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relphie
23-08-2006, 11:41 PM
take it for what you will, sounds good
One of my guild mates said he talked to someone today who is in the burning crusade alpha which has just begun, its quite a interesting read but please remember it could all be FAKE so don't take it seriously till it 100% confirmed.

QUOTE

AIM Logs - Mages, Warlocks, Rogues and Paladins in Burning Crusade - updated 8/23/06 @01:12
Seems to be pretty legit information- the 'friends-and-family' private alpha of the expansion was released today. The guy is in the process of playing through the alpha on different characters, talking to trainers to see new abilities, etc. The only talents currently available are for mages- the only class he's levelled to 10 thus far.

I chopped out the AIM nicks.

REMEMBER: THIS IS NOT GUARUNTEED INFORMATION, AND IF THERE IS TRUTH TO IT- IT WILL PROBABLY CHANGE, AS THIS IS INFORMATION FROM AN *ALPHA* RELEASE.

State of the current testing:
[23:18] : limited to blood elf 1-20 right now
[23:18] : to test the starting area
[23:18] : in like 2 weeks it'll be draenei 1-20
[23:18] : then like 2 weeks after that it'll be everything 60-70

MAGES:
Post-60 Spells:
[17:24] : Looking at new mage spells
[17:25] : you're getting invisibility tongue.gif
[17:25] : level 68
[17:25] me: what's the catch?
[17:25] : can only see other invisible targets and people who can see invisible targets
[17:25] : lasts 20 secs, 5 min cooldown
[17:26] : seems like an escape ability mostly
[17:26] me: what else?
[17:26] : arcane blast
[17:26] : this is interesting
[17:26] : rank 1 is at level 64, dunno if there's more ranks
[17:26] : starts out as a 2.5 sec cast, 190 mana cost
[17:26] : does 463 to 537 arcane damage
[17:26] : but
[17:27] : each time you cast it
[17:27] : within 8 seconds of each other
[17:27] : the cast time goes down and the mana cost goes up
[17:27] me: cool
[17:27] : and at level 70
[17:27] : you get spellsteal
[17:27] : instant cast, 52 mana cost
[17:27] : Steals a beneficial magic effect from the target. This effect lasts a maximum of 2 min.
[17:28] me: sweet
[17:28] me: work in pve?
[17:28] : dunno
[17:28] : but imagine stealing like
[17:28] : Blessing of Freedom tongue.gif
[17:28] me: does it dispell them of the buff?
[17:28] : dunno, I assume so
[17:29] : looks like the AQ20 ranks are trainable at level 62
[17:29] me: well of course
[17:29] me: only makes sense
[17:29] : yea
[17:29] : well it means you can still get them early
[17:29] : but not much point
[17:29] me: yeah
[17:29] me: do you see this in patchnotes or something?
[17:30] : no I'm looking at it at the mage trainer tongue.gif
[17:29] : ooh
[17:29] : molten armor
[17:29] : level 62
[17:30] : causes 60 to 90 fire damage when hit and reduces the chance you are critically hit by melee attacks and spells by 10%
[17:32] : ice lance
[17:32] : level 66
[17:32] : 1.5 sec cast, 150 mana
[17:32] : deals 219 to 281 frost damage to an enemy target. Damage is increased by 200% against frozen targets.

Talents:
[23:27] : first of all, the new talents start right alongside the current 31-point talents
[23:28] me: yeah?
[23:28] me: you allowed to get 21/31 talents etc?
[23:28] : so the first ones are all in the same tier as like arcane power
[23:28] : it looks like you'll be able to do that yeah

[23:28] : arcane talents
[00:58] : tier 5
[00:58] : improved blink: reduces mana cost of blink by 25/50%
[00:58] : tier 6:
[00:58] : arcane potency: increases the critical strike damage bonus of your Arcane spells by 33/66/100%
[23:28] : tier 7
[23:28] : student of magic: reduces the mana cost of all arcane spells by 5/10/15%
[23:29] : prismatic cloak: reduces all damage taken by 1/2/3/4/5%
[23:29] : tier 8
[23:29] : mind mastery: increases spell damage by up to 5/10/15/20/25% of your total intellect O_O
[23:30] : tier 9 (41-point): Slow: reduces targets movement speed by 50% and attack/casting speed by 20% for 15 sec
[23:37] : 20sec cooldown on that btw
[23:37] : now that I look at slow
[23:38] : it only costs 68 mana, is instant cast, and has no cooldown

[23:30] : fire talents
[00:59] : tier 5
[00:59] : Playing with Fire: Increases all spell damage caused by 1/2/3% and all spell damage taken by 2/4/6%
[01:00] : tier 6 for fire is badass:
[01:01] : Blazing Speed: Gives you a 5/10% chance when hit by a melee or ranged attack to increase your movement speed by 50% and make you immune to movement impairing effects. This effect lasts 8 seconds.
[23:30] : tier 7
[23:31] : Burnout: increases the damage and mana cost of all spells by (I'm guessing) 2/4/6% after you hit a Dazed opponent with a Fire spell
[23:32] : Molten Blood: Increases your chance to resist Bleed and Poison effects and effectiveness of Molten Armor by 6/12/18/24/30%
[23:32] : Kinda weird
[23:32] : Tier 8
[23:32] : Empowered Fireball: Your Fireball spell gains an additional 2/4/6/8/10% of your bonus spell damage effects
[23:32] : 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

[23:33] : Frost talents
[01:02] : Tier 5:
[01:02] : Frozen Core: Reduces the damage taken by Frost and Fire effects by 2/4/6%
[01:02] : Tier 6:
[01:03] : Ice Floes: Reduces the cooldown of your Cone of Cold, Cold Snap, Ice Barrier and Ice Block spells by 10/20%
[23:33] : Tier 7
[23:34] : Cold Hearted: Increases damage of all spells against wounded targets by 10/20/30%
[23:34] : I have no idea what a wounded target is
[23:34] me: <20%, mage execute lol?
[23:34] : Ahh nice
[23:34] : Arctic Winds: Reduces the chance melee and ranged attacks will hit you by 1/2/3/4/5%
[23:34] : Tier 8
[23:34] : Empowered Frostbolt - identical to empowered fireball
[23:35] me: ah
[23:35] : Tier 9: Summon Water Elemental, summons a water elemental to fight for the caster, that's all it says =(
[23:35] me: badass
[23:35] me: anything else?
[23:35] : not that I can tell

WARLOCKS:
[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.)
[21:37] : lol ok
[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:
[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

PALADINS:
[22:48] : paladins get some weird stuff
[22:48] : 10% of all healing done to them by other people is given to them as mana
[22:48] : I would assume to help tanking
[22:48] : blessing of spell warding, makes the target immune to magical attacks but they're silenced
[22:49] : crusader aura, increases mounted speed of all party members within 40 yards by 20%
[22:50] : seal of blood, all the paladin attacks do an additional 30% weapon damage as holy damage, but paladin loses 10% health of the total damage inflicted
[22:51] : and Avenging Wrath, which is pretty much just Deathwish

EXTRA ****:
[23:40] : oh btw there's this totally sick herb in the BE starting area
[23:40] : called bloodthistle
[23:40] me: yeah?
[23:40] : it increases your spell damage and healing by a small amount for 10 minutes
[23:40] : but
[23:40] : when it wears off
[23:40] me: the herb does this?
[23:40] : yeah
[23:40] : but when it wears off you get a 15 min debuff called "bloodthistle withdrawal" that reduces your spirit by 5 tongue.gif
[23:40] : BE's = potheads

[23:54] me: how's the zone look?
[23:55] : badass
[00:00] : umm... the blood elf male ears bounce in even more annoying a way than the night elf
[00:00] : and they have three basic types of hairstyle
[00:00] : you can be Elrond
[00:00] : you can be Legolas
[00:00] : or you can be OMGDRAGONBALLZSUPERKONNICHIWASAN ^_______________^;;;;
[00:01] : (I picked Elrond)

[00:18] : also the blood elf dance is 100x more ridiculous in person
[00:19] me: napoleon dynomite?
[00:19] : yeah
[00:19] : it's awesome

silkfire
24-08-2006, 02:36 AM
nice, seems pretty legit to me, but maybe bit imba?

nebby
24-08-2006, 02:46 AM
nice, seems pretty legit to me, but maybe bit imba?

whats the diff? mages are already imba. So Blizzard continues to spoil them. Big news there. The fact that they gave locks nothing useful (30% aggro reduce? 30%???) makes me think that this might be legit. :unimpressed:

wathombe
24-08-2006, 03:29 AM
Related story at Gamespot:

http://www.gamespot.com/news/6156367.html

Of course, just because the Blizz url is accessible doesn't mean that it's activated.

Hazzard
24-08-2006, 05:28 AM
[17:32] : ice lance
[17:32] : level 66
[17:32] : 1.5 sec cast, 150 mana
[17:32] : deals 219 to 281 frost damage to an enemy target. Damage is increased by 200% against frozen targets.


warlocks cry IMBA!!!!

really we should be getting those dots! >.> owell im happy with that 1k shadow dmg if not dispelled...can u say raid viability? :D

oh and btw...mages are trying to be locks and locks are trying to be mages......how come they get water elementals? if they are better then the freaking infernal im gonna stomp blizz srsly..

Lamer
24-08-2006, 05:44 AM
how come they get water elementals?

Because Jaina had them in WC3 perhaps?

Hobos revenge
24-08-2006, 06:26 AM
Is that all the lock and paladin spells?

I am hoping for death pact, Unholy Aura, cripple, Unholy frenzy and Metamorph (non Talent) :evil:

Water Elemental cannot be better than the infernal! The infernal is like a living seige engine, it is like the alpha and omega, so i doubt it. Maybe better than the impo and void.

And the new invisibility is quite good, warlocks will be able to slaughter mages still though

BTW Molten armour was my idea, even the name

Inceinerate looks okay, so does the new nega threat

is seal of blood a Strike like thing?

Morail
24-08-2006, 07:23 AM
If its only lvl 1-20 at this phase why would you see the new talents, it would be logic to hold back on that info till its needed. And even if you saw the new talents how can you tell the upgraded ranks effect.

Also the instant no cd mage slow made me call bs. Thats just not gonna happen, infinite kiting.. yea. I hope they get slow but with cd as its a classic WC spell.

Deathmiester
24-08-2006, 08:27 AM
Paladin<3!

Naolin
24-08-2006, 10:22 AM
They seem legit in a way, but we'll have to wait and see.

Hayek
24-08-2006, 01:41 PM
[23:29] : tier 8
[23:29] : mind mastery: increases spell damage by up to 5/10/15/20/25% of your total intellect O_O

That does sounds so good it will probably not make it through release....
25% of a decently equipped mage's intellect is already over 100, and at level 70 it would be more like 125-150 probably. +125 spelldamage would be extremely good, its basically like having 4 extra rings of spellpower....

A bit too good to survive...

Bryant
24-08-2006, 01:44 PM
Don't the people who test these things agree to not feed the leechers before they test?

Most companies say something along the lines of that before they test.

[00:00] : or you can be OMGDRAGONBALLZSUPERKONNICHIWASAN ^_______________^;;;;


rofl

Hayek
24-08-2006, 01:47 PM
Don't the people who test these things agree to not feed the leechers before they test?

Most companies say something along the lines of that before they test.

So do governments w.r.t. national security stuff, and they throw in the threat of extended prison time as well. Even that doesn't stop the leaking, so why would a game, where the risks are much lower, be immune?

madonita
24-08-2006, 01:51 PM
Aren't some blood elf class missing? thought there would be six of them.

some of the mage new abilities are defenetly not well thought and will hopefully change:
in principle the molten armour is more a priest thing than a mage thing, a bit like the water elemental :they does'nt really fit into the classes as they have been designed (up to now...)

other classe new abiities are more logical:
WL AOEing dot will be ZOMG! just like rogue ranged evi and two hand attacks xD!

really like the pally changes!

desesperatly waiting for some info on the remaining classes !!

Stigg
24-08-2006, 02:40 PM
: crusader aura, increases mounted speed of all party members within 40 yards by 20%


If horde wasn't getting pallys, I would be screaming. It really does seem rather legit. Of course, as the OP mentioned 99% of this stuff will change in one way or another....so no worries yet.

Haha BE's are going to be pot-heads

CGear
24-08-2006, 03:18 PM
I've seen a screenshot of some rogue talents that say otherwise...

KalziEast
24-08-2006, 03:20 PM
Back when I first started the game I was wondering who was getting the Water Elemental's and was PO'd when I saw no one was, now I'm kinda glad that there is none, I think it's gonna be a bit overpowered. I mean, the Water Elemental's in WC3 were tanking and doing some pretty nice damage, if they can completely hold the aggro off the mage now(what they're supposed to do.), then they're definately going to be overpowered...

Hazzard
24-08-2006, 03:34 PM
If its only lvl 1-20 at this phase why would you see the new talents, it would be logic to hold back on that info till its needed. And even if you saw the new talents how can you tell the upgraded ranks effect.

Also the instant no cd mage slow made me call bs. Thats just not gonna happen, infinite kiting.. yea. I hope they get slow but with cd as its a classic WC spell.


since it seems uve never played WoW b4....go make a level 1 mage, go to your trainer, go to the top right corner and click it to show "untrainable spells" and guess what? you at level 1 can see level 60 spells.....geesh

Back when I first started the game I was wondering who was getting the Water Elemental's and was PO'd when I saw no one was, now I'm kinda glad that there is none, I think it's gonna be a bit overpowered. I mean, the Water Elemental's in WC3 were tanking and doing some pretty nice damage, if they can completely hold the aggro off the mage now(what they're supposed to do.), then they're definately going to be overpowered...

wanna know something? i BET blizzard is gonna give mages the elementals and guess what? you prolly wont need a freaking reagent, or alot of mana (unlike warlocks that are a pet/debuff class) and if its as good as an infernal i quit wow <_<

Leviathonlx
24-08-2006, 04:55 PM
Blizz already commented on the leaked page being a template for the beta sign-up page. If the regular betas about to begin the friends and family alpha is probably ending rather then just starting.

Most of that leaked info just looks made up by someone after they saw the supposive leaked page and felt like making something up not realizing the leaked page was just a template for the regular beta sign-ups.

Valas Azuviir
24-08-2006, 07:05 PM
Aren't some blood elf class missing? thought there would be six of them.


Possibly, the "tester" has not tried them out and can therefore not say anything further about them.

The only two missing classes are the Priest and the Hunter ( :rant: ). Though maybe they're changing their minds on the latter class ( :goofy: ). You wouldn't hear me complain if that were so. :thumbsup:



some of the mage new abilities are defenetly not well thought and will hopefully change: in principle the molten armour is more a priest thing than a mage thing, a bit like the water elemental :they does'nt really fit into the classes as they have been designed (up to now...)


Actually, that molten armour spell seems reminiscent of the Flame Shield spell out of WC2.

Plus, the Water Elemental was one of the premier spells the Archmage had at his fingertips in WC3.

If this info is true, then it seems that they are adding some of the abilities, from previous games, which were missing thus far.

KalziEast
24-08-2006, 07:10 PM
I know they'll give them Elemental's, but hopefully they're not overpowered. For a tank (What the Water Elemental's supposed to do.) to hold aggro off a mage, it's fairly hard if they don't attack first and get at least 5 sunders first (Talking Raids. Outside of raids tanks shouldn't be tanks, but rather DPSing the person down ASAP. Farming in other words.) So, either the Water Elemental is going to have a taunt-like spell that holds the target on it for 5+ seconds, or some type of high aggro creator.

KalziEast
24-08-2006, 07:15 PM
Blizz already commented on the leaked page being a template for the beta sign-up page. If the regular betas about to begin the friends and family alpha is probably ending rather then just starting.

Most of that leaked info just looks made up by someone after they saw the supposive leaked page and felt like making something up not realizing the leaked page was just a template for the regular beta sign-ups.

I don't see any BC Beta sign-ups on Worldofwarcraft.com... Even if they did, they wouldn't hide it in a forum or something, they'd put it straight on the page so it'd be "fair" for everyone.

Stigg
24-08-2006, 08:22 PM
Maybe the water elemental won't fight alongside us mages....maybe it will be a vendoring machine for water!

relphie
24-08-2006, 08:48 PM
this original post was from a conversation 2 hours into the beta, so that was why there was a lack of info. you do have to level to 10 to see the talents! here is so more info/screenshots from curse

http://static.curse-gaming.com/nimage/316/burning_crusade_rogue_talent.jpg

http://static.curse-gaming.com/nimage/316/burning_crusade_warlock_demon.jpg

http://static.curse-gaming.com/nimage/316/burning_crusade_warlock_destruction.jpg

http://static.curse-gaming.com/nimage/316/burning_crusade_warlock_affliction.jpg

xmuskrat
24-08-2006, 09:05 PM
Sweet.

Anybody leveling a Shaman?

--

Just found:

Paladins talents:
- http://vjeux.grabu.free.fr/cu/paladin.txt

Druid talents: (Dunno if reliable since blood elves can't be druids ...)
- http://vjeux.grabu.free.fr/cu/druid.txt

Mages talents & other infos:
- http://vjeux.grabu.free.fr/cu/infos.txt

silkfire
24-08-2006, 09:55 PM
KalziEast (http://forums.worldofwar.net/member.php?u=105161) vbmenu_register("postmenu_3762635", true);

What does POd mean? OMG!! Those screens are TOP SECRET, smart of them to release it

KalziEast
24-08-2006, 11:23 PM
"KalziEast vbmenu_register("postmenu_3762635", true);

What does POd mean? OMG!! Those screens are TOP SECRET, smart of them to release it"

Wtf?

silkfire
24-08-2006, 11:58 PM
...I was wondering who was getting the Water Elemental's and was PO'd when I saw no one was...

Better? (tell me what the bold word means ;))

And I said, it is clearly stated in the Alpha Client agreement that you can't speak to anyone about the Alpha test and certainly NOT release screens.

aromar
25-08-2006, 12:08 AM
I think to counter the use of a water elemental maybe the mage either has to channel the elemental or they have to sacrifice the use of frost spells for the whole time it's summoned....or maybe it's just on a 2 min timer.

Any news on warrior talents?? Seems like every other class gets a mention except warriors.

Aerath
25-08-2006, 01:11 AM
Pissed off.

(Urinated off, in case the word filter catches it =)

Laringar
25-08-2006, 06:20 AM
Anyone else think those feral talents for the druids sound pretty weak, compared to what other classes are getting? Especially the top tier talent... great, an ability only useful for people that raid. That seems to go against the whole casual/hardcore balance blizz tries to maintain.

Maybe the tier 7's are okay... but the intellect boosting attack power? Yeah, because I'm going to boost my intellect to get 1/2 point of attack power for it... right. Well, I guess I can take solace in knowing that these won't be the final release.

FISKER_Q
25-08-2006, 10:06 AM
Anyone else think those feral talents for the druids sound pretty weak, compared to what other classes are getting? Especially the top tier talent... great, an ability only useful for people that raid. That seems to go against the whole casual/hardcore balance blizz tries to maintain.

Maybe the tier 7's are okay... but the intellect boosting attack power? Yeah, because I'm going to boost my intellect to get 1/2 point of attack power for it... right. Well, I guess I can take solace in knowing that these won't be the final release.

Each point of agility and strength an item gets exponentially more expensive in their internal point distribution system.

What this means is that it is cheaper for you to get multiple stats, than it is to get all points in one stat, and as a rogue that annoys the hell out of me, our only real useful stat is Agility, but because of the system mentioned above we can't get plenty of it, heck they had to nerf bonescythe on Agility and give us attack power and hit/crit instead, just so we didn't have a really crappy set.

As a druid atleast you would be able to benefit from all 3 stats, thus further buffing the druids in comparison to the rogues.

Suave
25-08-2006, 11:26 AM
As a druid atleast you would be able to benefit from all 3 stats, thus further buffing the druids in comparison to the rogues.
Buffing us compared to rogues? Have you compared leaked rogue BC talents to Druid ones? :P

yavvy
25-08-2006, 03:13 PM
Travel Form model has been changed to a stag.
Hope thats true... I never got why a cheetah got the enduring form.

Feral Recovery, Predatory Will and Animal Reflexes sound very nice, Heightned Senses if you want to hybrid, as for SotP... you get more effect the more people you're grouped with? Sounds a bit odd.

Balance sounds good all over... is there a cooldown on Cyclone? All the abilities sound good (although Enervate seems a crappy name to me).

What this means is that it is cheaper for you to get multiple stats, than it is to get all points in one stat, and as a rogue that annoys the hell out of me, our only real useful stat is Agility, but because of the system mentioned above we can't get plenty of it, heck they had to nerf bonescythe on Agility and give us attack power and hit/crit instead, just so we didn't have a really crappy set.

As a druid atleast you would be able to benefit from all 3 stats, thus further buffing the druids in comparison to the rogues. Lets hope the itemization allows it as well, eh?
With enough good caster, healer, tanking, cat and hybrid gear for everyone.

KalziEast
25-08-2006, 04:04 PM
I think that Rogues should get 1.25 AP per str and 1.25 AP for agi, that would at least make it a little more fair. 100 of both would = 50 AP, which is actually pretty nice, and it would be a good addition. Also, Rogues do only benefit from Agi pretty much. We use stam also, but, how often at level 70 when you have 5K+ HP will you go "I'll take 5 stam over 5 agi." you won't. Also, hopefully they keep Rogue "30 agi to 1%crit" the same, but slightly higher everyone elses =D that'll also make it a little more fair.

liquidicem
25-08-2006, 04:48 PM
OMG I want to the priest talent...

Patamon
25-08-2006, 05:07 PM
There's talk that the above Warrior talents are fake (not the base skills), and apparently these are the real ones:

Protection
Tier 1:
Tactical Mastery (moved from tier 2 arms).

Tier 2:
Shield Specialization (moved from tier 2 proc).
Iron Will removed (moved to tier 2 arms tree)
Improved Bloodrage no longer a requirement for Last Stand

Tier 3:
Defiance
Rank 0/3
Requires 10 points in Protection
Increases the threat generated by your attacks by 5% while in Defensive Stance.

Tier 6:
Shield Mastery
Rank 0/3
Requires 25 points in Protection
Increases the amount of damage absorbed by your shield by 10%

Tier 7:
Improved Defensive Stance
Rank 0/3
Requires 30 points in Protection
Reduces all spell damage taken while in Defensive Stance by 2%

Focused Rage
Rank 0/3
Requires 30 points in Protection
Reduces the rage cost of all your offensive abilities by 1.

Tier 8:
Vitality
Rank 0/5
Requires 35 points in Protection
Increases your Stamina by 2%

Tier 9:
Devastate
Rank 0/1
Requires 40 points in Protection
15 rage 5 yard range
Instant
Requires One-Handed Melee Weapon

An instant weapon attack that causes 50% of weapon damage plus and additional threat for each application of Sunder Armor on the target. In addition, this attack will renew the duration of tthe Sunder Armor effect.


Fury

Tier 7:
Precision
Rank 0/3
Requires 30 Points in Fury Talents
Increases your chance to hit with melee weapons by 1%

Improved Whirlwind
Rank 0/2
Requires 30 Points in Fury Talents
Reduces the rage cost of your whirlwind ability by 2.


Tier 8:
Improved Pummel
Rank 0/2
Requires 35 Points in Fury Talents
Increases the duration of your Pummel ability by 1 sec and gives it a 25% chance to daze the target.

Tier 9:
Rampage
Rank 0/1
Requires 1 point in Bloodthirst
Requires 40 Points in Fury Talents

15 Rage
Instant 3 min cooldown
Warrior goes on a rampage, causing most successful melee attacks to increase the warriors attack power by 12. This effect will stack up to 10 times. Lasts 30 sec.


Arms:

Tier 2:
Iron will (moved from protection tree)

Tier 3:
Deep wounds
No longer has 3/3 Improved Rend Preq

Anger management no longer has a preq


Tier 6:
Improved Disciplines
Rank 0/3
Requires 25 points in Arms Talents
Reduces the cooldown on your Retaliation, Recklessness and Shield Wall abilities by 4 min and increases their duration by 2 sec.

Tier 7:
Second Wind
Rank 0/3
Requires 30 points in Arms Talents
Whenever you are struck by Daze, Stun, or Immobilize effect you will generate 10 rage over 10 sec

Tier 8:
Blood Frenzy
Rank 0/5
Requires 35 points in Arms Talents
Your Rend and Deep Wounds abilities also increase all melee damage taken by that target by 1%

Tier 9:
Endless Rage
Rank 0/1
Requires 40 points in Arms Talents
30 Rage
Instant 5 min
Reduces the rage cost of all abilities by 100% for 10 sec.






New Spells:

Intervine
10 rage 8-25 yard
Instant 30 sec cooldown
Requires Defensive stance
Run at high Speed towards a porty member, intercepting the next melee or ranged attack made against them.

Spell Reflection
25 Rage
Instant
Requires Shields
Requires Battle Stance, Defensive Stance.
Raise your shield, reflecting the next spell cast on you. Lasts 5 sec.

Commanding Shout
10 rage
Instant
Increases total health of all party members within 20 yards by 450. Last 2 min.

Victory Rush
10 rage
instant 5 sec cooldown
Requires Battlestance, Beserker Stance
Relish your victory after killing an enemy that yields experience or honor, increasing your chance to critically strike by 5% for 30 sec.

http://www.fohguild.org/forums/attachments/mmorpg-general-discussion/29996-leaked-mage-talents-skills-expansion-alpha-reflect.jpg?d=1156509684

http://www.fohguild.org/forums/attachments/mmorpg-general-discussion/29997-leaked-mage-talents-skills-expansion-alpha-omgproof.jpg?d=1156509731

infy
25-08-2006, 05:31 PM
hunter love ?!?!? whers is that ???!!!!

Rathun
25-08-2006, 06:48 PM
When it comes to Water elementals, i believe it will be like the Netheros/protoflame spell from EQ2 (if any of you have played it). Basically, a visible dot with some health, probably more like a shaman totem in some ways, in that it'll provide additional dps but not a lot, then vanish and have a fairly substantial cooldown, and could probably be easily killed. I expect a lot more talk about how 'useless' it is if it comes to pass rather than how uber, with people expecting massive dps rather than an emergency dps assist.

E
25-08-2006, 07:32 PM
I actually think they will make it almost exactly as in WC3, where a mage can summon an actual water elemental, as they are already found in the game, that has a cooldown on wich ending it will be despawned again.

Arghazar
25-08-2006, 08:34 PM
Because Jaina had them in WC3 perhaps?
Doubt it, thats like saying.. warlocks should be able to control 3 infernals at same time because thats what the undead warlock does in the intro.
Besides, Jaina isnt a lvl60mage. She's a warcraft hero.

I dont see why the hell mages should get water element pet for balance reasons, they dont need it and it will make warlock and mage even more alike.
Hope its not real >_<

Valas Azuviir
25-08-2006, 09:51 PM
Doubt it, thats like saying.. warlocks should be able to control 3 infernals at same time because thats what the undead warlock does in the intro.
Besides, Jaina isnt a lvl60mage. She's a warcraft hero.

I dont see why the hell mages should get water element pet for balance reasons, they dont need it and it will make warlock and mage even more alike.
Hope its not real >_<

A) The characters in the single player campaign were examples of the hero units they represented. Jaina represented the Archmage, Thrall the Farseer, Cairne the Tauren Chieftain, Arthas initially the Paladin later on the Death Knight, Malfurion represented the Keeper of the Grove, etc.

The hero units had certain abilities and some of these abilities were transferred over to WoW. Like Exorcism from the Paladin for instance (WC3), or the Fireball from WC2 to name two quick examples (I could name a couple of others if you want). Adding the water elemental is completely in line with adding abilities wielded by the "Base" units in the previous strategy games.

And trying to use the cinematic as a counterargument isn't that potent a defense, because in that case neither Troll nor Gnome would exist either. And where is the big honkin' totempole for my Tauren?? And why do my Forsaken not corrupt the very dirt they walk upon?? I mean, all those colourful flowers are offensive to them. :tongue:

B) The Water Elemental would be available to a Level 70 mage and not a level 60. There is a important difference there, if you think the importance is without merit, then set up a Level 50 Warlock against a Level 60 one in a duel, both played by good PvP players and see who wins. Smart money is on the level 60. Same difference applies to the differing mages, 10 levels means a big difference in output, and they may very well need to use an additional meatshield due to the increase in firepower accompanied by those 10 levels.

C) Most likely, the Water Elemental will be a bit of a cross between the Succubus and the Void Walker. Enough HP to take a beating, just enough damage to garner some attention from its foes, but that's about it. In a one on one matchup with that Felguard, the Felguard will probably win, heck, the Infernal ought to be able to beat it into snailsnot, just got to be careful of it getting off of its leash afterwards.

And before you ask or insinuate.. :grin: My very first character ever was a Warlock, so accusing me of bias isn't going to help any counterarguments either. (Plus, I was a Demonology Warlock when that tree was about as useful as Survival was to Hunters, 2nd class I played, way back when.)

My mage is my 5th character, preceeded by Warrior and Paladin respectively. So, I think I can say I know a wee bit about the classes involved in the discussion. And to me anyway, the Mage and Warlock did not and do not feel the same. Mage is more about just blowing the crud out of my foes, yet not going that much overboard that I attract undue attention. My lock on the other hand.. Dot. Sic Demon. Dot.. Dot. Autofire wand and keep an eye on the surroundings because the rest of the party isn't, and when I notice something going wrong, then start tossing in varying curses to help tilt things back into our favour. Far more cerebral, than my Mage, which is more of a gut check playstyle.

KalziEast
25-08-2006, 10:24 PM
I've played every class on nearly every race to at least level 12 so I could at least get a semi-example of what's the more useful early on. Also, I think that if they do get Water Elemental's it's going to be on a pretty long cooldown. I mean, it'll probably be a 10 second summoning, and require something like Water Elements, but it'll be well worth it when you see it out of it's cage. Most likely at least a "5 minutes it can be out" thing (At LEAST.) and you can probably summon one once every 3 minutes (Considering you could have 3 out in WC3 without a problem, but they'll most likely only allow you to have one summoned at a time =P.)

Also, you can get the Water Elemental at level 60, it's a 41 point talent.

AlphaMoose
25-08-2006, 10:27 PM
Also, you can get the Water Elemental at level 60, it's a 41 point talent.
Level 50*



WTB Hunter Talents and skills!

Steamboat
25-08-2006, 10:44 PM
WTB Priest talents!

Leviathonlx
26-08-2006, 12:00 AM
Wouldn't surprise me if they prevent you from going above 31 points untill level 60 to prevent people from getting that 41 point talent at level 50.

KalziEast
26-08-2006, 12:33 AM
Oh yeah, oops. I'm tired 24/7 -.-, doesn't help with math.

Laringar
26-08-2006, 06:58 PM
All the abilities sound good (although Enervate seems a crappy name to me).

It gets called Ennervate (I assume), because of the D&D spell ennervate, which gave negative levels... they don't want to get into that here, so they just have it drain the power away from an opponent.

As for the water elementals... think waaaay back to Warcraft 1... Mages got the elementals then, and warlocks got what looked like a Felguard. A really big one, sure... anyhow, it does fit the established lore that mages would get to have water elementals.

silkfire
26-08-2006, 10:18 PM
Gnomes and water elementals...dah...(ok, gnome warlocks can summon pets bigger than themselves, but poor excuse).

I think UD mages would summon a "plagues" or contaminated water elemental, would fit the lore i think.

AlphaMoose
26-08-2006, 11:01 PM
It gets called Ennervate (I assume), because of the D&D spell ennervate, which gave negative levels... they don't want to get into that here, so they just have it drain the power away from an opponent.

I assume it's called enervate because the word enervate means to weaken (innervate means stimulating a nerve, or to stimulate an organ to activity. They're opposites, yasee)

Ravashak
26-08-2006, 11:49 PM
Wasn't it Conjurors in Warcraft 1?

KalziEast
27-08-2006, 10:33 AM
How rediculous is it that Mages are going to get a SKILL (Not a talent.) that reduces crit chance on them by 10%? Fire = PvP Tree (And it's also called Molten Armor.) so why don't they put it there? Or take it out all together since it's completely rigged for Mages.

Astayanax
27-08-2006, 05:37 PM
How rediculous is it that Mages are going to get a SKILL (Not a talent.) that reduces crit chance on them by 10%? Fire = PvP Tree (And it's also called Molten Armor.) so why don't they put it there? Or take it out all together since it's completely rigged for Mages.

Mages are very easy to kill with REGULAR hits, much less criticals. Besides, if a mage has this armour on, he won't have ice armour on that would slow down your attack speed and frostbite you (if you are specced for that). I would say Molten Armor would be the shield to use against hunters/casters or fights like panther in zg.

Offtopic, the fire talent tree is far from spectacular though and I am almost positive most of the talents in it will be changed.

jcldude
28-08-2006, 02:54 PM
These talents sounds pretty believable, and to all the people who think giving pets to mages is overpowered - remember that it is a 41 point talent spell, so not all mages are willing to spec for that. And from what we know it might not be very powerful, like that silly skeleton you can summon from that offhand you get from Onyxia.

The up to +25% of int as spell damage sounds a bit overpowered imo - as another poster said that is probably like +125 dmg on a typical level 70 mage - and would kinda make the two Empowered fireball/frostbolt talents less worth since that would "only" gain 10% of your spell dmg. A well equipped mage has probably around +500 spell dmg, so getting this for +50 dmg would be silly if you could get +125 in arcane. But then again going so deep in arcane means you loose a lot in the other trees.

I kinda like the frost tree now, and like it even more now that I can get a water elemental to offtank some also, the empowered talents would of course also be specced once I go so deep in that tree also.

KalziEast
28-08-2006, 03:29 PM
That's complete bs Astay, how many Rogues that want to kill Mages quickly are Sword Specced? That's meant more for higher armor/health classes like Hunters/Shamans/Paladins/Warriors. We're not going to be able to stunlock a mage very well, but we will be able to ambush BS them easily, now that's completely out just about.

Seluhir
28-08-2006, 07:36 PM
Ya, someone get on finding the hunter and priest stuff please! ;)

KalziEast
28-08-2006, 09:42 PM
Yeah, I'd also like to see them as well. Shadow Spec I bet will be rigged (moreso).