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#691
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![]() Group: Members Posts: 10,620 Joined: 23-February 06 From: Houston, TX Member No.: 48 ![]() |
Some new talent/ability stuff for the expansion. not sure how accurate it is, but doesn't sound too outrageous (at least considering most of it is 5-10 levels above 60):
http://forums.curse-gaming.com/showthread.php?t=11337 Mages QUOTE Fire Tree - Burnout: increases the damage and mana cost of all spells by 2/4/6% after you hit a Dazed opponent with a Fire spell Tier 8 Empowered Fireball: Your Fireball spell gains an additional 2/4/6/8/10% of your bonus spell damage effects 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 Frost Tree - Tier 7 Cold Hearted: Increases damage of all spells against wounded targets by 10/20/30% Arctic Winds: Reduces the chance melee and ranged attacks will hit you by 1/2/3/4/5% Tier 8 Empowered Frostbolt - identical to empowered fireball Tier 9 Summon Water Elemental, summons a water elemental to fight for the caster Arcane Tree - Tier 7 student of magic: reduces the mana cost of all arcane spells by 5/10/15% prismatic cloak: reduces all damage taken by 1/2/3/4/5% Tier 8 mind mastery: increases spell damage by up to 5/10/15/20/25% of your total intellect Tier 9 Slow: reduces targets movement speed by 50% and attack/casting speed by 20% for 15 sec 68 mana, instant cast. New Mage Skills (base, not talented): Molten Armor(lvl 62): Causes 60 to 90 fire damage when hit and reduces the chance you are critically hit by melee attacks and spells by 10% Ice Lance(lvl66): Deals 219 to 281 frost damage to an enemy target. Damage is increased by 200% against frozen targets 1.5 sec cast, 150 mana Arcane Blast(lvl 64): Does 463 to 537 arcane damage When casted within 8 seconds of previous cast, cast time goes down and mana cost goes up. Starts out as a 2.5 sec cast, 190 mana cost Spell Steal (lvl 70): Steals a beneficial magic effect from the target. This effect lasts a maximum of 2 min. Instant Cast, 52 mana cost. Invisibility (lvl 68): Gives invisibility for 20 seconds. can only see other invisible targets and people who can see invisible targets 5 min cooldown Druids QUOTE Frenzied Regeneration now scales with stamina. For Rank 3, each point of rage is now converted to 17 health plus some percentage of your 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 your Cyclone and Hurricane spells by 10/20/30%. Tier 6 Dreamstate: Gives you 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 you 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 your total intellect. Tier 8 Empowered Starfire: Your Starfire spell gains an additional 2/4/6/8/10% of your 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 you 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 your chance to resist stun, charm, and trap effects by 3/6/9/12/15%. Tier 7 Animal Reflexes: Increases your 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 your attack power by up to 10/20/30/40/50% of your 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 your mana regeneration while in all forms by 10/20/30%. Tier 7 Healing Mastery: Increases the critical effect chance of your 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 you a 20/40/60/80/100% chance to gain Mana equal to the base cost of your 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 your 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. Shaman QUOTE 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 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 6 (25 Points Required) Mental Quickness - 3 Ranks - Reduces the mana cost of your instant cast spells by 2(4/6)% 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. 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. Here are all the new spells I see on the trainer for Shaman. 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. Paladin QUOTE Spiritual Attunement (66): Gives the Paladin mana when healed by other friendly targets. The amount of mana gained is equal to 10% of the amount healed. Blessing of Spell Warding (6Cool: A targeted party member is protected from all magical attacks for 10 sec, but during that time they are Silenced. Players may only have one Blessing on them per Paladin at any one time. Once protected, the target cannot be made invulnerable by Divine Shield, Divine Protection, Blessing of Spell Warding, or Blessing of Protection again for 1 min. Crusader Aura (64): Increases the mounted speed by 20% for all party members within 40 yards. Players may only have one Aura on them per Paladin at any one time. Seal of Blood (64): All melee attacks deal additional Holy damage equal to 30% of normal weapon damage, but the Paladin loses health equal to 10% of the total damage inflicted. Unleashing this Seal's energy will judge an enemy, instantly causing 409 to 451 Holy damage at the cost of 136 to 151 health. Avenging Wrath (70): Increases all damage caused by 30% for 20 sec. Causes Forebearance. New Talents: Holy Pure of Heart, requires 20, 3 point talent Increases the paladin's chance to resist curse/disease by 5(10/15?)% Purifying Power, requires 25, 2 point talent Reduces the mana cost of Consecration and Cleanse by 5(10?)%, and increases the critical strike chance of Holy Wrath and Exorcism by 10(20?)% Blessed Life, requires 30, 5 point talent All attacks against you have a 2(10?)% chance to cause half damage Light's Grace, requires 35, 3 point talent Your Holy Light has a 33(100?)% chance to cause our next Holy Light spell cast within 15 seconds take .5 seconds less casting time. Holy Guidance, requires 35, 5 point talent Your damage/healing is increased by 7(35)% of your Int. Divine Illumination, requires 40, 1 point talent Reduces mana costs of all spells by 50% for 20 seconds, 2 minute cooldown. Protection Improved Resistance Auras, requires 20 points, 2 point talent Your resistance auras also reduce spell damage by additional 3(6?)% Improved Divine Shield, requires 25, 2 point talent Lowers the cooldown for Divine Shield by 30 (60?) seconds, and lowers the attack speed penalty by 50(100?)%. Ardent Defender, requires 30, 5 point talent When your health is below 20(100???)%, reduces all damage against you by 10% Ed: I have no idea which part scales, but a perma defensive stance doesn't seem hideously out of line, and makes deep prot a whole new level of appealing. Lasting Defense, requires 35, 3 point talent When struck by a melee attack, you have a 4(12?)% chance to gain 50% of the damage taken in mana. Weapon Expertise, requires 35, 5 point talent Increases skill iwth all weapons by 2(10?) Avenger's Shield, requires 40, 1 point talent range 8-30 (shooting range), Requires shield, 30 sec cooldown (Listed are from the talent, it may scale with level, there don't seem to be any ranks on the trainer) 500 mana, 270-330 damage. Hurls a holy shield at the enemy, dealing listed damage, and then bouncing to additional close targets. Affects 3 targets total. Retribution Crusade, requires 20, 3 point talent Increaes all damage to Humaniod, Undead, Demon and Elemential foes by 1(3?)% Improved Sanctity Aura, requires 25 and Sanctity Aura, 2 point talent The amount of healing done to targets affected by Sanctity Aura is increased by 3(6)% Divine Purpose, requires 30, 5 point Decrease the chance that melee and ranged attacks will critically hit you by 1(5?)%. Empowered Judgement, requires 35, 3 point Gives your Judgement a 33(100?)% chance to refund 50% of the mana cost of th judged spell Fanaticism, requires 35, 5 point Increases the critical strike chance of Seal of Command and all damaging Judgements by 2(10)% Sanctified Crusader, requires 40, 1 point In addition to the normal effect, your Judgement of the Crusader will increase the critical strike chance of all attacks made vs the judged target by an additional 2% Another site: http://forums.worldofwar.net/showthread.php?t=375053 Warlocks QUOTE [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.) [21:47] : 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 QUOTE [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 Draeni mounts (off wowwiki) ![]() ![]() heh when a gnome gets one it'll be a tiny little "dumbo" |
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#692
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![]() Let's Bother Snape!!! Group: Members Posts: 1,598 Joined: 22-February 06 From: Albuquerque, NM Member No.: 10 ![]() |
www.worldofwarcraft.com
That's the official new stuff. It's not 100% set in stone, but expect stuff like this. -------------------- ![]() |
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#693
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![]() Group: Members Posts: 10,620 Joined: 23-February 06 From: Houston, TX Member No.: 48 ![]() |
QUOTE (Jim @ Aug 28 2006, 02:03 PM) www.worldofwarcraft.com That's the official new stuff. It's not 100% set in stone, but expect stuff like this. oh nifty... yeah i couldn't get to the site yesterday much at all they must be gettin fairly close to done with the expansion |
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#694
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![]() Group: Members Posts: 10,620 Joined: 23-February 06 From: Houston, TX Member No.: 48 ![]() |
priest stuff is up now, pretty sweet
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#695
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![]() Let's Bother Snape!!! Group: Members Posts: 1,598 Joined: 22-February 06 From: Albuquerque, NM Member No.: 10 ![]() |
Priests are sexy.
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#696
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Italian. Yes. Group: Members Posts: 767 Joined: 22-February 06 From: - Member No.: 18 ![]() |
![]() Har. Timbo -------------------- ![]() |
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#697
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![]() Group: Members Posts: 10,620 Joined: 23-February 06 From: Houston, TX Member No.: 48 ![]() |
damn pallies are already bitching to no end about how the new mass dispel can dispel their shield
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#698
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I was raised on the dairy, BITCH! Group: Members Posts: 3,080 Joined: 23-February 06 From: Cedar Park Member No.: 49 ![]() |
QUOTE (impala454 @ Sep 12 2006, 07:33 AM) damn pallies are already bitching to no end about how the new mass dispel can dispel their shield they have a right to that's the one saving grace -------------------- "Ah, y'know it's funny, these people they go to sleep, they think everything's fine, everything's good. They wake up the next day and they're on fire."
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#699
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![]() Group: Members Posts: 10,620 Joined: 23-February 06 From: Houston, TX Member No.: 48 ![]() |
QUOTE (pysex @ Sep 12 2006, 09:23 AM) they have a right to that's the one saving grace how so? so they can heal to full, then get their ass kicked again? all it does is delay the inevitable. besides, we're talking about one class that *can* dispel it for 1000 mana and a 1.5 sec cast. I've played a priest in pvp for a long time, and I can tell you I won't be using this in PvP unless it's on a large group of enemies & allies where it will actually make a difference. 1 on 1 against a pally, it's a waste of mana. |
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#700
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![]() DEATH TO ....something? Group: Members Posts: 5,618 Joined: 23-February 06 From: Parker, CO Member No.: 55 ![]() |
i pooped today
-------------------- I r Ur Gawd!
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#701
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![]() Let's Bother Snape!!! Group: Members Posts: 1,598 Joined: 22-February 06 From: Albuquerque, NM Member No.: 10 ![]() |
QUOTE (impala454 @ Sep 12 2006, 09:43 AM) how so? so they can heal to full, then get their ass kicked again? all it does is delay the inevitable. besides, we're talking about one class that *can* dispel it for 1000 mana and a 1.5 sec cast. I've played a priest in pvp for a long time, and I can tell you I won't be using this in PvP unless it's on a large group of enemies & allies where it will actually make a difference. 1 on 1 against a pally, it's a waste of mana. It's more useful in PvE, IMO. Or in AV. -------------------- ![]() |
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#702
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I was raised on the dairy, BITCH! Group: Members Posts: 3,080 Joined: 23-February 06 From: Cedar Park Member No.: 49 ![]() |
QUOTE (impala454 @ Sep 12 2006, 10:43 AM) how so? so they can heal to full, then get their ass kicked again? all it does is delay the inevitable. besides, we're talking about one class that *can* dispel it for 1000 mana and a 1.5 sec cast. I've played a priest in pvp for a long time, and I can tell you I won't be using this in PvP unless it's on a large group of enemies & allies where it will actually make a difference. 1 on 1 against a pally, it's a waste of mana. you proved my point right there paladins have nothing going for them except the fucking shield take it away and they're worthless.... (pvp wise) -------------------- "Ah, y'know it's funny, these people they go to sleep, they think everything's fine, everything's good. They wake up the next day and they're on fire."
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#703
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![]() Let's Bother Snape!!! Group: Members Posts: 1,598 Joined: 22-February 06 From: Albuquerque, NM Member No.: 10 ![]() |
QUOTE (pysex @ Sep 12 2006, 10:45 AM) you proved my point right there paladins have nothing going for them except the fucking shield take it away and they're worthless.... (pvp wise) So, if you see a priest doing a cast, you just hammer of Justice them and heal. Hell, waste a bubble, let them waste 1k mana, then hammer of Justice and heal. There are many options there. Paladins are just bitching for no reason. Also, given how much mana it costs, a priest will be very weary on using it in PvP. 1k mana is a lot of mana. It would be better to shield and heal yourself instead of waste 1.5 seconds to mass dispell. And with how frantic PvP is it's not that good. People can get out of the fifteen yard range easily, they can die, and many other things, almost making it a waste of the mana in general. -------------------- ![]() |
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#704
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I was raised on the dairy, BITCH! Group: Members Posts: 3,080 Joined: 23-February 06 From: Cedar Park Member No.: 49 ![]() |
you forget that paladins have no real attacks
stunning and healing is again delaying the inevitable it's a struggle getting someone down to 20% health (especially a good priest) and then waiting 1.5 seconds for your hammer of wrath.... it used to be funny because people would try to run away when their health got that low and you'd throw the hammer to watch it explode and finish them off.... but now nothing we should at least have some better form of melee attacks considering that's the only way we can do damage i went holy spec and i can tell you right now hitting someone for 180 plus about 80 holy damage from one of my seals doesn't cut it when a priest, mage, rogue, warrior, warlock, shaman, and hunter are all pounding away at you criting every other hit nope i think paladins should be deleted and a new class formed by someone who has an idea of what to do with melee healing classes maybe the folks who worked on shamans -------------------- "Ah, y'know it's funny, these people they go to sleep, they think everything's fine, everything's good. They wake up the next day and they're on fire."
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#705
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![]() Let's Bother Snape!!! Group: Members Posts: 1,598 Joined: 22-February 06 From: Albuquerque, NM Member No.: 10 ![]() |
... so you're complaining about every class hitting you at once? I'm sure if I was hit with a lot of hard hitting attacks all at once my character would die as well. Any character would die more than likely.
If you want to do damage, do Retribution and Seal of Command. If you want to die slower do Protection or Holy. It just sounds like you want everything all at once. Oh, and it's normal for a Paladin to hit my Warlock for 450-500 per auto attack. -------------------- ![]() |
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