Mists of Pandaria Talent Calculator Update – Feb 15
We’ve just updated our Mists of Pandaria Talent Calculator to reflect many of the most recent changes and renovations currently being made to the next expansion of World of Warcraft.
We’d like to discuss these and other changes to talents and specializations in this thread. Here are a couple of thoughts to start with:
For shaman and hunters, we still have a ways to go with the revamp of talents, and this latest calculator doesn’t have some of the changes that we’re currently working on.
If you don’t see a favorite spell in the talent list, there is a good chance it is something you get automatically for choosing a particular spec. For example, all Fury warriors learn Raging Blow without having to choose it as a talent. All Discipline priests know Divine Aegis. Chances were almost certain that you were going to choose those anyway so we just gave them to you.
If you don’t see a favorite spell or mechanic as a class ability, spec ability or talent, then there is a good chance it is becoming a glyph. Examples include Atonement (priest), Gag Order (Warrior), Rude Interruption (Warrior), and the Acts of Sacrifice Cleanse component (Paladin).
Why did attacks using % weapon damage drop so much?
We are in the process of recalculating the way damage is dealt. Individual weapon damage is going up by the same proportion in order to keep DPS at level 85 about the same. This should ensure that, at lower levels, these abilities aren’t overpowered.
Why doesn’t every spec get a passive ability at level 10?
Some specs no longer need them. For example, Fire mages don’t get bonus damage with Fire spells – they just have mostly Fire spells to cast. Some hybrids still need passives to differentiate their DPS, healing, and tanking trees. Furthermore, we can always add more if the need arises.
In cataclysm, both abilities are linked and thus share their cooldown, what’s more, they have an invisible haste buff baked into them when you choose the Protection spec that reduces their CD from 4.5 sec (which is what normally is for Retribution paladins) to 3.0 secs.
My questions are as follow, is this invisible haste buff still present for Protection Paladins going forward to 5.0, as the new talent tree update currently shows both CS and HoTR having 4.5 sec CDs and thus, actually in game they have a 3.0 sec cooldown — or do they actually have a 4.5 sec cooldown? And if they have a 4.5 sec CD now, are they still linked or are they now unlinked?
Crusader Strike and Hammer of the Righteous still share a cooldown, with a base of 4.5 seconds for both specs. Sanctity of Battle can lower this cooldown for Retribution.
But I know everything is subject to change and may very well already be outdated.
Also please consider reducing the cd on guardian demons, 5-6 minutes would be perfect.
Some warlock clarifications for you:
Archimonde’s Vengeance has a 1 minute cooldown.
Grimoire of Sacrifice grants a 30% boost for 15 sec, which drops to 15% for the remaining duration.
Blood Fear replaces Fear.
Soul Link replaces Health Funnel.
Harvest Life does not hit polymorphed targets.
Demon Soul is not listed at this time, but this is just an error in the calculator.
Why didn’t the priest tree change?
We are still in development. It is a challenge, when giving players a sneak peak at work in progress, to decide when to release what we have versus waiting to accumulate even more changes.
Do Discipline priests have Prayer of Healing or not?
Our current design direction is this: Holy does AE healing with Prayer of Healing, and Discipline heals with (a much more powerful than today) Holy Nova. Divine Aegis would work with Holy Nova under this model. However, please see the question above. The priest tree is still in heavy development.
I don’t deny that prot warriors don’t have to manage their resource nearly as much as say, dps warriors, but I feel like this is a very large change in the playstyle of the protection warrior and makes them a bit more similar to paladins than I’m comfortable with.
Note that all this assumes HS/Cleave still work the same way they do now in that they are off gcd. If they are being reworked to be an actual gcd-triggering attack, I suppose that alleviates this issue. But as I’m reading it, I’m far from thrilled.
We are iterating a lot on tank rotations right now. We want rage (and all tank resources) to be something players actually use for mitigation, because we think that will be more fun than having a resource that gets ignored. Under this model, Protection warriors can’t have many DPS abilities that cost rage, because rage will be too valuable for Shield Block and Shield Barrier on fights where survival is a challenge. An ability with no resource cost needs some kind of cooldown or it will just be macro’ed and / or spammed, which isn’t a lot of fun.
Prot warriors have a lot of abilities to manage: Shield Slam, Revenge, Devastate, Thunder Clap, Shield Block and so on, as well as several emergency buttons to handle situations such as streaming adds. We’re okay with melee specs having an occasional free GCD, as long as it doesn’t happen with frustrating regularity.
DK – LvL 60 – Death Siphon – Has no cost, no recast timer, and is instant cast…
The death knight abilities Death Siphon, Soul Reaper, and Necrotic Strike cost 1 Death Rune. They are not free.
The calculator is not currently displaying that cost type (properly).
Some clarification on rogues:
Shiv applies concentrated effects of the active utility poison. Those effects are not included in the poison tooltips currently available in the calculator. They are as follows:
Crippling Poison reduces the target’s speed by 70% for 12 seconds.
Mind-Numbing Poison increases the casting time of an enemy’s next spellcast within 8 seconds by 100%.
Wound Poison reduces the target’s healing received by 50% for 6 seconds.
Leeching Poison instantly restores 5% of the Rogue’s health.
Paralytic Poison roots the target in place for 4 seconds.
Please note: the current iteration of the talent trees just shouldn’t be viewed as the result of success or failure of player lobbying efforts or feedback.
I cannot overstate how much we appreciate all of the feedback we get. We spend a lot of time reading it all, and compiling it, and sharing it between teams here. Nonetheless, if the measurement of successful feedback is that the developers implement a suggested idea, then expectations are too high.
We are going to continue to work on all of the talent trees until Mists is released.
Mostly taken from http://us.battle.net/wow/en/forum/topic/4063167982 –
What is “base mana regeneration”? How does mana regen work for casters (or mages)?
Healers get a significant amount of mana regeneration from Spirit, even during combat. Additionally, all mana users have a small amount of mana regeneration — currently about 1% of maximum mana per second. With Invocation, that 1%/sec is removed. Things like Innervate will still allow you to regenerate mana, but you won’t passively regenerate any with Invocation.
What is the range for Alter time concerning the “moves too far away” part?
100 yards. It’s mostly just to indicate that it won’t reverse taking a portal to Dalaran or something.
Is AM a proc?
Yes, Arcane Missiles is still activated via a proc from your other direct damage spells.
Does Arcane Bomb have a target limit?
Currently, no. We’re hoping it won’t be needed.
1. AE tanking, with all of our rage being poured into mitigation, this limits the usage of dps rage cost moves (as mentioned).
Cleave has too high of a rage cost and revenge/shockwave have 9/20 second cooldowns respectively. Thunder clap is therefore the go-to move for AE, yet it costs 20 rage (which will heavily impact our survivability if we use it more than maintaining its 30 second debuff). This may very well be by design, but its a concern, traditionally threat is hardest to maintain for warriors, how will this carry forward in MOP?
Thunder Clap is free for Protection warriors, and it applies a dot.
Shield Slam and auto attack to generate rage for Shield Block.
Most other offensive attacks are free (for Protection), except for Heroic Strike and Cleave, which are intended to be used only in times of excess rage (which should be less common than today, but still occur with reasonable frequency).
Improving tanking rotations is always challenging. If tanks have too many abilities to manage, then they are overwhelmed in fights that require a lot of boss positioning or add management. If tanks have too few abilities or a very simplified resource, then they get bored on single-target boss fights with limited movement.
Part of our design intent is to have tank resources tie into survivability instead of threat, since we (and tanks) place more emphasis on the former.
The intent of Spirit Shell is to provide a frequent-use absorb that recreates some of the gameplay where Disc priests put absorbs on lots of their teammates. This was a style many Disc priests told us they enjoyed, but was difficult to balance with Power Word: Shield (since PW:S is instant).
At this point, think of Spirit Shell as Heal and Power Word: Shield as Flash Heal.
Evangelism is a spec spell for both Holy and Disc (at least for the moment – things could still change). The talent calculator appears to be incorrect on this.
Shadow has Dark Evangelism.
But we loved Corpse Explosion!
Yes. You do. So do we. Unfortunately, requiring a corpse felt like too steep a requirement for a competitive talent. We would like to still add Corpse Explosion in some form as a glyph. In the meantime, hey presto! – Unholy Blight is back.
No. That passive (and appropriate classes should have an equivalent) gives casters larger mana pools than non-casters of the same class. Mana no longer increases with Intellect, but we still want to make sure that, for example, a Holy paladin can cast more heals than a Retribution paladin.
The tooltip says that i am granted an ability of my current targets class based on my spec, and that my target will be granted a druid ability based on their spec and role.
This sounds like a very fun an interesting ability and i can’t wait to try it out, however, how will this work in the spell book and action bar? is there a specific extra action button that i need to have set aside for the granted ability? does the ability i am granted take the spot on the action bar replacing symbiosis, and if so, how can i recast it it to change the ability i am granted by using symbiosis on a new target?
along the same lines, how will my target be granted the ability as well?
i’m sure you have many potential ways to have this work out, i’m just curious as to what some of them are.
Also… i’m even more excited for this expansion. Druid talents are phenomenal, as well as the abilities that are trained from the trainer. looking through that makes me really happy too. can’t wait!
If it works like Dark Simulcrum – the new ability will overwrite Symbiosis on your action bar
Here’s the process:
The Druid will select a raid or party member and cast Symbiosis on them.
The target cannot be another Druid.
The target gains a buff that tells them what spell they have temporarily learned, and that spell temporarily appears in their spellbook, and they can drag it to an action bar.
The Druid’s Symbiosis button will become the ability they gained from the target class.
The Symbiosis link is cancelled if: the Druid clicks off the Symbiosis buff, or the Druid or the target changes continents or enters or exits an instance, or the Druid or the target changes talent specializations.
Symbiosis fails to cast if Symbiosis is already active on that target.
Symbiosis cannot be cast in combat.
For the non-Druid target, the icon will revert to a placeholder (uncastable) Symbiosis icon when Symbiosis ends, but will become the Symbiosis-granted ability again the next time Symbiosis is cast on that target.
The ability gained from Symbiosis is always something chosen to match the Druid’s specialization and the target’s combat role.
The target always gets the same spell unless they change combat roles. A Druid of a given specialization always gets the same spell from each different class. If there is a change of specs, there is a change of spell.
Here are some examples of spells gained through Symbiosis. The spells shared focus on utility, cooldowns, and survival. (Adding Fireball to a Moonkin’s rotation sounds cool on paper, but wouldn’t actually be fun in the long run.)
Balance: Chains of Ice, Mirror Image, Mass Dispel
Feral: Feign Death (Play Dead!), Frost Nova, Soul Swap
Guardian: Ice Trap, Fear Ward, Consecration
Restoration: Ice Block, Hand of Sacrifice, Leap of Faith
Holy Paladin: Rebirth
Arms/Fury Warrior: Enrage
Enhancement/Elemental Shaman: Solar Beam
There are a lot more coming, but we’ll keep some surprises for now, and many are still subject to change after testing.*
*Including all of those just listed.