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Author Topic: (Alleged) Partial TBC talent/spells/skills leak  (Read 24196 times)
Simond
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Posts: 6742


on: August 23, 2006, 04:46:08 AM

From here

Emphasis on 'alleged', by the way.

Quote
AIM Logs - Mages, Warlocks, Rogues and Paladins in Burning Crusade - updated  8/23/06 @01:12
Seems to be pretty legit information- the 'friends-and-family' private alpha of the expansion was released today. The guy is in the process of playing through the alpha on different characters, talking to trainers to see new abilities, etc. The only talents currently available are for mages- the only class he's levelled to 10 thus far.

I chopped out the AIM nicks.

REMEMBER: THIS IS NOT GUARUNTEED INFORMATION, AND IF THERE IS TRUTH TO IT- IT WILL PROBABLY CHANGE, AS THIS IS INFORMATION FROM AN *ALPHA* RELEASE.

State of the current testing:
[23:18] : limited to blood elf 1-20 right now
[23:18] : to test the starting area
[23:18] : in like 2 weeks it'll be draenei 1-20
[23:18] : then like 2 weeks after that it'll be everything 60-70

MAGES:
Post-60 Spells:
[17:24] : Looking at new mage spells
[17:25] : you're getting invisibility :P
[17:25] : level 68
[17:25] me: what's the catch?
[17:25] : can only see other invisible targets and people who can see invisible targets
[17:25] : lasts 20 secs, 5 min cooldown
[17:26] : seems like an escape ability mostly
[17:26] me: what else?
[17:26] : arcane blast
[17:26] : this is interesting
[17:26] : rank 1 is at level 64, dunno if there's more ranks
[17:26] : starts out as a 2.5 sec cast, 190 mana cost
[17:26] : does 463 to 537 arcane damage
[17:26] : but
[17:27] : each time you cast it
[17:27] : within 8 seconds of each other
[17:27] : the cast time goes down and the mana cost goes up
[17:27] me: cool
[17:27] : and at level 70
[17:27] : you get spellsteal
[17:27] : instant cast, 52 mana cost
[17:27] : Steals a beneficial magic effect from the target. This effect lasts a maximum of 2 min.
[17:28] me: sweet
[17:28] me: work in pve?
[17:28] : dunno
[17:28] : but imagine stealing like
[17:28] : Blessing of Freedom :P
[17:28] me: does it dispell them of the buff?
[17:28] : dunno, I assume so
[17:29] : looks like the AQ20 ranks are trainable at level 62
[17:29] me: well of course
[17:29] me: only makes sense
[17:29] : yea
[17:29] : well it means you can still get them early
[17:29] : but not much point
[17:29] me: yeah
[17:29] me: do you see this in patchnotes or something?
[17:30] : no I'm looking at it at the mage trainer :P
[17:29] : ooh
[17:29] : molten armor
[17:29] : level 62
[17:30] : causes 60 to 90 fire damage when hit and reduces the chance you are critically hit by melee attacks and spells by 10%
[17:32] : ice lance
[17:32] : level 66
[17:32] : 1.5 sec cast, 150 mana
[17:32] : deals 219 to 281 frost damage to an enemy target. Damage is increased by 200% against frozen targets.

Talents:
[23:27] : first of all, the new talents start right alongside the current 31-point talents
[23:28] me: yeah?
[23:28] me: you allowed to get 21/31 talents etc?
[23:28] : so the first ones are all in the same tier as like arcane power
[23:28] : it looks like you'll be able to do that yeah

[23:28] : arcane talents
[00:58] : tier 5
[00:58] : improved blink: reduces mana cost of blink by 25/50%
[00:58] : tier 6:
[00:58] : arcane potency: increases the critical strike damage bonus of your Arcane spells by 33/66/100%
[23:28] : tier 7
[23:28] : student of magic: reduces the mana cost of all arcane spells by 5/10/15%
[23:29] : prismatic cloak: reduces all damage taken by 1/2/3/4/5%
[23:29] : tier 8
[23:29] : mind mastery: increases spell damage by up to 5/10/15/20/25% of your total intellect O_O
[23:30] : tier 9 (41-point): Slow: reduces targets movement speed by 50% and attack/casting speed by 20% for 15 sec
[23:37] : 20sec cooldown on that btw
[23:37] : now that I look at slow
[23:38] : it only costs 68 mana, is instant cast, and has no cooldown

[23:30] : fire talents
[00:59] : tier 5
[00:59] : Playing with Fire: Increases all spell damage caused by 1/2/3% and all spell damage taken by 2/4/6%
[01:00] : tier 6 for fire is badass:
[01:01] : Blazing Speed: Gives you a 5/10% chance when hit by a melee or ranged attack to increase your movement speed by 50% and make you immune to movement impairing effects. This effect lasts 8 seconds.
[23:30] : tier 7
[23:31] : Burnout: increases the damage and mana cost of all spells by (I'm guessing) 2/4/6% after you hit a Dazed opponent with a Fire spell
[23:32] : Molten Blood: Increases your chance to resist Bleed and Poison effects and effectiveness of Molten Armor by 6/12/18/24/30%
[23:32] : Kinda weird
[23:32] : Tier 8
[23:32] : Empowered Fireball: Your Fireball spell gains an additional 2/4/6/8/10% of your bonus spell damage effects
[23:32] : Tier 9: Dragon's Breath: Targets in a cone in front of the caster take 278 to 322 fire damage and are disoriented for 3 sec

[23:33] : Frost talents
[01:02] : Tier 5:
[01:02] : Frozen Core: Reduces the damage taken by Frost and Fire effects by 2/4/6%
[01:02] : Tier 6:
[01:03] : Ice Floes: Reduces the cooldown of your Cone of Cold, Cold Snap, Ice Barrier and Ice Block spells by 10/20%
[23:33] : Tier 7
[23:34] : Cold Hearted: Increases damage of all spells against wounded targets by 10/20/30%
[23:34] : I have no idea what a wounded target is
[23:34] me: <20%, mage execute lol?
[23:34] : Ahh nice
[23:34] : Arctic Winds: Reduces the chance melee and ranged attacks will hit you by 1/2/3/4/5%
[23:34] : Tier 8
[23:34] : Empowered Frostbolt - identical to empowered fireball
[23:35] me: ah
[23:35] : Tier 9: Summon Water Elemental, summons a water elemental to fight for the caster, that's all it says =(
[23:35] me: badass
[23:35] me: anything else?
[23:35] : not that I can tell

WARLOCKS:
[21:36] : looking at new warlock spells
[21:36] : Soulshatter (66): Reduces threat by 30% for all enemies. (2 health, Soul Shard, 5 min. cooldown.)
[21:37] : lol ok
[21:47] : Locks getting two new dots... one that does 310 dmg +gear if it gets dispelled, one that does 1110-1290 damage in a 15 yard aoe if it isn't dispelled
[22:12] : Incinerate (64): Deals 357 to 413 Fire damage to your target and an additional 89 to 104 Fire damage if the target is affected by an Immolate spell. (256 mana, 2.5s.)

ROGUES:
[22:43] : they get an ability called Deadly Throw
[22:43] : which is basically an eviscerate, except it's ranged and does thrown damage + an amount
[22:44] : 5-point DT is thrown damage + 468-564
[22:44] : Mutilate, 60 energy, daggers, instantly attacks with both weapons and gives 2 combo points
[22:45] : Shiv, instant off-hand attack that gives a 100% chance for the offhand poison to be applied, energy cost depends on weapon speed
[22:45] : anasthetic poison, 30% chance of reducing threat by a moderate amount, 120 charges

PALADINS:
[22:48] : paladins get some weird stuff
[22:48] : 10% of all healing done to them by other people is given to them as mana
[22:48] : I would assume to help tanking
[22:48] : blessing of spell warding, makes the target immune to magical attacks but they're silenced
[22:49] : crusader aura, increases mounted speed of all party members within 40 yards by 20%
[22:50] : seal of blood, all the paladin attacks do an additional 30% weapon damage as holy damage, but paladin loses 10% health of the total damage inflicted
[22:51] : and Avenging Wrath, which is pretty much just Deathwish

EXTRA SHIT:
[23:40] : oh btw there's this totally sick herb in the BE starting area
[23:40] : called bloodthistle
[23:40] me: yeah?
[23:40] : it increases your spell damage and healing by a small amount for 10 minutes
[23:40] : but
[23:40] : when it wears off
[23:40] me: the herb does this?
[23:40] : yeah
[23:40] : but when it wears off you get a 15 min debuff called "bloodthistle withdrawal" that reduces your spirit by 5 :P
[23:40] : BE's = potheads

[23:54] me: how's the zone look?
[23:55] : badass
[00:00] : umm... the blood elf male ears bounce in even more annoying a way than the night elf
[00:00] : and they have three basic types of hairstyle
[00:00] : you can be Elrond
[00:00] : you can be Legolas
[00:00] : or you can be OMGDRAGONBALLZSUPERKONNICHIWASAN ^_______________^;;;;
[00:01] : (I picked Elrond)

[00:18] : also the blood elf dance is 100x more ridiculous in person
[00:19] me: napoleon dynomite?
[00:19] : yeah
[00:19] : it's awesome

"You're really a good person, aren't you? So, there's no path for you to take here. Go home. This isn't a place for someone like you."
Ironwood
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Reply #1 on: August 23, 2006, 08:13:05 AM

Sounds French.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
bhodi
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No lie.


Reply #2 on: August 23, 2006, 09:06:11 AM

How are there that many new tiers? do the teirs not require you to put 5 pts in the previous one?
Modern Angel
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Reply #3 on: August 23, 2006, 10:02:03 AM

Horseshit. Mages get a spell that does extra damage to dazed targets with no way to daze them.
fatboy
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Reply #4 on: August 23, 2006, 02:07:40 PM

Horseshit. Mages get a spell that does extra damage to dazed targets with no way to daze them.

I always loved the word Horseshit.  My dad always used that one.  Never bullshit.   Everyone uses bullshit.  So few people use Horseshit.  Horseshit is a word that pretty much states exactly how you feel.

I tip my cap to you, Angel.

If you don't want to hear the answer -- don't ask the question.
Modern Angel
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Reply #5 on: August 23, 2006, 03:36:53 PM

I love the word, too. Something classic about it. Makes me feel like killing Nazis with a pack of Lucky Strikes in my pocket.

And I made a boo boo which, as a guy who loves his fire maging, is pretty big. Blastwave dazes. Not an inherent talent like frost nova to go along with Shatter, but still...

Continuing to call bullshit.
Shavnir
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Reply #6 on: August 23, 2006, 05:05:18 PM

Horseshit. Mages get a spell that does extra damage to dazed targets with no way to daze them.

Blastwave causes a daze.

Still reeks of horseshit though.
Jobu
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Lord Buttrot


Reply #7 on: August 23, 2006, 05:25:38 PM

Quote
[00:58] : tier 5
[00:58] : improved blink: reduces mana cost of blink by 25/50%

A useless, stupid tweak to blink instead of fixing it?

Hey, sounds legit to me!
jpark
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Reply #8 on: August 24, 2006, 06:22:05 AM

[deleted]
« Last Edit: August 24, 2006, 06:56:15 AM by jpark »

"I think my brain just shoved its head up its own ass in retaliation.
"  HaemishM.
Ironwood
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Reply #9 on: August 24, 2006, 06:36:59 AM

I think there's a glitch in the matrix.  I've seen that Black Cat before.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Trippy
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Reply #10 on: August 24, 2006, 06:38:49 AM

Yes there is.
jpark
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Reply #11 on: August 24, 2006, 06:55:22 AM

Bah.

"I think my brain just shoved its head up its own ass in retaliation.
"  HaemishM.
Modern Angel
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Reply #12 on: August 24, 2006, 08:27:37 AM

I may have to eat my words... still iffy to me but a screenshot turned up of the new rogue talents. Mouseovers, little picture of a blood elf pc in the corner of the screen, unrecognized terrain in the background... these may actually be legit.
Dren
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Reply #13 on: August 24, 2006, 08:59:02 AM

I'll go on record to say that each and everyone of these details are completely true on the day they were recorded.

That is to say that come release, they wiill be anywhere from completely different to completely the same.

You can quote me on that.
Merusk
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Reply #14 on: August 24, 2006, 09:05:47 AM

Awesome.. now if only Pally/ Priest/ Hunter stuff would leak.

The past cannot be changed. The future is yet within your power.
lamaros
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Reply #15 on: August 24, 2006, 09:28:45 AM

I believe it. sounds like lots will change thoguh.
Righ
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Reply #16 on: August 24, 2006, 10:34:55 AM

Awesome.. now if only Pally/ Priest/ Hunter stuff would leak.

Don't get too excited by hunter changes. The pendulum is coming back on the next set. Despite all their noises about not balancing the game for one-on-one balance, they're overly concerned about that, and can't deal with abilities such as ranged attacks, stealth, etc. It's good job they don't have aerial combat.

Besides, are the new races going to have hunters? We'll all be playing BE paladins or Draenei shamans.

The camera adds a thousand barrels. - Steven Colbert
caladein
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WWW
Reply #17 on: August 24, 2006, 10:58:51 AM

Besides, are the new races going to have hunters? We'll all be playing BE paladins or Draenei shamans.

Both actually, well at least the Blood Elves will have the attack of the million Legolas clones.

"Point being, they can't make everyone happy, so I hope they pick me." -Ingmar
"OH MY GOD WE'RE SURROUNDED SEND FOR BACKUP DIG IN DEFENSIVE POSITIONS MAN YOUR NECKBEARDS" -tgr
Merusk
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Reply #18 on: August 24, 2006, 11:23:39 AM

Don't get too excited by hunter changes. The pendulum is coming back on the next set. Despite all their noises about not balancing the game for one-on-one balance, they're overly concerned about that, and can't deal with abilities such as ranged attacks, stealth, etc. It's good job they don't have aerial combat.

Oh I know, and I've seen them doing just that for quite a while.  It makes NO sense to me, however, since y'know.. magic is ranged and all that. But hey, whatever.

Still, I like my hunter for it's uniqueness among the MMO classes, and ability to farm shit.  I just want to see if they're going to become gimped or not.  As far as raiding and desirability in small groups.. well I gave up on that a while ago.  That's why I have my priest (and the Pally I'm working on so I can learn it before going Horde w/ the Wife.)

The past cannot be changed. The future is yet within your power.
foobar88
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Reply #19 on: August 24, 2006, 11:47:33 AM

Horseshit. Mages get a spell that does extra damage to dazed targets with no way to daze them.

B.L.A.S.T.W.A.V.E. . . . .
OcellotJenkins
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Reply #20 on: August 24, 2006, 12:01:03 PM

Warlocks:







OcellotJenkins
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Reply #21 on: August 24, 2006, 12:02:53 PM

Droods:

Quote
The following could be bullshit but i pulled it off the fires of heaven  board.


-------------------------------------------------

Total spell damage bonus is now displayed in the UI.
Frenzied Regeneration now scales with stamina. For Rank 3, each point of rage is now converted to 17 health plus some percentage of yourr stamina (looks like 1%).
Moonfury's tooltip now reads increases damage to all Balance damage spells, which means it probably is now applied after bonus spell damage effects.
Travel Form model has been changed to a stag.
No word about Stormcrow Form, but I wouldn't rule it out as a level 70 flying mount.


Balance Talents

Tier 5
Gusting Winds: Increases the damage done by yourr Cyclone and Hurricane spells by 10/20/30%.

Tier 6
Dreamstate: Gives your a 33/66/100% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents your from losing casting time when taking damage.

Tier 7
Improved Moonkin Form: Requires 1 point in Moonkin Form. Increases all spell damage caused by 1/2/3% and reduces the base mana cost of Moonkin Form by 5/10/15%. Note: This means Moonkin now costs as much as Travel and Aquatic Forms.
Strength of the Moon: Increases spell damage by up to 5/10/15/20/25% of yourr total intellect.

Tier 8
Empowered Starfire: yourr Starfire spell gains an additional 2/4/6/8/10% of yourr bonus spell damage effects.

Tier 9
Force of Nature (Rank 1): The force of nature radiates from the Druid, silencing enemies within 10 yards for 2 sec. and causing 192-212 Nature damage. Note: 2 minute cooldown.


Feral Combat Talents

Tier 5
Feral Recovery: All healing effects on your are increased by 10/20%. In addition, the act of shapeshifting has a 25/50% chance to remove one harmful effect.

Tier 6
Primal Instinct: Increases yourr chance to resist stun, charm, and trap effects by 3/6/9/12/15%.

Tier 7
Animal Reflexes: Increases yourr agility by 2/4/6/8/10% while in Cat, Bear, and Dire Bear forms.
Predatory Will: Reduces the cooldown of Growl and increases the duration of Tigers Fury by 1/2 sec.

Tier 8
Heightened Senses: Increases yourr attack power by up to 10/20/30/40/50% of yourr intellect.

Tier 9
Scent of the Pack: Reduces damage taken in Bear Form and Dire Bear Form by 0.4%, and increases damage done in Cat Form by 0.6% for every party or raid member within 45 yards with Mark of the Wild or Gift of the Wild active. So 10% less dmg taken in bear and 15% more damage done in catform in a 25 man raid.


Restoration

Tier 6
Natural Resilience: Increases yourr mana regeneration while in all forms by 10/20/30%.

Tier 7
Healing Mastery: Increases the critical effect chance of yourr healing spells by 1/2/3/4/5%.
Improved Innervate: Reduces the cooldown of Innervate by 20/40/60 sec.

Tier 8
Nature's Reprieve: Gives your a 20/40/60/80/100% chance to gain Mana equal to the base cost of yourr spell after healing a wounded target with Healing Touch, Regrowth, or Swiftmend.

Tier 9
Harmonize: Distributes damage taken by party members within 30 yards between the party while in effect. Note: Its a self cast buff that lasts up to 30 seconds.

New Base Spells

Cyclone (Balance): Throws yourr target into the air, disorienting the target and causing Nature damage over 3 seconds but making the target immune to other damage during that time.
Mangle (Cat Form): Stuns the enemy and deals damage per combo point.
Feral Strike (Bear Form): An attack that deals damage and converts each extra point of rage into damage and causes a high amount of threat.
Enervate (Restoration): Drains mana, energy, or rage every second for 20 seconds.
Control Beast (Balance): Controls a beast up to level 77 but increases the time between attacks by 25%. Lasts up to 1 min.
Morat20
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Reply #22 on: August 24, 2006, 12:06:46 PM

Awesome.. now if only Pally/ Priest/ Hunter stuff would leak.

Don't get too excited by hunter changes. The pendulum is coming back on the next set. Despite all their noises about not balancing the game for one-on-one balance, they're overly concerned about that, and can't deal with abilities such as ranged attacks, stealth, etc. It's good job they don't have aerial combat.  
I'd be happy if they just made pets scale for endgame. It sucked giving up 31 BM when I hit 60, because my pet became a paper doll in any raid. Other than spamming Furious Howl, my pet is useless in any raid. It still -- since I still have some talent points in BM, and it's specced for armor -- helps out a bit in 5 man instances.

Ideally, in addition to doing something with armor/level/health to make the damn things last longer in raids, I'd like to see them add something new -- perhaps an aura or such effect from having a pet out. It'd be kind of cool to pull out a bear and get an armor buff, or a cat and get an agility buff, or a wolf for an attack buff. Nothing big, but enough to make it worthwhile to have a freaking pet out.

Or ditch pets entirely and move on. I don't want bells and whistles. I don't want uber-ness. I just want pets that aren't useless, and I'd like talents that are worth having.
Merusk
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Reply #23 on: August 24, 2006, 12:55:24 PM

Pets are hardly useless, they're just useless in the endgame/ rading (and to a minor extent, PvP).  I don't expect you're EVER Going to see that changing.  Any improvements that happen to hunter pets in regards to scaling will illicit a "wtf why not us too" from Locks.

  Making pets 'useful' in the endgame (in the way most folks mean) also means you just added another raid member.  So instead of a 40-man, you've got a 45-man raid (or 50 if they do the same with lock pets).  So then Blizz balances for that.. and you're required to bring at least 10 pet classes or you're fucked.. or they don't balance for it and things get easy. (Or hell, all hunter/lock  raid w/ a few healers/ tanks for bosses!) 

It's been clear to me since first playing the class that the hunter pet was initially just meant to keep things at range so they can plink it.  Yeah, there's that whole beastmastery tree, but they needed 3 trees.

Although I love the class concept, direction & development for it has been apathetic at best.  I think if they could have dropped them entirely, they would have.  There's a reason they just shoveled it in at the end of beta.

The past cannot be changed. The future is yet within your power.
Sairon
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Reply #24 on: August 24, 2006, 01:55:32 PM

Droods:

Quote
Lots of text

That guy is consistingly writing yourr throughout the entire text, not that I'm picky about spelling since I'm no master at it myself, but yourr?
Chenghiz
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Reply #25 on: August 24, 2006, 02:45:35 PM

Pets are hardly useless, they're just useless in the endgame/ rading (and to a minor extent, PvP).  I don't expect you're EVER Going to see that changing.  Any improvements that happen to hunter pets in regards to scaling will illicit a "wtf why not us too" from Locks.

My hunter's specced 20/31/0 for raiding. You lose very little damage (the slaying talents, basically) and your survivability (Deterrence, Survivalist) for a pet that does 80-90 DPS with just TSA. Granted you can't use a pet - or it dies quickly - on a good number of fights, but it's a very healthy boost to your damage on those where you can. Add the Dragonstalker 5/8 bonus to the mix and a few well-specced resist pet talents and my wolf gets 180 fire and nature resist. He stays alive until the first Sons spawn on Ragnaros even.
Phred
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Reply #26 on: August 24, 2006, 04:19:58 PM

They have an interesting challenge in hunters, IMO. How do they upgrade hunter damage with the current messed up mechanics without giving the hunter insane alpha strike damage? Only way I see is to completely revamp how the fucked up mechanics for hunter damage completely and I'm not sure they are up to tackling that.

Venkman
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Reply #27 on: August 24, 2006, 06:16:01 PM

Mage smells like the Age of the Arcane. Arcanes critting with those specs and Arcane Power... could be nasty against all those gotta-get-me-my-Fire-resist-crap PvPers :) Should be fun for a few weeks while people gear up on Arcane Resists.
OcellotJenkins
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Reply #28 on: August 24, 2006, 06:40:40 PM

Droods:

Quote
Lots of text

That guy is consistingly writing yourr throughout the entire text, not that I'm picky about spelling since I'm no master at it myself, but yourr?

Hehe funny you should mention that.  Our guild leader fucked with the word filter on our forums... it's an inside joke.  He got the information from the FOH boards apparently but our filter corrupted it. 
Zetor
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WWW
Reply #29 on: August 24, 2006, 11:10:01 PM

The destruction 40-pointer looks a bit meh, even though it's pretty much an aoe deathcoil. I see that they want affliction to be the primary pvp tree for whatever reason.... they'd better make dark pact useful first, though.


-- Z.

ClydeJr
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Reply #30 on: August 25, 2006, 09:18:23 AM

New Warrior Abilities and Talents (comes with a free grain of salt):

Protection
Tier 1:
Tactical Mastery (moved from tier 2 arms).

Tier 2:
Shield Specialization (moved from tier 2 proc).
Iron Will removed (moved to tier 2 arms tree)
Improved Bloodrage no longer a requirement for Last Stand

Tier 3:
Defiance
Rank 0/3
Requires 10 points in Protection
Increases the threat generated by your attacks by 5% while in Defensive Stance.

Tier 6:
Shield Mastery
Rank 0/3
Requires 25 points in Protection
Increases the amount of damage absorbed by your shield by 10%

Tier 7:
Improved Defensive Stance
Rank 0/3
Requires 30 points in Protection
Reduces all spell damage taken while in Defensive Stance by 2%

Focused Rage
Rank 0/3
Requires 30 points in Protection
Reduces the rage cost of all your offensive abilities by 1.

Tier 8:
Vitality
Rank 0/5
Requires 35 points in Protection
Increases your Stamina by 2%

Tier 9:
Devastate
Rank 0/1
Requires 40 points in Protection
15 rage 5 yard range
Instant
Requires One-Handed Melee Weapon

An instant weapon attack that causes 50% of weapon damage plus and additional threat for each application of Sunder Armor on the target. In addition, this attack will renew the duration of tthe Sunder Armor effect.


Fury

Tier 7:
Precision
Rank 0/3
Requires 30 Points in Fury Talents
Increases your chance to hit with melee weapons by 1%

Improved Whirlwind
Rank 0/2
Requires 30 Points in Fury Talents
Reduces the rage cost of your whirlwind ability by 2.


Tier 8:
Improved Pummel
Rank 0/2
Requires 35 Points in Fury Talents
Increases the duration of your Pummel ability by 1 sec and gives it a 25% chance to daze the target.

Tier 9:
Rampage
Rank 0/1
Requires 1 point in Bloodthirst
Requires 40 Points in Fury Talents

15 Rage
Instant 3 min cooldown
Warrior goes on a rampage, causing most successful melee attacks to increase the warriors attack power by 12. This effect will stack up to 10 times. Lasts 30 sec.


Arms:

Tier 2:
Iron will (moved from protection tree)

Tier 3:
Deep wounds
No longer has 3/3 Improved Rend Preq

Anger management no longer has a preq


Tier 6:
Improved Disciplines
Rank 0/3
Requires 25 points in Arms Talents
Reduces the cooldown on your Retaliation, Recklessness and Shield Wall abilities by 4 min and increases their duration by 2 sec.

Tier 7:
Second Wind
Rank 0/3
Requires 30 points in Arms Talents
Whenever you are struck by Daze, Stun, or Immobilize effect you will generate 10 rage over 10 sec

Tier 8:
Blood Frenzy
Rank 0/5
Requires 35 points in Arms Talents
Your Rend and Deep Wounds abilities also increase all melee damage taken by that target by 1%

Tier 9:
Endless Rage
Rank 0/1
Requires 40 points in Arms Talents
30 Rage
Instant 5 min
Reduces the rage cost of all abilities by 100% for 10 sec.



New Spells:

Intervine
10 rage 8-25 yard
Instant 30 sec cooldown
Requires Defensive stance
Run at high Speed towards a porty member, intercepting the next melee or ranged attack made against them.

Spell Reflection
25 Rage
Instant
Requires Shields
Requires Battle Stance, Defensive Stance.
Raise your shield, reflecting the next spell cast on you. Lasts 5 sec.

Commanding Shout
10 rage
Instant
Increases total health of all party members within 20 yards by 450. Last 2 min.

Victory Rush
10 rage
instant 5 sec cooldown
Requires Battlestance, Beserker Stance
Relish your victory after killing an enemy that yields experience or honor, increasing your chance to critically strike by 5% for 30 sec.


SKILLS

Victory Rush
Level 62 5.8g
10 Rage, 5 sec cooldown
Requires Battle Stance, Berserker Stance
Relish your victory after killing an enemy that yields experience or honor, increasing your chance to critically strike by 5% for 30 secs

Devastate
Level 60 31s
15 Rage, 5 yd range, instant
Requires One-Handed Melee Weapon
An instant weapon attack that causes 50% of weapon damage plus 25 and additional threat for each application of Sunder Armor on the target. In addition, this attack will renew the duration of the Sunder Armor effect

Commanding Shout
10 Rage Instant
Level 68 6.5g
Increases total health of all party members with 20 yards by 450. Lasts 2 min.

Spell Reflection
25 Rage Instant
Level 64 6.5g
Requires Shields
Requires Battle Stance, Defensive Stance.
Raise your shield, reflecting the next spell cast on you. Lasts 5 secs.

Intervene
10 Rage, Instant, 8-25 yard range, 30 sec cooldown
Level 70 6.5g
Req Defensive Stance
Run at high speed towards at party member, intercepting the next melee or ranged attack made against them.

Rampage
15 rage, instant, 3 min cooldown
Level 60 31s
Warrior goes on a ramage, causing most successful melee attacks to increase the warrior’s attack power by 16. This effect will stack up to 10 times. Lasts 30 sec.
ClydeJr
Terracotta Army
Posts: 474


Reply #31 on: August 25, 2006, 09:23:07 AM

New Shaman Talents and Abilities (once again, could be fake)

Elemental Tree
Tier 5 (20 Points Required)
Unrelenting Storm - 5 Ranks - Regenerate mana equal to 2(4/6/8/10)% of
your intellect every 5 seconds, even while casting.

Tier 6 (25 Points Required)
Elemental Precision - Increases your chance to hit with Fire/Frost/Nature
spells by 2(4/6)%

Tier 7 (30 Points Required)
Elemental Shields - 3 Ranks - Reduces the chance you will be critically
hit by melee and ranged attacks by 2(4/6)%

Tier 8 (35 Points Required)
Lightning Overload - 5 Ranks - Gives your Lightning Bolt and Chain
Lightning spells a 1(2/3/4/5)% chance to cast a second identical spell on
the same target at no additional cost.

Tier 9 (40 Points Required)
Totem of Wrath - 26 mana - 2 min cooldown - Summons a Totem of Wrath with
5 health at the feet of the caster. The totem increases the chance to
critically hit with spells by 10% to all party members within 20 yards.
Lasts 20 seconds.

Enhancement Tree
Tier 6 (25 Points Required)
Unleashed Rage - 5 Ranks - Causes your critical hits with melee attacks to
increase all party members' attack power by 2(4/6/8/10)% if within 20
yards of the shaman. Lasts 10 sec.

Tier 7 (30 Points Required)
Dual Wield - 1 Rank - Allows one-hand and off-hand weapons to be equipped
in the off-hand
Mental Quickness - 3 Ranks - Reduces the mana cost of your instant cast
spells by 2(4/6)%

Tier 8 (35 Points Required)
Dual Wield Specialization - 5 Ranks - Increases your chance to hit while
dual wielding by an additional 2(4/6/8/10)%

Tier 9 (40 Points Required)
Shamanistic Rage - 17 mana - 2 min cooldown - Gives your successful melee
attacks a chance to regenerate mana equal to 20% of your strength. Lasts
30 seconds.

Restoration Tree
Tier 5 (20 Points Required)
Focused Mind - 3 Ranks - Increases your chance to resist Silence and
Interrupt mechanics by an additional 5(10/15)%

Tier 7 (30 Points Required)
Nature's Guardian - 5 Ranks - Whenever a damaging attack is taken that
reduces you below 30% health, you have a 10% chance to heal 10% of your
total health and reduce your threat level on that target. 5 second
cooldown. (Not sure what number will scale here)

Tier 8 (35 Points Required)
Nature's Blessing - 3 Ranks - Increases your spell damage and healing by
an amount equal to 10(20/30)% of your intellect.

Tier 9 (40 Points Required)
Earth Shield - 300 mana - 40 yard range - no cooldown - Protects the
target with an earthen shield, giving a 30% chance of ignoring spell
interruption when damaged and causing melee attacks to heal the target.
This effect can only occur once every few seconds. 10 charges. Lasts 10
min. This shield can only be placed on one target at a time.

New spells:

Wrath of Air Totem - Level 64 - 320 mana - Summons a Wrath Of Air totem
with 5 health at the feet of the caster. Party members within 20 yards of
the totem have their magical damage from spells and effects increased by
up to 101. Lasts 2 minutes.

Heroism (Bloodlust for Alliance) - Level 70 - 750 mana - 10 min cooldown -
Increases ranged, melee, and spell casting speed by 35% for all party
members. Lasts 1 min.

Water Shield - Level 62 - 50 mana - The caster is surrounded by 3 globes
of water. When a spell, melee, or ranged attack hits the caster, 83 mana
is restored to the caster. This expends one water globe. Only one globe
will activate every few seconds. Lasts 10 min.

Earth Elemental Totem - Level 66 - 705 mana - 20 min cooldown - Summon an
elemental totem that calls forth a greater elemental to protect the caster
and his allies. Lasts 2 min.

Also the new Mana Tide at level 68 restores 330 every 3 for 12 seconds
(previous rank at 58 restores 290 every 3)

Fire Elemental Totem - Level 68 - 680 mana - 20 min cooldown - Summons an
elemental totem that calls forth a greater fire elemental to rain
destruction on the caster's enemies. Lasts 2 min.
Morat20
Terracotta Army
Posts: 18529


Reply #32 on: August 25, 2006, 09:31:06 AM

Hunter, goddammit, Hunter. Stop with all this "Classes which aren't my main" shit. :) Although my frost mage is next on the list to level.
MrHat
Terracotta Army
Posts: 7432

Out of the frying pan, into the fire.


Reply #33 on: August 25, 2006, 09:47:17 AM

Holy fucking Shaman.
Koyasha
Terracotta Army
Posts: 1363


Reply #34 on: August 25, 2006, 10:09:42 AM

Dual-wielding shamans.  Own.

-Do you honestly think that we believe ourselves evil? My friend, we seek only good. It's just that our definitions don't quite match.-
Ailanreanter, Arcanaloth
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