Ok but like.
These talents arent going to change elemental’s fire spells into water spells.
Its stuff like +3% nature/fire damage.
Ok but like.
These talents arent going to change elemental’s fire spells into water spells.
Its stuff like +3% nature/fire damage.
These are what I can assume these 3 specs are supposed to mean, Shadopan is hopefully using “ninja tools” since Sub has been reworked from ninja into “melee void” class.
Then I totally missed the memo.
I was under the impression these would fundamentally change spells to a new theme.
How about Apocalypse Rider?
What the hell is a mountain thane?
I suggest… Tower Ranger.
They did an entire breakdown of two trees for druids.
It basically just gave passive effects, while making treants more of a cooldown. Allowing treants to cast a spell or give more astral power.
Thats why “totemic” is probably going to be the resto/enhance one, since both regularly use a totem. It will probably involve dropping a totem to give a buff for 10 seconds for a dps/dps burst window with an ICD or something…
These abilities are to increase your player power without making the current talent trees too bloated.
The model into a gameplay feature is less important to me, but those seem like really great guesses to how they will map into the spec design. I am trying to understand what it means to select any of these though, less about the intersection of extant specs they divide. For example, it’s clear that a Keeper of the Grove will lean more into the natural magics of Druid while Elune’s Chosen will lean more toward the nightsky and arcane motifs of the class. That’s the context for my comment. What do these mean for Monk?
Then all I can hope for is that they give us recolors of our abilities through the Glyph system. The way it’s conceptualized works too. Thanks for the information however Akston. I was under the impression it would change the class in a sort of cap-stone way. It doesn’t and it makes me a bit sad, but the whole package is still hypeworthy by itself.
I’d want to see what exactly the added talents are, but on a theme level I’d like to see “Chronowarden” change. Mostly cause I feel like Bronze flight is a little overly-represented in Evoker. Either something Blue or Black relevant instead.
Templar all the way for pally, love it!
The initial talents for Druid and Priest (1st two talent trees) during DF beta have changed in a massive way since then.
The initial talents were very boring and just increase x stat by x amount, 3 point talent.
But the more iteration done and seeing what other classes were getting shifted the approach to be more game changing instead of boring stat increases.
I would HIGHLY expect the same treatment happening again.
I would expect very bland and boring talents to begin with and going through iterations and the overarching direction will evolve to be more in line with actual hero FANTASY game changing talents.
That’s my opinion anyway.
Also, this is likely meant to be a carryover into the next THREE expansions.
It did seem to add some spell effects to talents being augmented by the hero abilities. But not give an outright change to everything.
Their goal was they didnt want to continue past what they have now for player power talents, because they dont want people to feel “forced” to take certain capstones, mess up pathing/builds people currently use.
My guess are
Dk :
Unholy - Rider/DeathBringer
Blood - San’Layn/Rider
Frost - Deathbringer/San’Layn
DH :
Well there is no choice they both can get each
Druid :
Balance - Grove/Elune
Feral - Wild/Claw
Guardian - Claw/Elune
Resto- Grove/Wild
Evoker :
Preservation - Chrono/Ruby
Devastation - Ruby/Scale
Augmentation - Chronos/Scale
Hunter :
Beast - Pack/Dark
Mark - Dark/Sentinel
Survi - Sentinel/Pack
Mage:
Fire - Sunfury/Frostfire
Ice - Frostfire/Spellslinger
Arcane - Spellslinger/Sunfury
Monk :
Brew - Celestial/Shado-Pan
Mist - Harmony/Celestial
Wind - Shadow-Pan/Harmony
Paladin:
Holy - Lightsmith/Herald
Ret - Herald/Templar
Prot - Templar/Lightsmith
Priest :
Disc - Archon/Voidweaver
Holy - Oracle/Archon
Shadow - Voidweaver/Oracle
Rogue :
Assa - Deathstalker/trickster
Outlaw - Trickster/Fatebound
Sub - Fatebound/deathstalker
Shaman:
Enhance - Stormbringer/Totemic
Ele - Farseer/Stormbringer
Resto - Totemic/Farseer
Lock :
Affli - Soul Harvest/Diabolist
Demo - Hellcaller/Soul Harvest
Destro - Diabolist/Hellcaller
Warrior : they said yesterday but
Prot - Thane/Colossus
Arm - Colossus/Slayer
Fury - Slayer/Thane
Well this is my guess
Give Warriors Blademaster give Slayer to Rogues they need to replace Trickster or Fatebound cause those suck.
Warrior
Fury/Arms = Hellion
Inspiration taken form Darkest Dungeon.
Darkest Dungeon: Hellion
Arms/Protection = Gladiator
Inspiration taken form Warlords of Draenor
https://wowpedia.fandom.com/wiki/Gladiator_Stance
- Gladiator Stance
- Level 100 Protection warrior ability
- Replaces [Battle Stance]
- 1.5 min cooldown
- Instant
- A dauntless combat stance.
Increases physical damage dealt by 5%, and replaces your Shield Block with Shield Charge.
You cannot change into or out of this stance during combat.
no way warri arms and prot don’t have gladiator. no way
Hellraiser Instead of Hellcaller
Darkmaster maybe instead of Diabolist.
Spell Breaker
Necrolyte
Dreadlord
Warden
Lich
Brigand
Cleric
Dark Knight
Elder Sage
Crusader (Not paladins) but were never put into game
Wizard