point damage talent I might use if I happen to notice I got a crit and it's up?  For what, I'm not doing DPS I'm fucking healing.. that free smite does little.   I think it's meant to be a PvP bone thrown to the Holy PvP crowd.  Empowered healing just means I can further downrank and heal longer from the smaller mana bar.  I don't run OOM often as it is as I'm rarely the one healing the MT, thus my "meh."

Blessed Resiliance is only a 60% chance of being immune to another crit.. after the first I'm usually pretty damn hurt anyway.  This just seems like a cheap way of fixing Blessed Recovery so it works the whole way through instead of being overwritten and starting a new 6-sec heal with a new crit.

The 41 point talent isn't stellar at all, though.  You get R1 at 50 and there's 5 ranks.. so R3 would be level 60.  That's 850 mana for 970 healing - better than Prayer but it's a regen.. so it's 64.6  health/s.  I can't think of too many times I needed to regen multiple folks at once when they weren't taking massive AOE damage so a prayer or flash was the better choice.   I'm willing to give it a shot, but I'm not convinced at its usefulness.

Not sure how I feel about the 41 shadow being a heal, either.  I suppose it's ok, but it seems very pointless.  The other talents look pretty damn nice.  Reduced mana cost for shadow is good because they're always running OOM.  15% extra crit chance? WoW!

Discipline is just ungodly, though.  Some (non priests) seem to be misinterpreting the 41 point talent and going "zomg shield wall for ne1"  Not quite the case but it is effing uber.  I don't believe that it'll stack with PW:S either as some seem to be speculating.

Reflecting shield goes up to 50% (950 at 60, so 475)  Not so uber on it's own at first glance, but you're also not taking that damage AND doing other damage to the targets.  Rawr. 

I really like Improved Divine Spirit, going to forget all about 3 points in Holy just to be sure I pick that up.  Focused Power and Absolution round out Disc very nicely for the PvP/PvE hybred line it is.  I might even look into going Primarily Disc vs Holy so long as I can get some of the nice +healing talents.  (Hey look, I can! (http://www.worldofwarcraft.com/info/classes/bc-priest/talents.html?50520030305051200100023035103030005040000000000000000000000000)  Pretty close to my current holy spec, but I get to pick up a lot of discipline stuff.)


I honestly don't understand the folks bitching about Power Word: Death.  It's a finishing move, easily determined for when you should use it and when you shouldn't - regardless of the damage to self.  They're acting like all the other damage spells had been nerfed and all Priests get is a nuke that damages themselves as well as others.  It's fucking instant cast, you morons! "I could just Mind blast!" no, that's not the point! Yarg!


Title: Re: Expansion Talents and Spells Released
Post by: MrHat on September 11, 2006, 06:09:57 PM
I was mainly remarking on the Disc. talents.  That reflective talent is just seems awesome.  Way to make a great skill awesome.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on September 11, 2006, 06:58:18 PM
I think a Shadow Priest looks really fun to play now. I cant decide if my Blood Elf is going to be Shadow Priest or Offensive Paladin built around Seal of Blood and Avenging Wrath.


Title: Re: Expansion Talents and Spells Released
Post by: SurfD on September 11, 2006, 09:17:47 PM
I think the problem with power word death is that the priest can simply cast renew on themselves, PW: D you, and if it doesent kill you, the renew will have healed all the damage it did to the priest by time the cooldown comes up again.


Title: Re: Expansion Talents and Spells Released
Post by: Calantus on September 11, 2006, 09:38:26 PM
Looking at the priest talents they're both huge and irritating at the same time. Holy gets the short end of the stick again, what else is new. Fortunately I don't like the focus of holy to begin with so it doesn't bother me too much (disc is better for PVP healing, which is what I prefer). Now Disc looks insane, the only criticism I have for it is there's too many pure damage talents at the bottom end making it hard to avoid them if you don't want them. If they flipped focussed power to all spells it would be a perfect allrounder (so it affects fear), but it doesn't matter if it stays as is, disc is still solid. Shadow... looks pretty insane. I hate shadow with a passion mostly because it's so boring with nothing special to do. SW:D, shades and shadow mend should make it more lively.

So overall I think the priest talents are good, though I'd be looking for a rope right about now if I was a holy/disc priest.


Title: Re: Expansion Talents and Spells Released
Post by: Zane0 on September 11, 2006, 10:00:48 PM
They have got to change holy tree.  The 41 pointer is probably one of the worst talents you could spec into.  The effort it would take to drag it onto your action bar literally outweighs any benefit it may theoretically provide..


Title: Re: Expansion Talents and Spells Released
Post by: Evil Elvis on September 11, 2006, 10:32:25 PM
Holy really does need some fixing up.  They need to really look at holy fire/ smite, and the talents affecting those in the holy tree, and completely revamp them.  Priests don't have the survivability to be casting these spells in PvP, and it's laughable to think they'd be used in a raid.  Turning Healing Focus into Holy Focus, and affecting all holy spells would be a start in the right direction.

Then they need to look at spell warding and blessed recovery.  Blessed Recovery needs to stack, and spell warding needs to drop to 2-3 talents.  I justify that by the fact that it's taken into account after resistance checks, and that a holy priest needs all the survivability they can get.

Then they need to slit the throat of whoever came up with lightwell, and put in a decent 31-point talent thats actually useful in a raid setting.


Title: Re: Expansion Talents and Spells Released
Post by: lamaros on September 12, 2006, 01:42:23 AM
Prayer of mending looks interesting. If the jumps are completely random it's not as useful as it could be, but still. Shadow word: Death looks nice. Some instacast pirest attacks. Shades of darness - who knows!

Shadow Talents are VERY uninspired. So wow! now we can be a support healing with some DPS in shadowform. Which is kind of like what we were already... just with more DPS and more healing. Inspired!

Holy is also insipid.

Discipline is better, but stilll...

Very let down overall.

Spec: http://www.worldofwarcraft.com/info/classes/bc-priest/talents.html?50023201305251205100000000000000000000000050252510001120000000


Title: Re: Expansion Talents and Spells Released
Post by: Simond on September 12, 2006, 02:57:45 AM
BTW, Blizzard amended the description of the AoE Dispel - it's actually a super-dispel as well as being AoE. It can remove paladin bubbles, ice block, and other such 'undispellable' effects.


Title: Re: Expansion Talents and Spells Released
Post by: Calantus on September 12, 2006, 03:03:30 AM
Holy shit.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on September 12, 2006, 04:03:52 AM
Motherfuck that's huge.

They have got to change holy tree.  The 41 pointer is probably one of the worst talents you could spec into.  The effort it would take to drag it onto your action bar literally outweighs any benefit it may theoretically provide..

I just wish they'd fix the holy talents to get rid of lightwell and Spirit of Redemption.   I cry inside every time we wipe (learning BWL) and 3/5 priests pop into that god damned angel form.  But you can't explain to them that it's a shitty talent.. oh no.. "Stop telling me how to play!"  Argh  :roll:  Despite being lackluster (at best) you know that there's going to be tons of people picking it up, just like lightwell because "It's 41 points, it's the best I can get, rite?!"


Title: Re: Expansion Talents and Spells Released
Post by: Dren on September 12, 2006, 04:28:07 AM
I'm glad you said that Merusk.  I keep looking at those talents thinking, "Who in their right mind would waste points on that?"  Sanity check - OK.  I can't think of anytime Lightwell would help.  SoR might make you a hero in about .05% of the times that you are so on the edge of winning a battle, your 12 seconds of healing before you die makes the difference.  Oh, but you still die and 1/2 the time you might be the only resser there (small groups.)

Shadow got some nasty crit bonuses and a heal-other spell.  Holy is basically healer+.  Discipline got some love, but that's it.  You could make a really nasty PvP type priest now.  Melt faces and heal decently in small contained groups.  Raid priests got nothing from this.


Title: Re: Expansion Talents and Spells Released
Post by: Ironwood on September 12, 2006, 04:39:13 AM
Lightwell does help during razorgore.


Title: Re: Expansion Talents and Spells Released
Post by: bhodi on September 12, 2006, 07:10:11 AM
Lightwell is so fucking worthless. I'm sorry. It requires the people getting healed to channel it. In fights where there is rarely time to do anything, much less stand there to grab your crotch for 5 seconds. To top it off, it heals less than a heavy runecloth bandage.


Title: Re: Expansion Talents and Spells Released
Post by: Ironwood on September 12, 2006, 07:29:42 AM
Er, channel it ?  What are you on about ?


Title: Re: Expansion Talents and Spells Released
Post by: bhodi on September 12, 2006, 07:43:31 AM
Did they change lightwell? Last time I knew, it was a channeled ability to heal. You slap it down, and they have to stand there, doing nothing, channeling (which means it cancels when you move / get hit) while healing. This makes it nigh worthless.


Title: Re: Expansion Talents and Spells Released
Post by: Zane0 on September 12, 2006, 07:51:43 AM
You can move.  You can't take any damage.

If you're creative and remember to put it down, you can almost call it useful.  Razergore, Broodlord, Nefarian, Sartura, Huhu.. even Patchwerk.  If you take damage at predictable intervals, you can use it as a personal ultra-efficient self renew station.

I don't have it any longer because my guild will spam click the fucking thing for "kicks".  Haha guys, that was funny- I'm speccing out of lightwell now.


Title: Re: Expansion Talents and Spells Released
Post by: ajax34i on September 12, 2006, 07:59:40 AM
For holy/disc, the only thing I was expecting the expansion to let me do was the ability to take the +healing talent AND the +manapool talent at the same time, and not be forced to choose between them like I have to now.  So that takes up 5 levels, and then the couple other perks we get in disc pretty much use up my available points.


Title: Re: Expansion Talents and Spells Released
Post by: Dren on September 12, 2006, 08:08:17 AM
Just to be clear on the lightwell thing:  Can you not only move, but cast other spells too?  Meaning, drop it so that the OT and other team members can go get heals when they catch too much agro when they need, while I continue to direct heal the MT?  That would be the only way I'd see this as beneficial.  Actually, that might be really useful if people don't abuse it.

Otherwise, it would only be useful for a few fights out the thousands it really wouldn't work in.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on September 12, 2006, 08:47:17 AM
Just to be clear on the lightwell thing:  Can you not only move, but cast other spells too?  Meaning, drop it so that the OT and other team members can go get heals when they catch too much agro when they need, while I continue to direct heal the MT?  That would be the only way I'd see this as beneficial.  Actually, that might be really useful if people don't abuse it.

Otherwise, it would only be useful for a few fights out the thousands it really wouldn't work in.

It's a personal renew station, yes.  You click on it and you get a Heal over time buff.  However, as was pointed out it does less +healing than a bandage AND if you take any kind of damage it goes away.

 It's on a 8min cooldown, only has 5 charges and some folks just can't resist clicking anything with the "click me" gear wether they need it or not. All told you're better off with folks using bandages &, Crystal Restores or those plants form Felwood to suppliment offhealing and potions.  Not to mention the whole need to drop a point in the "HEY I DIED" form.

Perhaps it can be put to good use in some very specific fights, but for the most part it's really worthless.


Title: Re: Expansion Talents and Spells Released
Post by: Ironwood on September 12, 2006, 08:55:03 AM
Did they change lightwell? Last time I knew, it was a channeled ability to heal. You slap it down, and they have to stand there, doing nothing, channeling (which means it cancels when you move / get hit) while healing. This makes it nigh worthless.


Yeah, that would make it worthless.  It's not like that.

Also, I've never noticed my lightwell healing going once I take damage either.  Honestly, we found it invaluable for the Razorgore fight, kiting the dragons.

Ah well.  I'm no HARD CORE Raider, so I'll shut up.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on September 12, 2006, 09:41:20 AM
Which is kind of like what we were already... just with more DPS and more healing. Inspired!

Umm, where you expencting a class revamp? This is what most people got. IMO priests got better stuff than a lot of classes. At least there is talk of speccing in to some of the 41 point talents.

Quote from: Calantus
Holy Shit

Agree, thats insane. Dispelling bubbles and stuff is going to make a MAJOR change in PVP.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on September 12, 2006, 02:38:10 PM
Did they change lightwell? Last time I knew, it was a channeled ability to heal. You slap it down, and they have to stand there, doing nothing, channeling (which means it cancels when you move / get hit) while healing. This makes it nigh worthless.


Yeah, that would make it worthless.  It's not like that.

Also, I've never noticed my lightwell healing going once I take damage either.  Honestly, we found it invaluable for the Razorgore fight, kiting the dragons.

Ah well.  I'm no HARD CORE Raider, so I'll shut up.

Don't be like that. None of us are calling you a noob or pulling the "omg u sux" bullshit.  It works for your guild, great, continue on! Everyone does things a little differently based on their particular guild.  (i.e. the Panther bosss in ZG.. Conventional wisdom says don't aoe the panthers and keep them penned on the sides.  We couldn't pull it off that way, so we nuke the fuck out of them and take her down every time now.)  I know Lightwell wouldn't and doesn't work for my group.

Also - if I remember corrctly it initially WAS a channeled deal, but got changed on test before it went live.  If it doesn't drop on damage that's also a change, because I recall that was the #2 bitch everyone had about it.  (#1 being it's less than a runecloth bandage)  Now if it lasted more than 5 clicks, or got benefit from +healing gear I wouldn't have such a low opinion of the talent.  As it stands, though, I've stated my opinion and think I'm much better off with that point in the +spirit buff and the one for 'angel' in Holy Nova.


Title: Re: Expansion Talents and Spells Released
Post by: lamaros on September 12, 2006, 09:41:47 PM
"Raid priests got nothing from this."

Be a +damage buff priest:

http://www.worldofwarcraft.com/info/classes/bc-priest/talents.html?50023031305001205055000000000000000000000050050410050001000000

But like I already said.

Completely uninspired blizzard.

Easy to choose my 'Lock as my main now.


Title: Re: Expansion Talents and Spells Released
Post by: Calantus on September 12, 2006, 10:11:09 PM
Yep, in my guild you put the lightwell down and everyone clicks it right away. Or nobody ever clicks it. Either way it ends up being useless to my guild, and from the sounds of it many other guilds. If it was a huge boost we'd get all draconian and make it work but it's too much of a hassle to make sure the one lightwell priest gets all 5 charges from his well. They need to change it so it adds a "recently lightwelled" debuff and give it unlimited charges. I know they didn't do that now because it would make stacking lightwells inefficient. But with 25 player raids and them seeming to want many varied specs more viable I don't see why they can't for BC. And hell, if you have a 2nd lightwell priest he would still come in use for spread out battles or for battles long enough for the first to run out.


Title: Re: Expansion Talents and Spells Released
Post by: lamaros on September 12, 2006, 10:48:50 PM
Which is kind of like what we were already... just with more DPS and more healing. Inspired!

Umm, where you expencting a class revamp? This is what most people got. IMO priests got better stuff than a lot of classes. At least there is talk of speccing in to some of the 41 point talents.

Not a class revamp, no.

But I play a lock too. And if you have seen their exp Talents and spells you know that they can do a fuckload better that what the priests got served up.

Talents should make as many different builds viable as possible, but this is not the case with Priests. Especially not the case if you spec Holy.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on September 13, 2006, 03:34:28 AM
Before Blizzard goes whining that "we made these awesome talent trees and everyone specs the same!! It's not like it was in Diablo!" they should fix their itemization.   Until then various cookie-cutter specs will ALWAYS fit expected class roles better.

Thus, why Priests are healbots.  The equip they get access too for +dam is inferior to Lock/ Mage DPS so other than a token shadow priest for the shadow-weaving debuff, it's a waste to have anything other than Holy priests for raids.

  If itemization doesn't get a big boost in BC "Spec this way or die" will get evfen more adherants, not less, due to the smaller raid size.  It's easy to let one or two out of 5 do less-efficient specs.  It's not possible when it's 2/3 or 2/2.


And speaking of itemization.  Nerf Aimed Shot... that way I can get a bow more like the insane melee weapons and Blizzard doesn't have to worry about me one-shotting T3 protection warriors while wearing their shields.  Grr.


Title: Re: Expansion Talents and Spells Released
Post by: lamaros on September 13, 2006, 04:20:38 AM
WoW itemization is crap, but it's hard to say how much of that is there simply because of the pitfalls of a level and equipment based system. I think they've done a reasonable job, or had before all this raid only tiered shite.


Title: Re: Expansion Talents and Spells Released
Post by: Phred on September 13, 2006, 07:03:33 AM

And speaking of itemization.  Nerf Aimed Shot... that way I can get a bow more like the insane melee weapons and Blizzard doesn't have to worry about me one-shotting T3 protection warriors while wearing their shields.  Grr.

There's some rumors floating around that they are doing exactly this. Or nerfing hunter atk power anyway. Rumor has it hunters will be getting 1 atk per agi instead of the current 2. Also they are upping damage on all ranged weapons to compensate by 10%. As well, they are changing crits to 23 or so like rogues rather than the current 52 agi needed per crit.

Also they are supposedly changing how crit items work, so they degrade at highet levels. Blackhand's breadth will only give 1.2 crit at 70 compared to the 2% it gives at 60.

I've always felt the current system of hunter damage sucked ass and appearantly Blizzard has realized it too. However, counting on them to not fuck this up scares the shit out of me. If they fuck it up to be too good then we'll be in for another round of constant hunter nerfs and if they fuck it up too badly it's not gonna be fun to be a hunter in the expansion, with your damage dropping every time you level.

Based on the numbers floating around, most of the hunters in my guild have calculated they will lose somewhere in the range of 400 attack power come expansion.

There is some question as to the validity of the information leaking out as other people claim hunters in the alpha don't have any talents at all.

Link to the supposed changes to the top two current hunter weapons.

http://img142.imageshack.us/img142/2779/upgradedrangedsz0.jpg



Title: Re: Expansion Talents and Spells Released
Post by: El Gallo on September 13, 2006, 07:04:28 AM
Hopefully the new socketed item system will help out the less common specs.


Title: Re: Expansion Talents and Spells Released
Post by: Ironwood on September 13, 2006, 07:27:02 AM

Don't be like that. None of us are calling you a noob or pulling the "omg u sux" bullshit.  It works for your guild, great, continue on!


Relax, I wasn't sulking, I was just saying that I'm not using lightwell (or even raiding) as much as I used to, so my opinion actually isn't worth as much as someone who, er, doesn't use it all the time.

My ego is not involved when it comes to playing games.

:)


Title: Re: Expansion Talents and Spells Released
Post by: SurfD on September 13, 2006, 07:50:46 AM
In regards to Crit, supposeldy they are completely revamping their Crit and Hit systems, so that they no longer function on a +% basis, but rather as a "rateing" basis.

Crit and Hit rateing is supposed to work something similar to the current Defense / Weapon skill ratings in the game.

300/300 wep skill vs a level 60 mob (your level) grants say 30% crit.

You ding!

You're now level 61 with 300/305 weapon skill.  Your mouse over crit rate actually goes down vs mobs your level (now 61) untill you get your wep skill back up.

What does this mean?

You will need to continue to upgrade you gear as you level to have the same effective crit rate.

(Some Theorycrafting over at Elitest Jerks forums (http://forums.elitistjerks.com/viewtopic.php?id=8300)}


Title: Re: Expansion Talents and Spells Released
Post by: bhodi on September 13, 2006, 08:19:21 AM
I hate the new crit rating system, I think it sucks nuts and is a crappy, crappy excuse to force people to upgrade more items.

They really need to take a good hard look at some of the classes, all of them have problems:

Warrior: Probably nerfing rage, some talent nerfs, still inferior DPS
Shaman: Great burst DPS, totems still inferior, steady DPS still lackluster, get dumped into healing role anyway so it doesn't matter.
Paladin: Bubble is no more, but hey, you can be a tank now! Just kidding, you'll still be on healing duty like the shaman.
Hunter:  Shot rotation means many 'high level' bows are actually inferior, no matter what the stats are.
Rogue: No reason to take higher level talents, daggers become inferior to swords with new talents due to sword getting seal fate+combat.
Priest: Lackluster talents, relegated to healbot, shadow spec MAY be viable now, itemization still poor.
Warlock: STILL no way to dump aggro.
Mage: decent stuff, but nothing spectacular, later talents inferior to previous talents, much like the rogue, better to use the 10 pts and spec 2 trees.
Druid: More raid buffs are good, moonkin may be worth taking now, you'll want one feral one balance one resto in each raid.. itemization still sucks for non-resto.


Title: Re: Expansion Talents and Spells Released
Post by: Zetor on September 13, 2006, 11:02:34 AM
Warlock: STILL no way to dump aggro.
Ehhh... soulshatter is as good as it gets, and as a 'lock, I really don't want anything more than that. Sure, it halves aggro instead of a 100% dump, but I can't think of any situation where that wouldn't be enough, especially when combined with the aggro reduction talents available in all 3 trees (equal to the mage aggro reduc talents).

In fact, I'd say warlocks will be quite well off in the expansion. It might just be me being giddy about affliction not sucking monkey balls anymore, but there ya go! :P

Edit: It's probably been mentioned in this thread, but I like how they reward off-specs by benefitting the entire raid. Misery and imp shadow-weaving for priests, sanctified crusader for pallies, that deep wounds damage talent for warriors, malediction/-5% damage debuff for affliction locks, and if the druid leaks are true (probably not, but eh), both feral and balance 41-pointers will be crazy uber and definitely worth it in a raid setting.


-- Z.


Title: Re: Expansion Talents and Spells Released
Post by: Morat20 on September 13, 2006, 11:01:25 PM
And speaking of itemization.  Nerf Aimed Shot... that way I can get a bow more like the insane melee weapons and Blizzard doesn't have to worry about me one-shotting T3 protection warriors while wearing their shields.  Grr.
It depends on how they do it.  I'd like to see the raw numbers before thinking anything is a good idea -- or at least the new talents. I don't trust them to actually balance the aimed shot changes with better itemization. Still, if they were going to do it -- simply do better post-60 hunter weapons, but don't add much to the post-60 aimed shot. That way pre-60 itemization and aimed shot still work.


Title: Re: Expansion Talents and Spells Released
Post by: lamaros on September 14, 2006, 12:16:30 AM
I hate the new crit rating system, I think it sucks nuts and is a crappy, crappy excuse to force people to upgrade more items.

They really need to take a good hard look at some of the classes, all of them have problems:

Warrior: Probably nerfing rage, some talent nerfs, still inferior DPS
Shaman: Great burst DPS, totems still inferior, steady DPS still lackluster, get dumped into healing role anyway so it doesn't matter.
Paladin: Bubble is no more, but hey, you can be a tank now! Just kidding, you'll still be on healing duty like the shaman.
Hunter:  Shot rotation means many 'high level' bows are actually inferior, no matter what the stats are.
Rogue: No reason to take higher level talents, daggers become inferior to swords with new talents due to sword getting seal fate+combat.
Priest: Lackluster talents, relegated to healbot, shadow spec MAY be viable now, itemization still poor.
Warlock: STILL no way to dump aggro.
Mage: decent stuff, but nothing spectacular, later talents inferior to previous talents, much like the rogue, better to use the 10 pts and spec 2 trees.
Druid: More raid buffs are good, moonkin may be worth taking now, you'll want one feral one balance one resto in each raid.. itemization still sucks for non-resto.

Just because you happen to be in a boring raid guild with no imagination doesn't mean all the classes play like you force your members to play them.

Holy shit MOST people who play this game don't give a flying FUCK about your stupid 40 man raids where you all copy someone else's strategy and implement it poorly over and over again until you manage to scrape a win because you have an idiot "raid leader" who can't think for himself and a bunch of members who are drones or busy people who know better but are forced to follow their inferiors because they happen to have obligations outside the world of warcraft and cant wank endless hours a week doing nothing at all but think about a computer game.


Title: Re: Expansion Talents and Spells Released
Post by: Teleku on September 14, 2006, 01:29:01 AM
That was a spactacular run on sentence!

Anyways, I play a priest, and I`m pretty damn thrilled with the talents.  I always spec +Dmg, but I also am one of the main healers in our raids (stupid guild just took down C`Thune a week after I left for Japan).  Thats the joy of a Priest, you can not put a single point into the holy tree and still be an uber healer.  Of course, my current equipment grants me close to +800 healing (with enchants), so that helps.  Healing talents just make you even more uber.

Anyways, new talents. 

Shadow got some nice buffs with this.  The reduction in casting cost plus the 15% crit chance will be great on top of the 25% damage boost you get from going full shadow.  The addition of an insta attack is awsome, as thats the one damn thing that always gets me in pvp.  This will be great for finishing people off.  So crit plus insta attack means I can do burst damage with shadow now, instead of damage over time like you usually get.  The Shadow heal is awsome, imo.  I switched over to Holy DPS for the express reason that you need to have shadow form up to be an effective shadow priest, and that means you cant heal.  Which just makes you a gimped warlock.  I`m very effective with Disc/Holy DPS, being able to simultaneously nuke things (when I blow my PI and Hero Charm, I can smite crit for about 2200 with current equipment) and heal myself as needed also.  If the shadow heal works out ok, then I may go back to Shadow in large part due to that talent.

Disc got alot of luvin.  Reflective shield, a mini spiritual guidence buff, our own shield wall, and some random buffs to spell damage.  Very happy with it all, but then again, Im a disc dps priest.  Dont see anything really bad here.  Though the 5 points for 5% spell damage increase on top of my shadow word pain seems pretty steep.  Are we going to get a new DOT or something?  Why the hell does it say all my DOT spells get the effect?

Holy, I will agree, got kind of shafted again.  Blessed resilience is nice, but for a pve priest, its kind of the same problem as blessed recovery.  If something is beating on you and criting you, your already fucked (at least in most raids).  Which makes it more of a pvp talent.  Surge of light is pretty useless being as high up the tree as it is.  Its only use is for pvp, and to get it, you need to give up force of will and PI in disc (as well as spirit buffs), which if your going for dps priest, are going to be much better for you imo.  Empowered healing is nice, especially considering all the damn healing buffs high end priest have.  Circle of renewal looks interesting to me.  The talent doesnt put a cap on the number of people who can be healed like PoH does.  Which might be a typo.  But if not, it could actually turn into a very mana efficient way of keeping large amounts of the raid up, depending on the fight and positioning.

So, thats my take on it.  Again, Im a dps/pvp priest who raids (or did till I moved) a bunch, so ymmv.  I like them alot though.



Title: Re: Expansion Talents and Spells Released
Post by: Merusk on September 14, 2006, 04:51:53 AM
And speaking of itemization.  Nerf Aimed Shot... that way I can get a bow more like the insane melee weapons and Blizzard doesn't have to worry about me one-shotting T3 protection warriors while wearing their shields.  Grr.
It depends on how they do it.  I'd like to see the raw numbers before thinking anything is a good idea -- or at least the new talents. I don't trust them to actually balance the aimed shot changes with better itemization. Still, if they were going to do it -- simply do better post-60 hunter weapons, but don't add much to the post-60 aimed shot. That way pre-60 itemization and aimed shot still work.

Well, my idea is you'd change it across the board, and alter weapons in the same swipe.  (Of course changing AS means changing Multi-shot at the same time.)   AS is nice, but it seems like they're limiting the damage on ranged weapons based on potential, because even with Rhok and 5/8 GS I can hit a 2.5k AS crit and a 1500ms crit. 

Newest rumor out of Alpha is they're nerfing Hunter Attack power in general. Instead of 2ap you'll get 1ap per agi.  Supposedly they also boosted the stats of all ranged weapons, and will be adding to the ranged DPS and adding AP to "hunter loot".   Considering there was also a listing of hunter talents with this revalation, and several folks have said "no, hunter talents aren't even in Alpha yet" I'm not quite sure I believe them.

Quote
Are we going to get a new DOT or something?  Why the hell does it say all my DOT spells get the effect?

All I can come up with is it'll affect the Holy Fire dot component, too. Woo?  I don't think it's going to consider the 8s pets a 'dot.'


Title: Re: Expansion Talents and Spells Released
Post by: bhodi on September 14, 2006, 07:44:44 AM
Just because you happen to be in a boring raid guild with no imagination doesn't mean all the classes play like you force your members to play them.

Holy shit MOST people who play this game don't give a flying FUCK about your stupid 40 man raids where you all copy someone else's strategy and implement it poorly over and over again until you manage to scrape a win because you have an idiot "raid leader" who can't think for himself and a bunch of members who are drones or busy people who know better but are forced to follow their inferiors because they happen to have obligations outside the world of warcraft and cant wank endless hours a week doing nothing at all but think about a computer game.
Woah, who pissed in your wheaties? Why don't you take blizzard's dick out of your mouth and learn some punctuation? Instead of resorting to rambling personal attacks on me, my guild, and my guild leader, about which you know precisely nothing, how about you participate by refuting my assertions instead of spewing your inane verbal diarrhea? Is that too much for feeble-brained flaming trolls like yourself?

We're talking about the expansion here, and if you had been paying attention you'd notice that there are no 40 man instances. One of the challenges that is coming in the expansion is the high overlap of abilities which will require people to fulfill more than one role. Now there will still be mouthbreathers like you trying to PUG it up, and you'll fail miserably because of your "unique snowflake" talent builds, your unwillingness to work together and your failure at basic math, but people like myself are trying to analyze each of the new character classes and figure out where and how they fit together in this new, smaller, faster paced raid dynamic. That is what's fun for me. Half the game for me is the metagame, planning characters, analyzing abilities, developing strategies.

It's fine that your way of playing is (apparently) going in there with a 17/17/17 "I am uber!" build with your 9 other guildies (that you probably had to pay to sign the charter), head up to UBRS, clear it first time through (because 40 mans are for pussies), log off, fuck your supermodel girlfriend, then fly your private jet to your private volcano island where you spend the rest of the day paying chuck norris to roundhouse kick people who play a game different than you in the face.


Title: Re: Expansion Talents and Spells Released
Post by: Ironwood on September 14, 2006, 07:59:16 AM
Ouch.


Title: Re: Expansion Talents and Spells Released
Post by: caladein on September 14, 2006, 02:13:31 PM
Quote
Are we going to get a new DOT or something?  Why the hell does it say all my DOT spells get the effect?

All I can come up with is it'll affect the Holy Fire dot component, too. Woo?  I don't think it's going to consider the 8s pets a 'dot.'

Yeah, I'm guessing it's SW: Pain and Holy Fire's DoT. Still they are adding a ton of debuff slots, so maybe they'd like to encourage use of Holy Fire since now it won't get knocked off before the first tick :P.


Title: Re: Expansion Talents and Spells Released
Post by: lamaros on September 14, 2006, 05:20:51 PM
One of the challenges that is coming in the expansion is the high overlap of abilities which will require people to fulfill more than one role.

Where are my cookies gone? Oh dear, I've given them out to all the other children already. Perhaps you will be satisfied with a little golden star? You can show your parents just how hard you're trying - I'm sure they'll be proud!

Now there will still be mouthbreathers like you trying to PUG it up, and you'll fail miserably because of your "unique snowflake" talent builds, your unwillingness to work together and your failure at basic math

13 is a prime number! OMG ROLLED! CAN I HAVE A STAR TOO?

but people like myself are trying to analyze each of the new character classes and figure out where and how they fit together in this new, smaller, faster paced raid dynamic. That is what's fun for me. Half the game for me is the metagame, planning characters, analyzing abilities, developing strategies.

Do tell me about some of the unique builds and strategies you have used, I was under the impression, from your complaints above, that you only ever played one build for any given class as it was 'obviously' the best/only way to play that class.

It's fine that your way of playing is (apparently) going in there with a 17/17/17 "I am uber!" build with your 9 other guildies (that you probably had to pay to sign the charter), head up to UBRS, clear it first time through (because 40 mans are for pussies), log off, fuck your supermodel girlfriend, then fly your private jet to your private volcano island where you spend the rest of the day paying chuck norris to roundhouse kick people who play a game different than you in the face.


In summary: Chiche ad hominum attack > run on sentance?

Wow I got owned.

(Oh and there are 61 talent points in the expansion, not 51! Another gold star for me!)


Title: Re: Expansion Talents and Spells Released
Post by: bhodi on September 14, 2006, 06:57:21 PM
So anyway, ignoring the troll with absoloutely nothing to contribute, if you run the numbers the shadow heal talent is only slightly less efficient than flash heal. That, and the increase in debuff slots really makes it look like they want to make the shadow priest viable. Hopefully they'll itemize the new stuff for +damage and healing instead of just +healing. I wonder how they're going to adjust for the re-targeting issue; I found that a lot of people have issues with hitting the mob while on healing duty, which is why I'm slightly worried at the free instant smite talent; Our priests can't seem to get a SW:P on the mob much less hit it with smite every 20% of the time. Do you guys (those who heal it up, anyway) have any issues with this? I'm guessing dumping Faerie fire on the mob is the same situation. I personally don't see an issue with just clicking on the target-of-target window, but there may be other complications that I don't understand. Since they are trying to code for the lowest common denominator, trying to open up the new instances to your average joe, I can very easily see people who might have an issue with the re-targeting midfight aspect of combat.


Title: Re: Expansion Talents and Spells Released
Post by: lamaros on September 14, 2006, 07:19:21 PM
Shadow Priest is already viable.

Dude why don't you start thinking about things that actually matter?

And please do respond to my other genuine question in my other post. Maybe it's hard for you to notice, but there is a point there.

"if you run the numbers the shadow heal talent is only slightly less efficient than flash heal"

By "run the numbers" I hope you mean 'just glance at them and make the obvious calculation in your head' because if you have to bust out a calculator (or do you do everything in spreadsheets?) to work that out.. well.. everything begins to make a sort of sense.

"I found that a lot of people have issues with hitting the mob while on healing duty, which is why I'm slightly worried at the free instant smite talent; Our priests can't seem to get a SW:P on the mob much less hit it with smite every 20% of the time. Do you guys (those who heal it up, anyway) have any issues with this?"

So many questions! A few points!

1: Idiots have trouble with everything. This is just how people are.
2: Be worried about the smite talent because the Holy tree is pretty stupid and useless and specing to improve your smite is just a really boring way to gimp yourself. Slightly useful in PvP. If they also make it generate no threat then I can maybe consider getting it.
3: No.

Priest DoTs:

Mind Flay, SW: P, UD Racial, Holy Fire.

Any more than that and we're looking at a huge Damage boost with Misery. Combine with Shadow Weaving and Imp. Shadow Weaving and you have... oh wait... a build I mentioned ages ago:

http://www.worldofwarcraft.com/info/classes/bc-priest/talents.html?50023031305001205055000000000000000000000050050410050001000000


Title: Re: Expansion Talents and Spells Released
Post by: ajax34i on September 15, 2006, 07:46:48 AM
I can very easily see people who might have an issue with the re-targeting midfight aspect of combat.

I would probably have trouble with this, you're right.   I have the MT target windows on the right side, and the health bars on the left; problem wouldn't be clicking to target the mob, it would be that I sometimes am out of range of the thing.  Been on many raids where I had to be in range of the main raid body, and out of range of the burn target.



Title: Re: Expansion Talents and Spells Released
Post by: bhodi on September 15, 2006, 07:52:54 AM
I can very easily see people who might have an issue with the re-targeting midfight aspect of combat.
I would probably have trouble with this, you're right.   I have the MT target windows on the right side, and the health bars on the left; problem wouldn't be clicking to target the mob, it would be that I sometimes am out of range of the thing.  Been on many raids where I had to be in range of the main raid body, and out of range of the burn target.
Oh, that is true, I forgot about tiered fights like ouro where the healers are deliberately out of range of the boss. Still, it's probably true that you can simply ignore that talent and go with something lke this if you're into the holy thing:

http://www.wow-europe.com/en/info/underdev/burningcrusade/priest/talents.html?50520001304000000000023505103030215050051000000000000000000000


Title: Re: Expansion Talents and Spells Released
Post by: bhodi on September 15, 2006, 08:07:44 AM
Lamaros's spec is good for PvP, which is not surprising since it's clear he dislikes high end raiding, so if you're more into the PvE, you may want to think about something like this:

http://www.worldofwarcraft.com/info/classes/bc-priest/talents.html?50500001300000000000000000000000000000000053242010351121051551

Keep in mind a few things:

First, you could probablly Mind Blast --> SW:D --> 2x MF without having to spend points in imp mind blast. That frees up some talent points.
VE should reimburse you for the health lost during SW:D.
Shadowmend very likely gets the +15% shadowform damage bonus onto it's healing.
I'm not sure if healing focus includes shadowmend as a "healing" spell, I somewhat doubt it, so I didn't put any points in it.
Silence is always good to have, but if you can spare it, those 3 talent points could come in handy elsewhere.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on September 15, 2006, 09:18:29 AM
I'm not sure if healing focus includes shadowmend as a "healing" spell, I somewhat doubt it, so I didn't put any points in it.

I'm more willing to bet that Shadowmend will be affected by +healing effects/ bonuses.   So your traditional shadow priest who gears out in +dam, +shadow dam and  +dam/heal won't be getting a lot out of it.    Even less when you consider it's a 1.5s cast like Flash Heal, so you get what.. 30% of your healing/ damage bonus added to it.  Still helpful when you've got +600 healing or more, but w/ the itemization being what it is for shadow priests I don't think they can hit anywhere near that in straight dam/healing gear.


Title: Re: Expansion Talents and Spells Released
Post by: lamaros on September 15, 2006, 06:26:27 PM
I would think that shadow priests will be all about what they already are: DPS and (Imp.) Vamp Embrace.

Only now they will be able to throw some specific heals in when needed.

Imp Mind Blast is pretty close to useless now for the reasons bhodi stated. Perhaps the only use being in PvP, and more direct 1v1ish PvP at that.
I dont think Shadowmend with get the +15% healing, as the tooltip says "increasing your shadow damage by 15%", but I did wonder if it would. If it does then that's a very useful heal.
I dont think you want to worry too much about healing focus as a shadow priest anyway, if you're using it enough to matter then you're probably not making the most of your spec. Other situations where you might make more use of it, ie PvP, then you should be getting enough protection and healing from Vamp Embrace and the odd shield/fear to cover yourself.

I think the upper end of the holy tree still needs a bit of work, though the 41 point talent might be useful if it's good enough it needs a reason to invest that much in the tree. I dont really think much of the disp 41 pointer and would like to see something else.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on September 15, 2006, 07:39:45 PM
The real question on the 41 holy talent is the exact definition of "your group."  A lot of people seem to be interpreting it as "your raid group." like a Druid's tranquility.  If so then it's uber (and zomg the aggro..)  I think it just means "your 5-man group" like all other group buffs, though, in which case it's only a "meh" and not worth the extra points, imo. I'd rather go with 31disc/ 30 holy for raiding stuff.



Title: Re: Expansion Talents and Spells Released
Post by: caladein on September 15, 2006, 08:40:19 PM
The real question on the 41 holy talent is the exact definition of "your group."  A lot of people seem to be interpreting it as "your raid group." like a Druid's tranquility.  If so then it's uber (and zomg the aggro..)  I think it just means "your 5-man group" like all other group buffs, though, in which case it's only a "meh" and not worth the extra points, imo. I'd rather go with 31disc/ 30 holy for raiding stuff.

Tranquility doesn't work on everyone in a raid... I'd be cool if it did, but no, it only works on people in your five man group. It looks ok... but no way in hell am I going that far down Holy for it, Disc just has too much goodness.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on September 15, 2006, 08:47:00 PM
Hmm for some reason I bought into the whole "Tranq hits the raid" hype, too. Guess because I don''t pay much attention to Druids.. heh.  Ok, so yeah not worth the 41 points.

Anywho; Holy crap..

New News (http://www.fohguild.org/forums/mmorpg-general-discussion/24819-healing-dots-stacking-pet-dmg-tbc.html) I got from the FOH boards.  Heal Over Times to stack, and Pets will scale with the stats of the pet owner.  Niiiice.


Title: Re: Expansion Talents and Spells Released
Post by: caladein on September 15, 2006, 09:08:29 PM
New News (http://www.fohguild.org/forums/mmorpg-general-discussion/24819-healing-dots-stacking-pet-dmg-tbc.html) I got from the FOH boards.  Heal Over Times to stack, and Pets will scale with the stats of the pet owner.  Niiiice.

Druids better get that Treant at 41 points in Balance now. That's just such good news for all the pets.


Title: Re: Expansion Talents and Spells Released
Post by: lamaros on September 16, 2006, 06:53:53 AM
My imp is going to own.


Title: Re: Expansion Talents and Spells Released
Post by: SurfD on September 16, 2006, 07:40:10 AM
Interesting.  I wonder how this will affect the 41 point talent Ice tree Water Elemental pet.

Rumor has it that one of the Elementals effects is a passive aura that gives it a 30% chance to act as a grounding totem.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on October 05, 2006, 08:21:10 PM
Leaked hunter stuff over at curse gaming. (http://forums.curse-gaming.com/showthread.php?t=12540)  FOH boards say these are from the same guy who leaked the druid talents, so there's a good probability they're real.

Quote
Beast Mastery

Tier 6 - Animal Handler - Increases your speed while mounted by 4% and your pet's chance to hit by 2%. The mounted movement speed increase does not stack with other effects. (8/4%)
Tier 7 - Ferocious Inspiration - When your pet scores a critical hit, all party members have all damage increased by 1% for 10 sec. (2/3%)
Tier 7 - Catlike Reflexes - Increases your chance to dodge and your pet's chance to dodge by an additional 2%. (4/6%)
Tier 8 - Serpent's Swiftness - Increases ranged combat attack speed by 4% and your pet's melee attack speed by 4%. (8+8/12+12/16+16/20+20%)
Tier 9 - The Beast Within - When your pet is under the effects of Bestial Wrath, you also go into a rage causing 30% additional damage for 18 sec. While enraged, you do not feel pity or remorse or fear and you cannot be stopped unless killed.

Survial
Tier 4 - Resourcefulness - Reduces the mana cost of all traps and melee abilities by 20% and reduces the cooldown of all traps by 2 sec. ( 40%+4sec/60%+6sec)
Tier 6 - Survival Instincts - Reduces all damage taken by 2%. (4%)
Tier 7 - Thrill of the Hunt - Gives you a 33% chance to regain 50% of the mana cost of any shot when it critically hits. (66/100%)
Tier 7 - Expose Weakness - Your ranged criticals have a 10% chance to apply an Expose Weakness effect to the target. Expose Weakness increases the attack power of all attackers against that target by 25% of your Agility for 7 sec. (20/30%)
Tier 8 - Master Tactician - Your successful ranged attacks have a 25% chance to increase your critical strike chance with all attacks by 1% for 8 sec. (2/3/4/5%)
Tier 9 - Readiness - When activated, this ability immediately finishes the cooldown on your other Hunter abilities.

Marksman
Tier 5 - Silent Hunter - Reduces threat from all attacks by 7%. (12/17%)
Tier 6 - Combat Experience - Increases your total Agility, Stamina and Intellect by 3%. (6%)
Tier 7 - Displacement - Reduces your chance to be hit by all attacks by 1%. (2/3%)
Tier 7 - Zen Marksmanship - Increases your ranged attack power by an amount equal to 8% of your total Intellect. (16/25%)
Tier 8 - Master Marksman - Increases your ranged attack power by 2%. (4/6/8/10%)
Tier 9 - Silencing Shot - A shot that deals 50% weapon damage and Silences the target for 3 sec.

Level
Kill Command
Give the command to kill, causing your pet to instantly attack for an additional 127 damage. Can only be used after the Hunter lands a critical strike on the target.

Level 62
Aspect of the Viper
The hunter takes on the aspects of a viper, regenerating mana equal to 25% of his Intellect every 5 sec. Only one Aspect can be active at a time.

Level 64
Steady Shot
A steady shot that causes RAP*0.3+100 damage. Causes an additional 175 against Dazed targets.

Level 68
Snake Trap
Place a trap that will release several venomous snakes to attack the first enemy to approach. The snakes will die after 15 sec. Trap will exist for 60 sec. Only one trap can be active at a time.


All Talents seems up to speed now, just a couple of Base Skills

New Pet Types
Dragonhawk
Dragonhawk Fire - Targets in a cone in front of the caster take $m1*3 Fire damage over 2 sec.




Also, pet abilities: http://forums.curse-gaming.com/showthread.php?t=12554

Tho scuttlebutt says a lot of those have been in the spell files since beta.


Title: Re: Expansion Talents and Spells Released
Post by: Driakos on October 05, 2006, 09:07:16 PM
Interesting.  I wonder how this will affect the 41 point talent Ice tree Water Elemental pet.

Rumor has it that one of the Elementals effects is a passive aura that gives it a 30% chance to act as a grounding totem.

Just a rumor :)  He auto attacks with frost bolts, and you can have him do a targetable Frost Nova (targeting circle like Flame Strike)


Title: Re: Expansion Talents and Spells Released
Post by: Morat20 on October 06, 2006, 07:21:08 AM
The pet abilities are insane. Virtually every pet offers a snare, root or stun. Those that don't offer some form of debuff or party buff. On the one hand, it seems overpowered. On the other hand, it seems a reason to have hunters use their pets. Frankly, I was just hoping to have either pet armor/gear or have each pet "family" have a small buff aura. (Cats give an agility bonus, bears an armor bonus, boars and attack bonus). Nothing big, but enough to make it worth having them out.

If the talents are correct, you'll see BM specs in PvP and raiding again. I'd love to spec BM again. I wish there was word on whether they were changing the pet mechanics or adding stable slots. I know some hunters were hoping for "summonable" pets (basically taking up an inventory slot like your mount, only changeable out of combat -- probably 30 seconds out of combat), but I hope they at least add a stable slot or two. Three pets is a bare minimum for a Hunter, and that leaves nothing for a "Go learn a new talent" pet.


Title: Re: Expansion Talents and Spells Released
Post by: SurfD on October 06, 2006, 07:33:14 AM
Tier 9 - Readiness - When activated, this ability immediately finishes the cooldown on your other Hunter abilities.

If this ability doesent share / trigger the cooldown timer on the hunter Edge of Madness ZG trinket that would be BROKEN BROKEN BROKEN.

Aimed shot, Multishot, ZG trinket, Multishot, Readiness, Multishot, would simply SUCK.


Title: Re: Expansion Talents and Spells Released
Post by: Zetor on October 06, 2006, 07:52:42 AM
Tier 9 - Readiness - When activated, this ability immediately finishes the cooldown on your other Hunter abilities.

If this ability doesent share / trigger the cooldown timer on the hunter Edge of Madness ZG trinket that would be BROKEN BROKEN BROKEN.

Aimed shot, Multishot, ZG trinket, Multishot, Readiness, Multishot, would simply SUCK.
[1 sec before energy tick] Ambush, Vanish, Ambush, ZG trinket, Preparation, Vanish, Ambush? :P
Though that isn't ranged...

Edit: Trolling aside, I don't see how two hunter cooldown resets are any more broken than a rogue cooldown reset.


-- Z.


Title: Re: Expansion Talents and Spells Released
Post by: Morat20 on October 06, 2006, 08:07:33 AM
Tier 9 - Readiness - When activated, this ability immediately finishes the cooldown on your other Hunter abilities.

If this ability doesent share / trigger the cooldown timer on the hunter Edge of Madness ZG trinket that would be BROKEN BROKEN BROKEN.

Aimed shot, Multishot, ZG trinket, Multishot, Readiness, Multishot, would simply SUCK.
Well, I understand they're making changes to auto-shot and adding in steady shot (another instant) or something similar. I understand the stated goal is to break the Aimed-auto-multi-aimed rotation by making arcane shot and supposedly this new instant steady shot more useful.

Me? I'm looking forward to speccing deep Beastmaster again.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on October 06, 2006, 09:34:31 AM
Well, I understand they're making changes to auto-shot and adding in steady shot (another instant) or something similar. I understand the stated goal is to break the Aimed-auto-multi-aimed rotation by making arcane shot and supposedly this new instant steady shot more useful.

Yeah, I'd read that too.  Also not included in this are the following:

Removal of Improved Scorpion Sting (silent hunter takes its place)
Removal of Improved Scorpid Sting  - instead you get a talent called "improved stings" that (apparently) ups all your stings.

I also read that Arcane shot gets a big damage boost to help it be more useful.  So hey, maybe putting +spell on hunter's equip won't be so damn stupid.   It's also being unlinked from Aimed Shot.

Imp. Aspect of the Hawk changing from 5%chance of 30% increase for 8 secs to a 10% chance of a 15% increase for 12 secs. (Seeming to go hand-in hand with the rumor that all bows have had their DPS upped considerably.  30% haste on a hard-hitting weapon is a BIG dps boost.)

Combined with the Agi/ap changes, lowering the amount of agi required for crits and (rumored) changing of Aimed Shot mechanics (Mother-Fucking YAY) hunters will be seeing massive changes to their current playstyle in BC.

I like the Marks changes and additions a lot.  It doesn't make the path quite so clear and will really make me think about where I put my points.  I also like the various increase to agi/int and AP talents.  MMMmm.

For those drooling over 41-beast but then looking at their sad, sad melee attack power; remember hunter gear is changing to a mix of AP and Agi rather than just straight agi.  You'll see a boost in your Melee damage by quite a bit, even if we don't quite have the specials to back it up.

I don't have any experience as a survival hunter, having always enjoyed Marks and using the remaining points to boost my pet for farming (outside of 6 pts for the slaying talents.)   The expose weakness debuff is uber, however, and better than the DS set proc by far.  Master Tac is a nice little add for the Survivalists who don't pick-up Imp. Hawk because of it's lack of use in PvP.

General Changes:

"Kill" - This'll take some getting used to.  I only watch crits for the numbers or to feign of Aimed crits.  Now I'll feel like I have to punch a button too. 

Aspect of the Viper - Woo hoo.  Spam those shots, boyos.

Steady Shot - I expect people to bitch that it's "only" .3 of AP until someone does the math for them.  Even at my crappy 1200RAP that's 360+100 damage.  A nice little addition indeed.   Tho Morat says it's insta-cast I'd read on FOH it's 1.5s.  We'll see I guess.

Snake Trap - Seems kind of gimmicky.  What kind of damage are these doing? I imagine they're level 1 snakes easily dealt with by one AOE spam.  Is this a poison trap by another name/ mechanic?

I wish there was word on whether they were changing the pet mechanics or adding stable slots. I know some hunters were hoping for "summonable" pets (basically taking up an inventory slot like your mount, only changeable out of combat -- probably 30 seconds out of combat), but I hope they at least add a stable slot or two. Three pets is a bare minimum for a Hunter, and that leaves nothing for a "Go learn a new talent" pet.

There will be no new stable slots.  There was a blue post about a week ago on the hunter forums explaining why; database size.  Add just one slot to every character out there (because the template has to be the same regardless of class) and - hey- that's a few million new DB fields.

They did say they're looking at changing the way you actually learn new pet skills, though, because they understood the difficulty of effectively having only 2 pets.


Title: Re: Expansion Talents and Spells Released
Post by: Morat20 on October 06, 2006, 09:44:10 AM
Since my steady shot info came via FOH --- I must be remembering wrong. :) As for viper trap -- I'd say poison trap is the best bet.

Aspect of the Viper will be nice.....:) I wouldn't worry about the kill command -- as a pet trick, it can probably be placed on auto.

As for 41 BM -- screw melee power. My pet should be holding him at range, and I can spec enough marksman to make sure I still have solid ranged DPS. Even if the new pet talents are BS (I consider that likely), the new pet scaling means my pet can hold it's own even. Not main tanking elites or anything, but well enough to keep aggro off me.

The threat reduction talent is nice if you're going MM. I know you can always FD to wipe aggro, but I find that often leaves me with FD on cooldown when I really need it. I suspect it's there to help pets keep aggro if you're MM specced.

I'm fairly happy with this tree. I certainly hope it's not a fake.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on October 06, 2006, 10:03:03 AM
The threat reduction talent is nice if you're going MM. I know you can always FD to wipe aggro, but I find that often leaves me with FD on cooldown when I really need it. I suspect it's there to help pets keep aggro if you're MM specced.

That was my thought as well.  There's NUMEROUS times I've aimed-critted, feigned and popped right back up to get 2-3 more crits as I stared at the cooldown just hitting 20s. 

Very very happy with this tree.  Oh please don't be fake.  :-D


Title: Re: Expansion Talents and Spells Released
Post by: Morat20 on October 06, 2006, 10:24:39 AM
The threat reduction talent is nice if you're going MM. I know you can always FD to wipe aggro, but I find that often leaves me with FD on cooldown when I really need it. I suspect it's there to help pets keep aggro if you're MM specced.

That was my thought as well.  There's NUMEROUS times I've aimed-critted, feigned and popped right back up to get 2-3 more crits as I stared at the cooldown just hitting 20s. 

Very very happy with this tree.  Oh please don't be fake.  :-D
I hope they remember to scale things like "Intimidate" -- one of the joys of my BM spec in 5-mans was using that to smack mobs off the priests and onto the pet. In return, the priests were expected to throw a HoT onto my pet when they could.

I found that the more often I rescued the priest from the mobs, the less often my pet got ignored on the heal list.

As for pet slots -- if they're changing how you learn tricks, I'm good with sticking to three. I've got my 1.5 cat (my first pet -- snow leopard for my Dwarf Hunter) -- high resistance spec for PvP, a LBRS warg (since all pets are good for in raids is Furious Howl -- fire and armor specced), and I think currently nothing else. I've been toying with getting the ZG bat, but I'ld like to see what Outland has to offer.


Title: Re: Expansion Talents and Spells Released
Post by: Threash on October 06, 2006, 11:22:41 AM
That snake trap should have been scorpions instead...


Title: Re: Expansion Talents and Spells Released
Post by: Chenghiz on October 06, 2006, 03:13:12 PM
That snake trap should have been scorpions instead...

Nah, now hunters can have Snakes on a Zeppelin!


Title: Re: Expansion Talents and Spells Released
Post by: Xanthippe on October 06, 2006, 04:30:14 PM
As for pet slots -- if they're changing how you learn tricks, I'm good with sticking to three. I've got my 1.5 cat (my first pet -- snow leopard for my Dwarf Hunter) -- high resistance spec for PvP, a LBRS warg (since all pets are good for in raids is Furious Howl -- fire and armor specced), and I think currently nothing else. I've been toying with getting the ZG bat, but I'ld like to see what Outland has to offer.

I   :heart:   my boar, LittlePiggy.  Boar charge in pvp ftw.


Title: Re: Expansion Talents and Spells Released
Post by: Furiously on October 07, 2006, 12:44:43 AM
That snake trap should have been scorpions instead...

Target the scorpions first. (Someone had to say it)


Title: Re: Expansion Talents and Spells Released
Post by: MisterNoisy on October 09, 2006, 03:51:59 PM
Hunter talents/spells are officially up (http://www.worldofwarcraft.com/burningcrusade/townhall/talents-and-spells.html).

Lots of really good changes - I might end up resubbing for the expansion as a result.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on October 09, 2006, 03:58:00 PM
Hunter Talents (http://www.worldofwarcraft.com/info/classes/bc-hunter/talents.html)

Fuck me, they moved Hawk Eye into survival.  Marks got some interesting reworks, though.  Certainly makes it a more interesting spec.

Lethal Shots moved to R1 (matches all the other classes) Efficiency to R2.

R3
 Rapid Killing ( 2pts) Reduces Rapid Shot by 1/2min and any opponent that yields Xp or Honor gets you an added 10/20% on your next Aimed, Arcane or Autoshot.   

Go for the Throat (2pts)- Your crits cause your pet to gain 25/50 focus. (that's a lot of focus)

Mortal Shots now requires Aimed Shot

R5 - Concussive Barrage (3pts) Your Auto Shots have a 2/4/6& chance to daze the target for 4sec
      Scatter Shot is now a req. for Trueshot Aura

R6 - Improved Barrage (3pts) Increases crit chance of Multishot by 5/10/15% and reduces damage interruption on volley by 33/66/100%

Interesting that they changed Marks around so much, but left beast and survival pretty much alone.   Can't say I'm thrilled to see I need to spec in survival so much to get my range up, but with the other changes I'm not complaining.

Damnit I see so much I want to try out.  This is going to get expensive, I can tell.


- Noisy Beat me while I was typing, but I'm going to hit post anyway.


Title: Re: Expansion Talents and Spells Released
Post by: Fabricated on October 09, 2006, 04:15:33 PM
Jesus fuck. Hunters were pretty obscenely powerful to begin with from what I see of well equipped ones, and this is makes them crazy fucking good. It looks like there's more than just one/two cookie cutter specs open now though, which is nice.

Funny enough the hunter board on the official forums seems to be very satisfied with the changes outside of a LOT of bitching about Hawk Eye being put into Tier 2 survival.

This makes the warrior update look like shit.


Title: Re: Expansion Talents and Spells Released
Post by: Morat20 on October 09, 2006, 05:55:07 PM
I know why Hawk's Eye was moved -- that extra six yards was pretty much part of any build, and it meant that Hunters were generally outside the AoE of any boss. They made it more expensive to have.

Now, I consider it a "must have" talent now -- but it's not in my TBC spec. I'm looking at a DEEP BM build. Probably something like 48/13 or 50/11. I mean look at the Thick Hide changes -- for 3 points, it's a 20% boost to pet armor and a 10% boost to your armor. Or Serpent's swiftness -- can you imagine facing a 0.8 speed pet in PvP? As a caster? Ferocious inspiration? Every time your pet crits, it increases party damage by 1% for 10 seconds? (Up to 3 points). With a fast pet, you're talking almost constant party buff of 3% to damage -- not TSA, but nice enough.

With the right pet -- even if the pet talents are all BS -- we're talking boosts to you AND your pet, and minor party buffs. What about the Misdirection spell? Yes, indeed, let me blow my long cool-downs, drop a ton of burst DPS, and dump all the threat on the tank. He'll thank me for it.

I'm thrilled. I think the changes are enough to convince the bloody priests to heal my damn pet.


Title: Re: Expansion Talents and Spells Released
Post by: caladein on October 09, 2006, 06:00:03 PM
Jesus fuck. Hunters were pretty obscenely powerful to begin with from what I see of well equipped ones, and this is makes them crazy fucking good. It looks like there's more than just one/two cookie cutter specs open now though, which is nice.

Here's what we're throwing around for the updated version of the 0/21/30 PvP build: http://www.wowhead.com/?talent-bc=mZE0bRVuZcifhzc0hVuh (http://www.wowhead.com/?talent-bc=mZE0bRVuZcifhzc0hVuh)

Basically... Hunter's Mark + Expose Weakness + random Daze (or Conc Shot) = gang bang, especially by Rogues and other Hunters. So overpowering.

I'm thrilled. I think the changes are enough to convince the bloody priests to heal my damn pet.

I heal pets... when I can actually see their healths :P.


Title: Re: Expansion Talents and Spells Released
Post by: Chenghiz on October 09, 2006, 06:25:24 PM
Although the hunter changes look interesting, I'm kind of worried about Hunters being overpowered now. The 41-point BM talent looks just crazy overpowered, or at least too binary in a PvP situation. Of course this is all theory and time will tell. At least there are a number of very viable specs now.


Title: Re: Expansion Talents and Spells Released
Post by: Morat20 on October 09, 2006, 06:34:44 PM
I heal pets... when I can actually see their healths :P.
Don't think we don't appreciate it. :)

I actually don't think Hunter is going to end up overpowered. Remember, these changes are done in the middle of changes to hunter damage, crit, dodge, and AP changes -- as well as the breakup of the 10 second shot rotation. Not to mention the changes to other classes (and the introduction of resiliance).

However, it will make PvP interesting. You'll need totally different strategies against a BM hunter than a MM -- even more so than before.

The snake trap brings new meanings to the word "totally awesome". When the snakes spawn, they aggro on anything in range -- and will even chase. Their bites don't do much damage, but apply a variety of poisons that give random -- and fairly short -- debuffs. All of them on one target is pretty painful, but I can see watching them aggro on a zerg in WSG or AV would be very interesting. Two or three hunters dropping viper traps right before the zerg hits the GY or Flag Room could change the odds drastically.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on October 09, 2006, 06:58:46 PM
Lead Dev Reply about the Hunter Changes (http://forums.worldofwarcraft.com/thread.html?topicId=32156379&pageNo=5)

Quote
Yes, there are several notable changes.

1. Traps are now on a 30 sec cooldown, but can be used in combat (you no longer need to feign/trap).

2. When feign death is resisted, you are still reduced to 0 threat for any targets that did not resist feign death (although if any creature resists the feign, you won't be taken completely out of combat, you'll still be on the creature group's target list).

3. Attack Power and Crit related changes:
a. Hunters now get 1 AP per Agility rather than 2. This change helps us provide more interesting stat distributions on hunter items. Previously, Hunters valued Agi significantly above any other stat, such that it was extremely difficult for us to create variety among Hunter items. For example, before this change, we could have spent 1 stat point on an item to give you either 2 AP or 1 Agi (which gave 2 AP along with a small bonus to crit and a small bonus to dodge... clearly the better choice). However, several changes have been made along with this change in order to offset the AP loss.

b. Hunters now get significantly more crit per point of Agility than before (about 33agi/crit at level 60).

c. Hunters now get more dodge per point of Agility than before (about 20agi/dodge at lvl 60).

d. Ranged weapons have had their damage values significantly increased (and consequently the weapon's dps)... this also helps make weapon upgrades feel more meaningful for Hunters than it did previously (along with the other changes, this change is retroactive).

e. Most Hunter equipment has been updated to have a better distribution between +Attack Power bonuses and Agility.

4. Aimed Shot related changes:
a. Aimed Shot now resets the Hunter's shot timer. This talent was always intended to be an "opening" shot, and not something that would be woven between shots. However, since Aimed Shot became such a core element for Hunter DPS, we didn't want to make this change until we were prepared to make several other changes to increase hunter DPS to offset it. Fortunately, this means that some of the odd side effects of the old Aimed Shot are no longer relevant, such as requiring hunters to use extremely slow weapons to maximize their DPS (weapons slow enough to be able to use Aimed Shot in between auto shots)

b. Arcane Shot now does substantially more damage than it did before, and scales with AP.

c. Steady Shot has been introduced as a core ability in the expansion, and provides much the same kind of gameplay as Aimed Shot did in the past (a shot you weave in between your normal shots), but to a much more managable degree (since it's a 1.5 sec shot, it doesn't require as slow of a weapon to take advantage of, and doesn't require to stand still for as long).

5. Other note: Wyvern Sting may now be used in combat.


Title: Re: Expansion Talents and Spells Released
Post by: pants on October 09, 2006, 07:52:32 PM
can you imagine facing a 0.8 speed pet in PvP? As a caster?

I'm going heavy BM too - its always been a good levelling spec anyway, and now it is very useful PvP as well.  Brokentooth (speed 1.0) * 20% serpent speed * 30% frenzy = 0.56 attack speed (if Ive got my sums right).  Add in bestial wrath and my ol' cat is going to be eating clothies for breakfast.


Title: Re: Expansion Talents and Spells Released
Post by: Morat20 on October 09, 2006, 08:00:58 PM
can you imagine facing a 0.8 speed pet in PvP? As a caster?

I'm going heavy BM too - its always been a good levelling spec anyway, and now it is very useful PvP as well.  Brokentooth (speed 1.0) * 20% serpent speed * 30% frenzy = 0.56 attack speed (if Ive got my sums right).  Add in bestial wrath and my ol' cat is going to be eating clothies for breakfast.
Not to mention the 100% focus regen talent, and the MM talent that regens 50 (go for the throat?) focus each time the hunter crits (and we'll crit more now). Even my 1.5 speed cat (first pet, i'm keeping it!) with serpent speed, frenzy, and go for the throat isn't going to run out of focus. Ever. Constant spamming of claw and bite and whatever new comes down the pipe.


Title: Re: Expansion Talents and Spells Released
Post by: Velorath on October 09, 2006, 08:58:10 PM
With the right pet -- even if the pet talents are all BS -- we're talking boosts to you AND your pet, and minor party buffs. What about the Misdirection spell? Yes, indeed, let me blow my long cool-downs, drop a ton of burst DPS, and dump all the threat on the tank. He'll thank me for it.

Yeah, I really like the sound of Misdirection.  Seems like a good way to make Hunters more useful in raids.

Edit:
Quote
1. Traps are now on a 30 sec cooldown, but can be used in combat (you no longer need to feign/trap).

That's also a pretty big change, making Freezing Trap a much more viable means of crowd control.  Won't that make Scatter Shot fairly pointless though?


Title: Re: Expansion Talents and Spells Released
Post by: Fordel on October 10, 2006, 12:28:47 AM
You can never have too many escape tools, not that it would be much differen't from now really. Only difference would be unhitching the trap from FD.


Title: Re: Expansion Talents and Spells Released
Post by: SurfD on October 10, 2006, 03:40:14 AM
as a mage, i get the feeling that no matter what i do, unless i somehow manage to get the total drop on ANY spec of hunter, I might as well just stand there and let him kill me so as to get the incoming death over that much faster.  I mean, hell, I stand almost no chance against hunters now, and when BC goes live, they are going to be totally broken.  GG driveby frost trap IN combat, without even needing to FD

Not to mention the half a dozen ways that a hunter can cockblock and kill me without me ever getting a shot in.

- Aimedshot, multishot, driveby frost trap, readiness, repeat.
- Aimedshot, multishot, steady shot, wevrensting,  repeat
- Aimedshot, multishot, scattershot, steady shot, driveby frost trap, repeat
and thats just a couple of them.

People think locks and EZcoil are broken, locks got nothing on hunters.

And lets not forget the lucky ones who can Aimedshot, multishot, zg trinket, multishot, Readiness, multishot, for mowing down clustered clothies.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on October 10, 2006, 03:58:57 AM
If you see the hunter, at least you've got a better chance to close on him now.  Aimedshot is being upped to a 3.5s cast time.   Yeah it sucks if they get the drop on you, but that's the case with almost any class. 

Later on in that thread they start talking about itemization.  It sounds like there aren't going to be as many slow bows with a high damage range out there anymore, but they are upping the DPS on bows in general (probably by lowering shot times).   They're trying very hard to break the "10 second cycle" but still give hunters good DPS just by doing autoshoot w/ specials.   I hope they give us bigger quivers.

- Added:  Dev comment that Arcane Shot's scaling bonus is 20% of your RAP tacked-on.


Title: Re: Expansion Talents and Spells Released
Post by: Nevermore on October 10, 2006, 06:14:33 AM

5. Other note: Wyvern Sting may now be used in combat.

Wait, so Wyvern Sting will be a 12 second sleep usable in combat that works against everything?


Title: Re: Expansion Talents and Spells Released
Post by: Ironwood on October 10, 2006, 06:50:34 AM
The more I read, the more terrified I get.

Where's the ability to strap tactical nukes to the back of your pets ?

 :|


Title: Re: Expansion Talents and Spells Released
Post by: Xanthippe on October 10, 2006, 08:37:19 AM

5. Other note: Wyvern Sting may now be used in combat.

Wait, so Wyvern Sting will be a 12 second sleep usable in combat that works against everything?

Wyvern Sting is currently completely useless.  Usable in combat - I take that to mean that a hunter can be in combat and get off a shot.  Further damage to the target will wake the target.  Which means it will be of limited usefulness in pvp but nicely useful in pve. 

Or am I misunderstanding it?


Title: Re: Expansion Talents and Spells Released
Post by: Phred on October 10, 2006, 08:38:25 AM
I know why Hawk's Eye was moved -- that extra six yards was pretty much part of any build, and it meant that Hunters were generally outside the AoE of any boss. They made it more expensive to have.


Not true. Unless they reduce aoe's in the expansion back down to 40 yard range they've all been 75 since BWL. Our guild hunters were talking about this in channel last night and the concensus was most of us just had it because it was there. Probably won't take it in BC unless they change a.e. range back again.





Title: Re: Expansion Talents and Spells Released
Post by: Phred on October 10, 2006, 08:49:53 AM
Lead Dev Reply about the Hunter Changes (http://forums.worldofwarcraft.com/thread.html?topicId=32156379&pageNo=5)

Quote
Yes, there are several notable changes.

1. Traps are now on a 30 sec cooldown, but can be used in combat (you no longer need to feign/trap).

.

Can't wait to shove this in the face of all those who claimed feign/trap was an exploit. This will make life in PVE so much easier. No more cursing out resists to feign while trying to drop snare traps to help kiters on some events.




Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on October 10, 2006, 09:39:16 AM
The more I read, the more terrified I get.

Where's the ability to strap tactical nukes to the back of your pets ?

 :|

I think its near the top of the BM tree.

I thought we all knew this was coming. The last class to get talents always gets the really badass ones. I dont quite get it though, they just got done nerfing hunters down to the level of everyone else, and they have once again given them a bunch of overpowered shit. The only good thing is, they had better enjoy it while it lasts, cause they will get the nerf stick a few times.


Title: Re: Expansion Talents and Spells Released
Post by: Morat20 on October 10, 2006, 11:17:52 AM
I'm pretty sure that some of these things will be changed, but I don't think it's as overpowered as it looks. The mages -- who are understandably pissing themselves over this -- are used to an aimed-multi-auto crit situation.

But bear in mind -- you get crit resistance in TBC. Aimed is moving to a 3.5s cast (a big difference -- it's an opener now) and tied to the auto-shot timer. It's going to be steady-multi-aimed, which won't do as much damage but has a chance of dazing you. Everyone's going to be more protected from crits now because of resiliance. Also bear in mind that hunter AP in generally just got halved. They're supposed to change itemization to reflect this, so paper DPS should remain steady.

Traps are now a 1.5 second cast (if I recall correctly), which means it's harder to drop traps in combat to get range.

All in all, yeah -- a BM or MM hunter is going to seriously hurt a mage. But that's always been the case. On the other hand, judging by the other talents I've seen -- warriors and rogues will do considerably better against hunters, as will warlocks. I do suggest that if you're a mage, you sheep the hunter. You don't want him triggering bestial wrath now. It makes him AND the pet unsheepable for 18 seconds.

I suspect that any nerfs will come out in itemization, not in talents.

Phredd: You and me both, man. I'm sick of that "it's an exploit" bullshit. If it was, it'd have been removed six months ago.


Title: Re: Expansion Talents and Spells Released
Post by: Velorath on October 10, 2006, 11:21:57 AM
I wouldn't say that Hunters are all that overpowered so much as I'd say that they have more viable specs now than just about any other class.  All 3 trees have a lot of good stuff in them and they didn't get any really crappy 41's like Rogue's Cloak of Shadows.


Title: Re: Expansion Talents and Spells Released
Post by: Chenghiz on October 10, 2006, 11:39:26 AM
Also bear in mind that hunter AP in generally just got halved. They're supposed to change itemization to reflect this, so paper DPS should remain steady.

Actually from what I hear the AP will probably be about the same for hunters, and maybe increasing slightly just because combining AP and agility is more efficient dps-wise in use of itemization points. Compared to the old Dragonstalker's Helm (27 agility) the new one has been reported to be 18 agility, 36 attack power. I think what might actually suffer more is crit chance.


Title: Re: Expansion Talents and Spells Released
Post by: Morat20 on October 10, 2006, 11:52:55 AM
Also bear in mind that hunter AP in generally just got halved. They're supposed to change itemization to reflect this, so paper DPS should remain steady.

Actually from what I hear the AP will probably be about the same for hunters, and maybe increasing slightly just because combining AP and agility is more efficient dps-wise in use of itemization points. Compared to the old Dragonstalker's Helm (27 agility) the new one has been reported to be 18 agility, 36 attack power. I think what might actually suffer more is crit chance.
If I understand what they're doing correctly, they're moving away from the "Must Have Slow Powerful Weapon" and opening up to faster ones. People on the other end of our guns shouldn't be facing as many huge crits as before, because it looks like faster weapons (especially for MM specs) are going to be desireable. Our crits are going to be smaller just off itemization.

They've changed the crit numbers -- it's like 33 agility per crit now.

TBW really looks like an overpowered talent, but if you take it -- yeah, I'm going to rape anyone I see for 18 seconds, but....I'm highly noticeable when I do, it doesn't take much to get inside my range and force me to move (thus drastically lowering my DPS), and I'm trading a lot of steady DPS (Marksman tree) and armor and survivability (Survival) to do so.

I might not even take aimed shot -- it really doesn't seem worth it other than to get to mortal shots.


Title: Re: Expansion Talents and Spells Released
Post by: Chenghiz on October 10, 2006, 12:16:19 PM
If I understand what they're doing correctly, they're moving away from the "Must Have Slow Powerful Weapon" and opening up to faster ones.

They're doing this by using (set amount + (percentage of RAP)) instead of (weapon damage + set amount). Because slower weapons had higher topends, they were better for uber crits; I don't think this will change particularly. Getting a slow weapon will still get you bigger crits and thus be desirable for pvp.

Quote
People on the other end of our guns shouldn't be facing as many huge crits as before, because it looks like faster weapons (especially for MM specs) are going to be desireable. Our crits are going to be smaller just off itemization.

There aren't a lot of talents I'm seeing that would necessarily benefit from a faster speed weapon.

Quote
They've changed the crit numbers -- it's like 33 agility per crit now.

Yeah, my mental math was off. Looks like crit-from-agility will remain pretty constant, at least for the retroactive itemisation stat changes.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on October 10, 2006, 12:19:15 PM
I honestly feel rogues got the worst of the Expansion situation. Crits are getting nerfed, Everyones hitpoints are getting buffed, and we got worthless 41 point talents. Well, maybe not totally worthless, but no min/maxer would take any of them except possibly Mutilate but right now its about on par with Backstab and its a 41 point talent. The 41 point combat talent is a horrible joke, and the 41 pint sub talent is not worth giving up cold blood for. I do like a lot of the new sub talents, for a hemo build, but other than that, not much is going for the rogues.


Title: Re: Expansion Talents and Spells Released
Post by: trias_e on October 10, 2006, 02:18:48 PM
1 point for 5% increased backstab/sinister strike/shiv damage seems like a pretty good PvE talent to me, but I might be mistaken.  Obviously not so much for PvP.

Cloak of Shadows seems pretty nice for PvP.  You'd basically just own mages, unless they were smart enough to wait to frost nova/poly you until after the 4 seconds wear off.  Garrote to start off for the silence, then after 3 seconds hit cloak of shadows.  There's 7 seconds of protection from a caster to start off a fight, which isn't shabby at all.  But yeah, maybe not as good as cold blood.  16 assassination/3 combat/42 subtlety looks just cool to me.

And deadly throw makes my mage cry.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on October 10, 2006, 02:52:46 PM
Im going to go 21/0/40 i think. If I can handle with the loss of Improved Gouge.


Title: Re: Expansion Talents and Spells Released
Post by: bhodi on October 10, 2006, 02:57:05 PM
I think I'll just main switch out of rogue. The expansion doesn't give me anything new, it takes it away. I won't be able to have adrenaline rush anymore.


Title: Re: Expansion Talents and Spells Released
Post by: SurfD on October 10, 2006, 05:08:03 PM
Wait wait.  Where did you hear that traps had a 1.5 second cast time?  If that IS true, then I wont consider hunters to be nearly as broken in a PvP situation as they would be with in-combat insta traps.


Title: Re: Expansion Talents and Spells Released
Post by: caladein on October 10, 2006, 05:25:52 PM
I think I'll just main switch out of rogue. The expansion doesn't give me anything new, it takes it away. I won't be able to have adrenaline rush anymore.

Huh?


Title: Re: Expansion Talents and Spells Released
Post by: Threash on October 10, 2006, 06:42:25 PM
1 point for 5% increased backstab/sinister strike/shiv damage seems like a pretty good PvE talent to me, but I might be mistaken.  Obviously not so much for PvP.

The problem is its not really 5% damage for 1 point, you gotta take into account the 9 points you had to use to get there and none of those give you absolutely any dps whatsoever.  For Pve 4% more hps is fairly useless and any chance to resist fear just means the dragon comes and eats you.  In the end it turns out to be 10 points for a very slight dps increase, you are much better off putting those points into the other trees and not going above 31 on any of them.


Title: Re: Expansion Talents and Spells Released
Post by: caladein on October 10, 2006, 07:03:26 PM
Pardon my relative ignorance (haven't done the number crunching for Rogues, don't have many in our guild for some reason :P), but considering that Combat already was the top dog in terms of DPS, you'd think they would add some PvP/survivability stuff (like Fear resist/Stamina). Same way they've given a lot of the other class's "raiding off-builds" a few PvE DPS/support boosts. (Hell, Shadow Priests can restore Mana at 41pts, it's an honest cold day in hell.)

Not saying that Surprise Attacks is a min-maxer's wet dream, really, none of the 41pt talents are. I don't think a single build my guildmates and I have tossed around has seriously included a 41pt talent. The sole exception is Pain Suppression for my 42/19/0 Smiter build and that's it.


Title: Re: Expansion Talents and Spells Released
Post by: Morfiend on October 10, 2006, 07:51:57 PM
1 point for 5% increased backstab/sinister strike/shiv damage seems like a pretty good PvE talent to me, but I might be mistaken.  Obviously not so much for PvP.

Actually if you do the math, supprise attack doesnt add 5% more damage, its more like 1%. Well, for SS rogues anyway, for dagger it might be a tad more. Cause it doesnt add anything to white damage, also with the way attacks are calculated, not having attacks dodged can reduce DPS. I cant find the thread with the math right now, ill look more tomorrow.


Title: Re: Expansion Talents and Spells Released
Post by: Ironwood on October 12, 2006, 01:02:20 AM
To be honest, the top level talents may as well not be there for Rogues.  I've looked and looked and Ironwood will not be going above 31 points in any tree.  It's pretty pointless.


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on October 12, 2006, 04:36:48 AM
To be honest, the top level talents may as well not be there for Rogues.  I've looked and looked and Ironwood will not be going above 31 points in any tree.  It's pretty pointless.

It's funny, I keep hearing that about certain talents, but it's from folks not considering the synergy of all classes together.  Those '% chance to daze' talents are taking the hardest beating, but everyone in BC now has at least one ability that does more damage if a target's dazed. 


Oh, and in another huge buff to Hunter raid utility, Improved Hunter's Mark will be changing so that the attack bonus will apply to Melee Attacks from all attackers as well as ranged attacks instead of just upping the RAP bonus.


Title: Re: Expansion Talents and Spells Released
Post by: Ironwood on October 12, 2006, 05:08:26 AM
Uh, yeah.  I'm gonna go 41 points in for other people.  Because all the posts I've ever written have told you how much of a people person I am.

 :wink:


Title: Re: Expansion Talents and Spells Released
Post by: Merusk on October 12, 2006, 09:22:51 AM
Uh, yeah.  I'm gonna go 41 points in for other people.  Because all the posts I've ever written have told you how much of a people person I am.

 :wink:

Let it be known that when I reference such things I am forever excluding Ironwood, because I know he hates people.  :-D

But yes, from a soloing/ ganking standpoint I can understand Rogues complaints.  From a grouping/ raiding standpoint no I just don't get it.


Title: Re: Expansion Talents and Spells Released
Post by: Morat20 on October 12, 2006, 10:03:53 AM
Oh, and in another huge buff to Hunter raid utility, Improved Hunter's Mark will be changing so that the attack bonus will apply to Melee Attacks from all attackers as well as ranged attacks instead of just upping the RAP bonus.
So my mark adds AP to me AND my pet? Score. I'm sure the raid will be happy as well.


Title: Re: Expansion Talents and Spells Released
Post by: caladein on October 12, 2006, 05:17:44 PM
Druid Talents updated. They basically ported the Feral-ish talents in Balance to Resto, and combined Imp Healing Touch with Natural Weapons. Score. The one thing I'm not sure of is if the new 3pt Feral Instinct is still as effective as Rogue's 5pt Master of Deception. If it isn't... damn, but it's a very nice buff for the bear tanks. A mild nerf for PvP cats. Either way though... so much love :heart:.

There is great joy in my Feral Hybrid pants. (http://www.wowhead.com/?talent-bc=zzZxGMscddVhsZVEIz0o)


Title: Re: Expansion Talents and Spells Released
Post by: Yoshimaru on October 12, 2006, 08:13:39 PM
1.5sec cast time on traps? Damn, I'm going to miss insta-cast when Im being chased by a train of mobs/Allies.


Title: Re: Expansion Talents and Spells Released
Post by: Driakos on October 12, 2006, 11:51:21 PM
1.5sec cast time on traps? Damn, I'm going to miss insta-cast when Im being chased by a train of mobs/Allies.

As of a few minutes ago, they are still instant cast.


Title: Re: Expansion Talents and Spells Released
Post by: Ratama on October 13, 2006, 03:00:21 AM
Most important to its respective class/generally biggest change so far, imo: Crusader Strike, 41 pt Retribution talent for Paladins. http://www.worldofwarcraft.com/info/classes/bc-paladin/talents.html (http://www.worldofwarcraft.com/info/classes/bc-paladin/talents.html)

Does purely physical damage atm, and will not be subject to spell-lock after getting a heal or HoW CS'd.

Speaking as someone who wasn't going to buy BC until he saw this change; at least it's good business.  :-P



Title: Re: Expansion Talents and Spells Released
Post by: Phred on October 13, 2006, 08:49:14 AM
1.5sec cast time on traps? Damn, I'm going to miss insta-cast when Im being chased by a train of mobs/Allies.

Don't believe everything you read. Currently in beta traps are still insta cast. I don't know who came up with the rumor of a cast time but I haven't seen anything from a blue name regarding it at all.


Title: Re: Expansion Talents and Spells Released
Post by: Morat20 on October 13, 2006, 09:03:44 AM
1.5sec cast time on traps? Damn, I'm going to miss insta-cast when Im being chased by a train of mobs/Allies.

Don't believe everything you read. Currently in beta traps are still insta cast. I don't know who came up with the rumor of a cast time but I haven't seen anything from a blue name regarding it at all.

Well, if they're insta -- which I would prefer -- they're still on the 30s cooldown. Anyone in the Alpha or Beta tried out Viper traps yet? I'd like to see how that works, especially against groups.


Title: Re: Expansion Talents and Spells Released
Post by: Phred on October 13, 2006, 09:07:30 AM
1.5sec cast time on traps? Damn, I'm going to miss insta-cast when Im being chased by a train of mobs/Allies.

Don't believe everything you read. Currently in beta traps are still insta cast. I don't know who came up with the rumor of a cast time but I haven't seen anything from a blue name regarding it at all.

Well, if they're insta -- which I would prefer -- they're still on the 30s cooldown. Anyone in the Alpha or Beta tried out Viper traps yet? I'd like to see how that works, especially against groups.


Viper traps are 68 or so and beta is capped at 67 atm I think.



Title: Re: Expansion Talents and Spells Released
Post by: Morat20 on October 13, 2006, 09:16:36 AM
Well, if they're insta -- which I would prefer -- they're still on the 30s cooldown. Anyone in the Alpha or Beta tried out Viper traps yet? I'd like to see how that works, especially against groups.
Viper traps are 68 or so and beta is capped at 67 atm I think.
Damn. I know misdirection is still untried (lvl 70, right?). I'm looking forward to that bad boy. No more "Pull, run frantically to the warrior, spam disengage and hope I don't die". Of course, it should only be used for boss pulls or simple pulls. The whole point of a Hunter pulling is the ability to go "Oh SHIT FD!" if you pull too many. If I've misdericted aggro onto the warrior and pull too many, we're screwed.

From what I've read on Viper, I can't tell if it's single target or AoE. It says it releases a bunch of snakes that bite for low damage and apply random poison debuffs. But supposedly the vipers will also path and aggro like mobs, so it appears that if a group runs over the trap, several of them are likely to get bitten with things like mind-numbing, crippling, etc.

In PvP, that could be nasty as all hell. I suspect Viper might be a better "get the hell out of range" trap, not ice trap. Of course, AoE will fix it. :)


Title: Re: Expansion Talents and Spells Released
Post by: Lantyssa on October 13, 2006, 12:48:16 PM
Druid Talents updated. They basically ported the Feral-ish talents in Balance to Resto, and combined Imp Healing Touch with Natural Weapons. Score. The one thing I'm not sure of is if the new 3pt Feral Instinct is still as effective as Rogue's 5pt Master of Deception. If it isn't... damn, but it's a very nice buff for the bear tanks. A mild nerf for PvP cats. Either way though... so much love :heart:.

There is great joy in my Feral Hybrid pants. (http://www.wowhead.com/?talent-bc=zzZxGMscddVhsZVEIz0o)
Oh my gods. This is absolutely perfect. :heart:

(I am sure it will change.)


Title: Re: Expansion Talents and Spells Released
Post by: Dren on October 19, 2006, 08:16:35 AM
Druid Talents updated. They basically ported the Feral-ish talents in Balance to Resto, and combined Imp Healing Touch with Natural Weapons. Score. The one thing I'm not sure of is if the new 3pt Feral Instinct is still as effective as Rogue's 5pt Master of Deception. If it isn't... damn, but it's a very nice buff for the bear tanks. A mild nerf for PvP cats. Either way though... so much love :heart:.

There is great joy in my Feral Hybrid pants. (http://www.wowhead.com/?talent-bc=zzZxGMscddVhsZVEIz0o)
Oh my gods. This is absolutely perfect. :heart:

(I am sure it will change.)
Yes Caladein will not always have joy in the pants.


Title: Re: Expansion Talents and Spells Released
Post by: Simond on October 19, 2006, 09:23:14 AM
Well, if they're insta -- which I would prefer -- they're still on the 30s cooldown. Anyone in the Alpha or Beta tried out Viper traps yet? I'd like to see how that works, especially against groups.
Traps are instant cast...but have a 2-3 second 'arming' delay (confirmed by Devs), and have a smaller trigger radius (rumour).