Get an Early Look at Hero Talents for Druid, Hunter, Mage, and Priest

Prob gives a random buff like FF14’s AST

2 Likes

The hero talents continue to be very underwhelming. They are just additional talents UNLESS we get a visual overhaul with each - which so far - we don’t

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“We gave you dark ranger red eyes and pale skin and by God you’re gonna use them!”

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I know a lot of people want to play as a dark ranger but I always assumed that was more cosmetically, like in xmog and the barbershop. My hunter aesthetic has nothing to do with dark ranger stuff so it will be weird for me personally if it turns out to be what’s best to use.

11 Likes

You don’t know if they are changing pi or not so

Oh gods I hope not lol that would suuuck.

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This also seems like needlessly complicating classes that have rotations that are already pretty cumbersome in PvE …

6 Likes

You don’t know if they are; so what?

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I’m excited and anxious for these trees. One thing I’m worried about is the real strong characterization and class fantasy of some of these. Dark Ranger, for example, is super shadow-and-undead themed, which I’m sure is AWESOME for a lot of folks, but doesn’t fit the vision of every nature-themed hunter. This feels similar to the anxieties around Covenants in Shadowlands, where one might be drawn thematically to a particular choice, but for BIS reasons will be slotted into one archetype or the other. I wish character and class-fantasy choices could be relegated to Glyphs or other class customization options OUTSIDE of player power and abilities, so archetypes could be more fantasy-neutral and let people play their best choice for the content they enjoy.

18 Likes

It’s dumb to make judgements on the power of abilities if you don’t know what they are doing to classes lol.

If they made pi just a 5% flat damage increase this ability becomes far more interesting

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/Looks at mage hero talents.

Oh good, they didn’t use any of the WC3 spell blade titles. Maybe we’ll get them as a class in the future.

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hey what about shadow priest I want to play one !!! here they go reinventing the wheel again!!!

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There are some fun ideas here, but it’s hard to decide how to feel about them.

Power Word: Shield is one of the worst abilities in the game right now in terms of healing throughput–it is a net loss to HPS to cast PWS over PWR and blast attonement. PWS is good for spreading attonment when you don’t have PWR, and that’s about it. Also, Rapture is the worst healing CD in the game. Costs a Disc Priest about 20-25% total mana to use Rapture fully. Awful design.

What is going to come for Disc priest once this tier is over? Double smite during Dark Pact is fun–smites extending Attonment is fun. Once this tier is over and these set bonuses are gone, Disc goes back to the garbage bin without a rework.

Premonition sound incredibly messy. Disc is already a busy spec, and I don’t want to manage 3 more buttons that are 12 sec buffs and probably end up being ineffective anyways…just like PWS. Seems like the design for Disc is following a theme here.

Here’s what real Disc Players want

  1. Instant Cast Power Word: Radiance should be a baseline feature.
  2. Remove Harsh Discipline from PW:R and return it as a counter for Smite/Mind Blast, or even better, allow them to both exist together with a max counter of 4! We want our consistent 8 bolt penance back.
  3. Attonement extensions per smite cast should be baseline
  4. Replace Rapture in the Talent Tree with Ultimate Penance and its associated capstone talents this is a REALLY fun ability you guys cooked up here…but is massively inferior to taking mindbender + Harsh Discipline and Twilight Equilibrium, which means for most cases it is horribly inefficient to talent Ultimate Penance
  5. Consider buffing Luminous Barrier to at least be a larger absorb than a MAGE’S MASS BARRIER
  6. Remove all the modifiers for smite such as Words of the Pious and Twilight Equilibrium and instead consider giving smite a flat 30% damage buff
2 Likes

There’s been no indication that Power Infusion is getting changed at all. So it’s rather stupid to make a judgement on a presumed change.

2 Likes

Doubling down on the massively interconnected proc, cooldown, and resource gameplay is simply detestable. No one wanted that. No one wanted their class to become a rogue or a proc trinket or an arcane mage. Rogues aren’t even that fun. Procs are just mindless response to stimulus.

And all of this plays out upon the eternal landscape: “everyone must play the highest dps cookie cutter build or comp, and anyone who declines is viciously ostracized by the most self righteous players that are genuinely confused by your rebellious choice.”

What most players want is just to enjoy playing their character, having a unique strength or purpose that exists even if they aren’t particularly great. To achieve this, ‘rated battle groups’ ‘area’ ‘mythic+’ ‘bring the player not the class’ all must be thrown into the trash where it belongs, so that events and encounters and activities can be designed around the strengths of each class. The only reason why anyone even enjoys a class is that it has some particular feature which you remember, used to be good or unique at one time.

6 Likes

And oh, hey, look, an interview with the developers just landed, and there’s no indication of any changes to PI.

1 Like

First off, the naming schema of all these talents is infuriating. Like many others have pointed out, saying “I’m a frostfire fire mage” sounds ridiculous, and now we have all these subtalents called some variation of Frostfire thing.
Thematically, FF mage very cool. Thematically the tree is cool. The talents themselves have a lot of glaring issues. This is not a Frost and Fire tree, this is a Frost mage tree.

Imbued Warding: Blazing Barrier also casts an Ice Barrier at 25% effectiveness for Fire. Ice Barrier also casts a Blazing Barrier at 25% effectiveness for Frost. This also affects your Mass Barrier.

Love it. Balanced between both specializations.

Meltdown: You melt slightly out of your Ice Block and Ice Cold, allowing you to move slowly during Ice Block and increasing your movement speed over time. Ice Block and Ice Cold trigger a Blast Wave when they end.

At first glance, pretty useless. By default, we’re running Ice Cold because it is enough DR to live just about anything and paired with Cyro-Freeze it’s insane. When we don’t, we’re running Block to either live an unlivable hit,
or more often to quickly clear a debuff and then /cancelaura Ice Block to get back into the fight. With us already running Ice Cold, the movement is pretty pointless, and us canceling IB instantly means it isn’t a big concern.
The Blast Wave just means we can have a very niche additional stop that we probably won’t use except on accident. We aren’t going to waste our biggest defensive for a knock.

Elemental Affinity: The cooldown of Frost spells is reduced by 10% for Fire. The cooldown of Fire spells is reduced by 30% for Frost.

Here’s our first example of a very imbalanced node. As a Fire Mage, you get 10% reduced cooldown on your frost spells- Ice Nova, Frost Nova (Which we usually have two of), and maybe Block/cold if that is included. As a Frost Mage, you get a reduced cooldwown on some of the most powerful AOE utility spells in the game- Dragon’s Breath and Blast Wave. 30% less CD on these is incredible for additional stops.

Flame and Frost: Cauterize resets the cooldown of your Frost spells with a base cooldown shorter than 4 minutes when it activates for Fire. Cold Snap additionally resets the cooldown of your Fire spells.

Same imbalance here. For Frost, pressing Cold Snap gives you those powerful utility spells back. For Fire, technically dying gives you…another frost nova? A more powerful return for a player controlled option seems wrong.

Isothermic Core: Comet Storm now also calls down a Meteor at 100% effectiveness onto your target’s location. Meteor now also calls down a Comet Storm at 150% effectiveness onto your target location.

This one is amazing, it’s going to be incredibly powerful for both specs. But to my knowledge, Meteor is still whitelisted to Shatter. This could lead to a pretty massive tuning issue, and may be too strong?

Excess Frost: Reaching maximum stacks of Frost Mastery causes your next Phoenix Flames (Fire) / Flurry (Frost) to also cast Ice Nova at 200% effectiveness. When you consume Excess Frost, the cooldown of Meteor (Fire) / Comet Storm (Frost) is reduced by 5 seconds.

Additionl CDR in the mage tree is not something I enjoy. And on top of that, additional random freezes is going to compound the issue frost already faces in keys on Sanguine Weeks.

Excess Fire: Reaching maximum stacks of Fire Mastery causes your next Fire Blast (Fire) / Ice Lance (Frost) to apply Living Bomb at 150% effectiveness. When this Living Bomb explodes, reduce the cooldown of Phoenix Flames by 10 seconds (Fire) / gain Brain Freeze (Frost).

This is going to compound the issue Fire is currently facing, where the actual Living Bomb button is next to worthless outside of niche padding opportunities, because it is tuned around it proccing from Incendiary Eruptions. A 30 second cooldown button does pitiful damage as is. Adding another proc effect that also buffs the damage of it means the base version will remain in the gutter.

In addition to that, more PF CDR (when we already have a ton of that baked into our tree to the point where you can often be unable to spend enough PFs to do things like have efficient use of From The Ashes) compared to a Brain Freeze proc is wild.

Frostfire Empowerment: Your Frost and Fire spells have a chance to activate Frostfire Empowerment, causing your next Frostfire Bolt to always critically strike, explode for 80% of its damage to nearby enemies, and be instant cast.

This could be cool, but I see some places where it may be very…interesting in play. For example Flame Accelerant reduces the cast time and increases the damage of Fireball. With FFB replacing Fireball, can we now proc an instant FFB bolt that benefits from FA’s damage increase AND the Empowerment 80% AOE?

Overall, not very impressed outside of thematic reasons.

xoxo
Degen

4 Likes

I actually watched (part) of the Taliesin interview where they explained how it (currently) works.

The first spell is random, but it will always go in a set order, Solace > Insight > Glory.

So you can start a encounter and start with Insight, then your next Premonition cast will be Glory, and so on.

1 Like

Foreseen Circumstances:
Pain Suppression reduces damage taken by an additional 10%.
Guardian Spirit lasts an additional 2 seconds.

I feel like Guardian Spirit would benefit more from getting a damage reduction component, additional 2 sec doesnt do anything compared to what Pain Supp gets

1 Like

On one hand Black arrow giving us more pets is a plus, especially as an OC who uses Undead hounds IC, on the other hand…I’d still like to see Packleader maybe be like classic BM lore where we use melee? If it is and we get something like carve or butchery or raptor strike, I’d absolutely pick that in a New York minute.

4 Likes