Sponsor

Quick Jump Full Board List
Forum Home World of Warcraft [Cataclysm Preview] Primary Skills and New Cataclysm Talent Trees & Calculator
 

[Cataclysm Preview] Primary Skills and New Cataclysm Talent Trees & Calculator

Jul 13, 2010 11:10 pm
Along with the release of the new beta patch, we can finally take a glimpse of the primary skills and myterious 31-point talent trees. Below is a quick look at these highly-anticipated new features, for more complete new patch information visit http://www.mmo-champion.com/content/1866-Cataclysm-Beta-Build-12479

New Talent Calculator

[B]Death Knight

DK - Blood
A dark guardian who manipulates and corrupts life energy to sustain himself/herself in the face of an enemy onslaught.

    * Veteran of the Third War: Increases your total Stamina by 9% and your expertise by 6.
    * Death Rune Mastery: Whenever you hit with Death Strike or Obliterate there is a 100% chance that the Frost and Unholy Runes will become Death Runes when they activate.  Death Runes count as a Blood, Frost or Unholy Rune.
    * Heart Strike: 1 Blood        Melee Range, Instantly strike the target and up to two additional nearby enemies, causing 100% weapon damage plus (819 * 0.5) on the primary target, with damage reduced by 25% on each subsequent target.  Each target takes 10% additional damage for each of your diseases active on that target.
    * Vengeance: Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.


DK - Frost
An icy harbinger of doom, channeling runic power and delivering rapid weapon strikes.

    * Frost Strike: Instantly strike the enemy, causing 110% weapon damage plus (277 * 110 / 100) as Frost damage.
    * Icy Talons: Your melee attack speed is increased by 20% and your maximum runic power is increased by 30.
    * Blood of the North: Increases Blood Strike and Frost Strike damage by 10%.  In addition, whenever you hit with Blood Strike or Pestilence there is a 100% chance that the Blood Rune will become a Death Rune when it activates.  Death Runes count as a Blood, Frost or Unholy Rune.


DK - Unholy
A master of death and decay, spreading infection and controlling undead minions to do his/her bidding.

    * Impurity: Your spells receive an additional 20% benefit from your attack power.
    * Master of Ghouls: Reduces the cooldown on Raise Dead by 60 sec, and the Ghoul summoned by your Raise Dead spell is considered a pet under your control.  Unlike normal Death Knight Ghouls, your pet does not have a limited duration.
    * Scourge Strike: An unholy strike that deals 100% of weapon damage as Physical damage plus (624 * 100 / 100).  In addition, for each of your diseases on your target, you deal an additional 12% of the Physical damage done as Shadow damage.
    * Reaping: Whenever you hit with Blood Strike or Pestilence there is a 100% chance that the Blood Rune becomes a Death Rune when it activates.  Death Runes count as a Blood, Frost or Unholy Rune.
       




Druid

Druid - Restoration

Uses heal-over-time Nature spells to keep allies alive, taking on the form of a tree when the need is most urgent.

    * Swiftmend: Consumes a Rejuvenation or Regrowth effect on a friendly target to instantly heal the target for 1.
    * Restoration Druid: Reduces the pushback suffered from damaging attacks while casting Healing Touch, Regrowth, Tranquility, Rebirth and Nourish.
    * Meditation: Increases mana regeneration by a percentage of total Spirit.


Druid - Feral
Takes on the form of a great cat to deal damage with bleeds and bites or a mighty bear to absorb damage and protect allies.

    * Mangle: Mangles the target for [115 / 230]% normal damage plus [86.25 / 227.7] and causes the target to take 30% additional damage from bleed effects for 1 min. [ / Awards 1 combo point] (Bear Form / Cat Form)
    * Feral Druid (?): Passive
    * Vengeance: Increases attack power by a percentage of damage taken, up to a maximum of a percentage of the character's health.


Druid - Balance
Can take on the form of a powerful Moonkin, balancing the power of Arcane and Nature magic to destroy enemies at a distance.

   * Starsurge: You fuse the power of the moon and the sun, launching a devastating blast of energy at the target. Causes 279 to 280 Spellstorm damage to the target and knocks them down.
   * Balance Druid: Reduces the pushback suffered from damaging attacks while casting Wrath, Starfire, Entangling Roots, Hurricane, Typhoon, Hibernate and Starfire by 70%.





Hunter

Hunter - Marksmanship

A master archer or sharpshooter who excels in bringing down enemies from afar.

    * Aimed Shot: An aimed shot that increases ranged damage by 5.
    * Marksmanship Hunter: Increases your chance to hit with ranged attacks by 3%. Reduces the pushback suffered from damaging attacks while casting Aimed Shot, Steady Shot, Cobra Shot, and Volley by 70%.
       


Hunter - Survival
A rugged tracker who favors using animal venom, explosives and traps as deadly weapons.

    * Explosive Shot: You fire an explosive charge into the enemy target, dealing [RAP*0.14+144] - [RAP*0.14+172] Fire damage. The charge will blast the target every second for an additional 2 sec.
    * Survival Hunter: Increases your chance to hit with ranged attacks by 3%. Reduces the pushback suffered from damaging attacks while casting Steady Shot, Cobra Shot, and Volley by 70%.


Hunter - Beast Mastery
A master of the wild who can tame a wide variety of beasts to assist him/her in combat.

    * Intimidation: Command your pet to intimidate the target, causing a high amount of threat and stunning the target for 3 sec. Lasts 15 sec.
    * Beastmastery Hunter: Increases your chance to hit with ranged attacks by 3%. Reduces the pushback suffered from damaging attacks while casting Steady Shot, Cobra Shot, and Volley by 70%.





Mage

Mage - Arcane

Manipulates arcane energies, playing with the very fabric of time and space.

    * Arcane Barrage: Launches several missiles at the enemy target, causing 386 to 470 Arcane damage. Casting Arcane Barrage does not consume the effect of Arcane Blast.
    * Arcane Specialization: Increases the damage of your Arcane spells by 20%.


Mage - Frost
Freezes enemies in their tracks and shatters them with Frost magic.

    * Summon Water Elemental: Summon a Water Elemental to fight for the caster for 45 sec.
    * Frost Specialization: Increases the damage of your Frost spells by 20%.


Mage - Fire
Ignites enemies with balls of fire and the breath of dragons.

    * Pyroblast: Hurls an immense fiery boulder that causes 141 to 187 Fire damage and an additional 56 Fire damage over 12 sec.
    * Molten Armor: Causes 75 Fire damage when hit, increases your critical strike chance by 3%, and reduces the chance you are critically hit by 5%. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
    * Fire Specialization: Increases the damage of your Fire spells by 20%.





Paladin

Paladin - Holy

Invokes the power of the Light to protect and to heal.

    * Holy Shock: Blasts the target with Holy energy, causing 314 to 340 Holy damage to an enemy, or 481 to 519 healing to an ally.
    * Meditation: Regenerate mana in combat based on total Spirit.
    * Healing Bonus: Increases the effectiveness of your healing spells by 10%.


Paladin - Protection
Uses Holy magic to shield himself / herself and defend allies from attackers.

    * Avenger's Shield: Hurls a holy shield at the enemy, dealing [440+0.7*SPH+0.07*AP] to [536+0.07*SPH+0.07*AP] Holy damage, Dazing them and then jumping to additional nearby enemies. Affects 3 total targets. Lasts 10 sec.
    * Touched by the Light: Increases your spell power by an amount equal to 60% of your Strength and increases the amount healed by your critical heals by 30%.
    * Vengeance: Increases attack power by a percentage of damage taken, up to a maximum of a percentage of the character's health.


Paladin - Retribution
A righteous crusader who judges and punishes opponents with weapons and Holy magic.

    * Two-Handed Weapon Specialization: Increases the damage you deal with two-handed melee weapons by 6%.
    * Divine Storm: An instant weapon attack that causes 55% of weapon damage to up to all enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totalling 25% of the damage caused.
    * Sheath of Light: Increases your spell power by an amount equal to 30% of your attack power and your critical healing spells heal the target for 60% of the healed amount over 12 seconds.
    * Divine Purpose: Generate 2% of your maximum mana every 1 sec.





Priest

Priest - Discipline

Uses magic to shield allies from taking damage as well as heal their wounds.

    * Penance: Launches a volley of holy light at the target, causing 240 Holy damage to an enemy, or 670 to 756 healing to an ally instantly and every 1 sec for 2 sec.
    * Discipline Priest: Reduces the pushback suffered from damaging attacks while casting any Holy or Discipline spell by 70%.
    * Meditation: Allows 50% of your mana regeneration to continue while casting.


Priest - Shadow
Uses sinister Shadow magic, especially damage-over-time spells, to eradicate enemies.

    * Mind Flay: Assault the target's mind with Shadow energy, causing (167  * 3) Shadow damage over 3 sec and slowing their movement speed by 50%.
    * Shadow Priest: All threat generated reduced by 30%. Reduces the pushback suffered from damaging attacks while casting any Shadow spell by 70%.


Priest - Holy
A versatile healer who can reverse damage on individuals or groups and even heal from beyond the grave.

    * Desperate Prayer: Instantly heals the caster for 4896 to 5776
    * Holy Priest: Reduces the pushback suffered from damaging attacks while casting any Holy or Discipline spell by 70%.
    * Meditation: Allows 50% of your mana regeneration to continue while casting.






Rogue

Rogue - Combat

A swashbuckler who uses agility and guile to stand toe-to-toe with enemies.

    * Dual Wield Specialization: Increases the damage done by your offhand weapon by 50%.
    * Blade Fury: While active, the rogue's attacks strike an additional nearby opponent, but energy regeneration is reduced by 20%.  Lasts 15 sec.
    * Vitality: Increases your Energy regeneration rate by 25%.


Rogue - Assassination

A deadly master of poisons who dispatches victims with vicious dagger strikes.

    * Mutilate: Instantly attacks with both weapons for 100% weapon damage plus an additional 201 with each weapon.  Damage is increased by 20% against Poisoned targets.  Awards 2 combo points.
    * Improved Poisons: Increases the chance to apply Deadly Poison to your target by 20% and the frequency of applying Instant Poison to your target by 50%.
    * Assassin's Resolve: While wielding daggers, your maximum Energy is increased by 20 and your melee damage is increased by 15%.


Rogue - Subtlety

A dark stalker who leaps from the shadows to ambush his/her unsuspecting prey.

    * Sinister Calling: Increases your total Agility by 15% and increases the percentage damage bonus of Backstab and Hemorrhage by an additional 10%.
    * Master of Sublety: Attacks made while stealthed and for 6 seconds after breaking stealth cause an additional 10% damage.               
    * Shadowstep: Attempts to step through the shadows and reappear behind your enemy and increases movement speed by 70% for 3 sec.  The damage of your next ability is increased by 20% and the threat caused is reduced by 50%.  Lasts 10 sec.






Shaman

Shaman - Elemental

A spellcaster who harnesses the destructive forces of nature and the elements.

    * Eye of the Storm: Reduces the cast time of your Lightning Bolt, Chain Lightning, and Lava Burst spells by 0.5 sec, and the pushback suffered from damaging attacks while casting those spells by 70%.
    * Thunderstorm: You call down a bolt of lightning, energizing you and damaging nearby enemies within 10 yards. Restores 8% mana to you and deals 1529 to 1745 Nature damage to all nearby enemies, knocking them back 20 yards. This spell is usable while stunned.
    * Elemental Fury: Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 100%.


Shaman - Restoration

A healer who calls upon ancestral spirits and the cleansing power of water to mend allies? wounds.

    * Earth Shield: Protects the target with an earthen shield, reducing casting or channeling time lost when damaged by 30%  and causing attacks to heal the shielded target for $?a63279[1770*1.2)][(1770]).  This effect can only occur once every few seconds.  9 charges.  Lasts 10 min.  Earth Shield can only be placed on one target at a time and only one Elemental Shield can be active on a target at a time.
    * Purification: Increases the effectiveness of your healing spells by 10%.
    * Healing Focus: Reduces the cast time of your Healing Wave and Greater Healing Wave spells by 0.5 sec and reduces the pushback suffered from damaging attacks while casting any Shaman healing spell by 70%.
    * Meditation: Allows 50% of your mana regeneration to continue while casting.


Shaman - Enhancement
A totemic warrior who strikes foes with weapons imbued with elemental power.

    * Dual Wield: Allows one-hand and off-hand weapons to be equipped in the off-hand.
    * Mental Quickness: Reduces the mana cost of your instant cast Shaman spells by 6% and increases your spell power by an amount equal to 30% of your attack power.
    * Dual Wield Specialization: Increases your chance to hit while dual wielding by an additional 6%.
    * Lava Lash: You charge your off-hand weapon with lava, instantly dealing 150% off-hand Weapon damage. Damage is increased by 40% if your off-hand weapon is enchanted with Flametongue.
       


[img] [/img]


Warlock

Warlock - Destruction

Calls down demonic fire to burn and demolish enemies.

    * Conflagrate: Consumes an Immolate or Shadowflame effect on the enemy target to instantly deal 60% of the spell's damage, and causes an additional 40% damage over 6 sec.
    * Destruction Warlock: Increases your chance to hit with any spell by 3%. Reduces the pushback suffered from damaging attacks while casting any spell by 70%.


Warlock - Demonology
A warlock who uses both Fire and Shadow magic along with powerful demons.

    * Summon Felguard: Summons a Felguard under the command of the Warlock.
    * Demonology Warlock: Increases your chance to hit with any spell by 3%. Reduces the pushback suffered from damaging attacks while casting any spell by 70%.


Warlock - Affliction
A master of Shadow magic who specializes in fear, drains and damage-over-time spells.

    * Unstable Affliction: Shadow energy slowly destroys the target, causing 1115  damage over 15 sec.  In addition, if the Unstable Affliction is dispelled it will cause 2007 damage to the dispeller and silence them for 5 sec.
    * Affliction Warlock: Reduces the global cooldown of your Bane and Curse spells to 1 sec. Increases your chance to hit with any spell by 3%. Reduces the pushback suffered from damaging attacks while casting any spell by 70%.







Warrior

Warrior - Arms

Highly trained for battle with two-handed weapons, uses mobility and overpowering attacks to strike his / her opponents down.

    * Mortal Strike: A vicious strike that deals weapon damage plus 423 and wounds the target, reducing the effectiveness of any healing by 25% for 10 sec.
    * Anger Management: Generates 1 rage per 3 seconds.
    * Two-Handed Weapons Specialization: Increases the damage you deal with two-handed melee weapons by 10%.


Warrior - Fury
A furious berserker wielding a weapon in each hand, uses a flurry of attacks to carve his / her opponents to pieces.

    * Dual Wield: Allows one-hand and off-hand weapons to be equipped in the off-hand.
    * Dual Wield Specialization: Increases the damage done by your offhand weapon by 25%.
    * Bloodthirst: Instantly attack the target causing (AP * 50 / 100) damage.  In addition, the next 3 successful melee attacks will restore 1% of max health.  This effect lasts 8 sec.  Damage is based on your attack power.
    * Precision: Increases your chance to hit with melee weapons by 3%.


Warrior - Protection

A stalwart protector that uses a shield to protect himself/herself and his/her allies.

    * Shield Slam: Slam the target with your shield, causing 1101 to 1157 damage plus 100% of your attack power and dispelling 1 magic effect on the target.  Also causes a high amount of threat.
    * Vitality: Increases your total Stamina by 15%.
    * Vengeance: Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.








Cataclysm Class & Mastery Systems Update

Talent Tree Vision

One of the basic tenets of Blizzard Entertainment game design is that of “concentrated coolness.” We’d rather have a simpler design with a lot of depth, than a complicated but shallow design. The goal for Cataclysm remains to remove a lot of the passive or lame talents, but we don’t think that’s possible with the current size of the trees. So to resolve this we're reducing each tree to 31-point talents. With this reduction in tree size we need to make sure they're being purchased along a similar leveling curve, and therefore will also be reducing the number of total talent points and speed at which they're awarded during the leveling process.

As a result, we can keep the unique talents in each tree, particularly those which provide new spells, abilities or mechanics. We’ll still have room for extra flavorful talents and room for player customization, but we can trim a great deal of fat from each tree. The idea isn’t to give players fewer choices, but to make those choices feel more meaningful. Your rotations won’t change and you won’t lose any cool talents. What will change are all of the filler talents you had to pick up to get to the next fun talent, as well as most talents which required 5 of your hard-earned points.

We are further taking a hard look at many of the mandatory PvP talents, such as spell pushback or mechanic duration reductions. While there will always be PvP vs. PvE builds, we’d like for the difference to be less extreme such that someone doesn’t feel like they necessarily need to spend their second talent specialization on a PvP build.

The Rise of Specialization

In addition, we want to focus the talent trees even more towards your chosen style of gameplay right away. We want that first point you spend in a tree to be very meaningful. If you choose Enhancement, we want you to feel like an Enhancement shaman right away, not thirty talent points later. When talent trees are unlocked at level 10, you will be asked to choose your specialization (e.g. whether you want to be an Arms, Fury, or Protection warrior) before spending that first point. Making this choice comes with certain benefits, including whatever passive bonuses you need to be effective in that role, and a signature ability that used to be buried deeper in the talent trees. These abilities and bonuses are only available by choosing a specific tree. Each tree awards its own unique active ability and passives when chosen. The passive bonuses range from flat percentage increases, for example a 20% increase to Fire damage for Fire mages or spell range increases for casters, to more interesting passives such as the passive Rage regeneration of the former Anger Management talent for Arms warriors, Dual-Wield Specialization for Fury warriors and Combat rogues, or the ability to dual-wield for Enhancement shaman.



The active abilities unlocked with the initial talent tree selection are abilities that are core to the role being chosen. Our goal is to choose abilities that let the specializations come into their own much earlier than was possible when a specialization-defining talent had to be buried deep enough that other talent trees couldn’t access them. For example, having Lava Lash and Dual-Wield right away lets an Enhancement shaman feel like an Enhancement shaman. Other examples of abilities players can now get immediately by choosing the related talent specialization at level 10 include Mortal Strike, Bloodthirst, Shield Slam, Mutilate, Shadow Step, Thunderstorm, Earth Shield, Water Elemental, and Penance.

Getting Down to the Grit

The talent trees themselves will have around 20 unique talents instead of the (roughly) 30 talents of today, and aesthetically look a bit more like the original World of Warcraft talent trees. The 31-point talents will generally be the same as the 51-point talents we already had planned for Cataclysm. A lot of the boring or extremely specialized talents have been removed, but we don't want to remove anything that’s going to affect spell/ability rotations. We want to keep overall damage, healing and survivability roughly the same while simply providing a lot of the passive bonuses for free based on your specialization choice.



While leveling, you will get 1 talent point about every 2 levels (41 points total at level 85). Our goal is to alternate between gaining a new class spell or ability and gaining a talent point with each level. As another significant change, you will not be able to put points into a different talent tree until you have dedicated 31 talent points to your primary specialization. While leveling, this will be possible at 70. Picking a talent specialization should feel important. To that end, we want to make sure new players understand the significance of reaching the bottom of their specialization tree before gaining the option of spending points in the other trees. For all intents and purposes, we intend to make sure dual-specialization and re-talenting function exactly as they do today so players do not feel locked indefinitely to their specialization choice.

A True Mastery

The original passive Mastery bonuses players were to receive according to how they spent points in each tree are being replaced with the automatic passive bonuses earned when a tree specialization is chosen. These passives are flat percentages and we no longer intend for them to scale with the number of talent points spent. The third Mastery bonus which was unique to each tree will now encapsulate the Mastery stat, found on high-level items, and Mastery will be a passive skill learned from class trainers around level 75. In most cases the Mastery stats will be the same as the tree-unique bonuses we announced earlier this year. These stats can be improved solely by stacking Mastery Rating found on high-level items.

To Recap

When players reach level 10, they are presented with basic information on the three specializations within their class and are asked to choose one. Then they spend their talent point. The other trees darken and are unavailable until 31 points are spent in the first tree. The character is awarded an active ability, and one or more passive bonuses unique to the tree they've chosen. As they level they'll receive a talent point around every other level, and skills available from their trainer (ideally) when a talent point isn't given. They'll have a 31-point tree to work down, each talent being more integral and exciting than they would have been in the past. Once they spend their 31'st point in the final talent (possible at level 70) the other trees un-darken and become available to spend points in from then on. As they move into the level 78+ areas in Cataclysm they'll begin seeing items with a new stat, Mastery. Once they learn the Mastery skill from their class trainer they'll receive bonuses from the stat based on the tree they've specialized in.



We understand these are fairly significant changes and still have a lot of details to solidify. We feel, however, they are more in-line with our original class design goals for Cataclysm and are confident they will make for a better gameplay experience. Your constructive feedback is welcomed and appreciated.


Reference: worldofwarcraft.com: Cataclysm Class & Mastery Systems Update http://www.worldofwarcraft.com/info/underdev/4p0/classandmastery.xml



Play with the new talent and spec system with the Talent Calculator provided by WOWHEAD. http://cata.wowhead.com/talent





For more Cataclysm information, you can also visit MMOsite's Cataclysm Special Game Zone.
This post has been modified on Jul 23 , 2010 12:04:34 AM by   Scrathis.

Return to the list

Signature

Bookmark and share to your friends

Jul 13, 2010 11:46 pm
WOW, the primary skills really give us a lot improvement in the early game. Warlock can summon felguard at lvl 10, pally will have divine storm at the same level, mage summons water elemtal and all this kind. As with  the new 31 talent points policy, every point does give you an obvious improvement. Glad to see those lame talents are gone and we need to go deep down in a tree now.

Signature

MMOsite Special Offer

    Jul 14, 2010 11:15 am
    Ahh , blizzard finnally snapped, even if it's beta it looks insanely bugged.

    Jul 14, 2010 1:24 pm
    They have just changed the talent calcs to the cataclism ones as I speak. Its now fully finalised :D

    Jul 17, 2010 2:45 pm
    I think this mastery system is better; you don't waste as many points to have to reach the bottom of the tree.

    Signature

    Feb 21, 2011 3:16 am
    Very nice site!

    Mar 4, 2011 1:04 pm
    Very nice site!

    MMOsite Special Offer

      Mar 18, 2011 6:54 am
      Very nice site!

      Mar 20, 2011 7:30 pm
      For more information about Cataclysm of patch 4.1 patch amended
      in my wow bolg welcome:)
      or PTR patch 4.1

      Mar 21, 2011 6:44 am
      Nice Guide

      Mar 21, 2011 9:20 am
      Very nice site!

      Apr 8, 2011 3:55 pm
      Very nice site!

      MMOsite Special Offer

        Apr 13, 2011 11:01 pm
        Very nice site!

        Apr 19, 2011 10:12 pm
        this was launched on Jul 13, 2010 11:10 pm...
        wow blog


        [ The post was edited by 1063xyq at Apr 28, 2011 6:51 am ]

        Oct 20, 2018 6:59 am
        Заказать seo поисковую оптимизацию сайта, Заказать услуги по продвижению сайта По всем возникшим вопросам Вы можете обратиться в скайп логин [b]pokras7777[/b] [url=http://seoprofisional.ru/index.php?route=product/category&path=75][b]Аренда выделенных серверов по приемлимым ценам[/b][/url] Раскрутка сайта под ключ

         

        Quick Reply:[Cataclysm Preview] Primary Skills and New Cataclysm Talent Trees & Calculator

        Smiles
        refresh
        Go Advanced »