This site makes extensive use of JavaScript. Please enable JavaScript in your browser. Live PTR. Classic TBC. Post by Zakkhar Messing or not its hardly important at your level. Just read the tooltips of talents and try to understand what they mean.
Or if you have trouble understanding stuff, read the any fire lvl 85 guide that may have easier to understand describtion of the talents. Post by Atomizer i am now 47 with 7 points left Post by Zakkhar Arcane missiles is channeled, Hot streak pyro blast is instant and free for the duration of proc. It also features three tabs along the bottom which can be clicked to flip between each of the three trees. You can also activate the Talent interface by pressing the N key if you haven't unbound it or bound the key to a different action.
Players may change talents freely when in any rested XP area. The Inscription profession can craft consumable items that allow for this to be done in the field. In addition, after queuing into an instanced dungeon, raid, or PvP content, players have a grace period during which they may change talents freely. In patch 3. Unlike players the pets start earning talent points at level 20 and then gain a point every 4 levels.
So by the time your hunter reaches level 80, the pet will have 16 spendable points, unless the hunter has the Beast Mastery talent, which adds 4 more points.
This section concerns content exclusive to Cataclysm. To resolve this, we're reducing each tree to 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 the 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.
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 that required 5 of your hard-earned points. We are also 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. We want to focus the talent trees towards your chosen style of gameplay right away. That first point you spend in a tree should 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.
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 specializing in a specific tree. Each tree awards its own unique active ability and passives when chosen. The initial talent tree selection unlocks active abilities that are core to the chosen role.
Talent trees will have around 20 unique talents instead of today's roughly 30 talents, and aesthetically will look a bit more like the original World of Warcraft talent trees. The point talents will generally be the same as the point talents we already had planned for Cataclysm.
We want to keep overall damage, healing, and survivability roughly the same while 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 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 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.
We intend to make sure dual-specialization and re-talenting function exactly as they do today so players do not feel locked into their specialization choice. The original passive Mastery bonuses players were to receive according to how they spent points in each tree are being replaced by 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 Mastery bonus that was unique to each tree will now be derived from the Mastery stat, found on high-level items, and Mastery will be a passive skill learned from class trainers around level 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 by stacking Mastery Rating found on high-level items. 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 chosen tree. The character is awarded an active ability, and one or more passive bonuses unique to the tree they've chosen.
As they gain levels, they'll alternate between receiving a talent point and gaining new skills. They'll have a point tree to work down, with each talent being more integral and exciting than they have been in the past. Once they spend their 31'st point in the final talent at level 70 , the other trees open up and become available to allocate points into from then on.
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. View original post. Perhaps the most exciting of these changes is the removal of the old talent tree system. Rather than each class having three separate trees, one for each specialization, players will now choose talents from individual sets which are awarded every 15 levels.
Each class will have its own selection of talents, and the entire list will be available to all characters of that class regardless of specialization. Each talent set is comprised of three talents which fall into a clear "theme. Currently, the goal is to avoid making any particular talent mandatory or to have them play a role in ability rotations directly.
Instead, they're intended to give players interesting ways to customize their characters according to their preferred playstyle.
In total, there will be six talent sets, with players unlocking a new set every 15 levels. This means that there will be fewer talents overall, but each talent you choose has the potential to have a much more dramatic effect on your gameplay. Another big change being made is how talents are selected.
Instead of "purchasing" talents with a predetermined number of points earned as you level , talent selection will be toggle-based. For each set of three talents players unlock, they will get to choose one talent to activate, for a total of six active talents at level Talent ranks have been completely removed.
Similar to current functionality, talents selections will be finalized by clicking "Learn" at the bottom of the talent pane; however, a big benefit of removing talent points is that it allows us to let players "re-talent" with more flexibility. Even after players have activated their talents, they won't be completely locked into their choices as they are now. If at any point a player feels that another talent may be more appropriate or fun, he or she can simply select that talent from their tree and click "Learn" again.
This can be done on a talent-by-talent basis or, if the situation demands it, all talents can be changed out at once. As a result, talents can be changed out when switching specs, as well as when running dungeons, raids, and battlegrounds.
While re-talenting will most likely be disabled during combat and will incur a small fee either in the form of gold or a reagent , it will still give players more opportunities to adapt their characters to better meet the challenges they expect to face while playing.
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