Topic
MoP talents and spells updated
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Edited by Archaos on 15/02/12 21:47 (UTC)
http://eu.battle.net/wow/en/game/mists-of-pandaria/feature/talent-calculator#Va!
Everything's been updated again and I'm not sure what to make of it now... alot of the better looking stuff has been removed or gutted and some of the new ones are quite questionable. I have to say that the previous iteration looked much better. For a start it looks like Warlocks are going to be dealing alot of damage to themselves. Destruction Warlocks will damage themselves constantly by simply casting Incinnerate. Still no sign of Chaos Bolt or Haunt, sadly and it still looks like we're going to be overwhelmed by the amount of buttons that all do similar things. A quick list of changes: GENERAL: Malady (new spell) - Harms the target over 18 sec. Soul Fire - Always crits. Unbound Will (new talent) - frees you from CC and magic effects, but costs 25% of your health. Burning Rush - now drains 5% HP per second to increase movement speed by 50%. Lasts until canceled. Dark Bargain (redesigned) - Prevents all damage for 10 sec. After effect ends you take 50% of the total damage prevented. Sacrificial Pact (redesigned) - Sacrificed half your pet's health to give you an absord shield for 300% of the amount sacrificed (ergo 1.5x the pet's total health) Mannorth's Fury (redesigned) - Increases the radius of Hellfire & Rain of Fire (wtf?) Spell Drain - REMOVED DEMONOLOGY: Metamophosis: Cursed Auras - causes Curse of Elements and Curse of Enfeeblement to effect all nearby enemies while in demon form. DESTRUCTION: Ember Tap (new spell) - Instant self-heal for 20% of your health. Auto Wand (new spell) - lol? Burning Embers - New resource gained by Incinerating Immolated targets. Cause you to take damage over time |
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Edited by Esinar on 16/02/12 13:57 (UTC)
Talent changes I can see:
Harvest Life - Now restores a total of 4% health to you per tick rather than 2% per target Sacrificial Pact - Demon sacrifices half its health to give you a shield equal to 300% of the amount sacrificed rather than immunity for 10secs, now 1min cd and lasts for 20secs Dark Bargain - Become immune to all damage for 10secs but when the effect fades 50% of the damage prevented is dealt over 20 secs. 3min cd Burning Rush - Increases movement speed by 50% but lose 5% of your total health per second. Lasts until cancelled Unbound Will - NEW - Removes all stuns , disorientates, roots and magic effects but costs 25% of your health to use Archimonde's Vengeance - All enemies take 5% of the damage they deal to you. Activate this ability to increase tje damage to 30% for 10secs. Passive effect removed until CD of off. Mannaroth's Fury - AoE area is increased by 200% In my opinion some of these are good changes like Burning Rush and Sacrifical Pact, but others seem strange like Unbound Will and the change to Mannaroth's Fury. Kiljaeden's Cunning still seems underpowered. It is still more beneficial to cast 4 instant Fel Flames than 1 Shadow Bolt with this talent I think. Spells changes: The low level Corruption has been changed to a spell called Malady. Corruption is still gained at level 12 for Afflic and Demo and Immolate replaces it in Destro. Metamorphosis: Cursed Auras (Demo)- Same as Jinx in afflction now - During Meta, Curses are auras to all targets in 20yards. Ember Tap (Destro) - Recovers ~20% of your HP Fire and Brimstone has been nerfed a bit - now only deals about 44% of the damage to all targets. Still no Demon Soul or Chaos Bolt :( |
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Dest has a heal as well, so they're getting something to balance it out.
The big thing I noticed was the new shadow spell. Malady lasts 18 seconds and is available to all three specs. Looks like they've just duplicated corruption and given it a new name. |
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To be honest, Dark Bargain looks like it will do more harm than good in most situations.
Unbound Will also looks too dangerous to actually use, the chances are you'll take less damage by not using it. Burning Rush seems a little silly, in that you have to deactivate it. Extremely dangerous to use in PVP too since you will just get CCed anyway. Burning Embers will make for dangerous living, especially in high damage raid fights. |
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Even though it's impossible to judge how any of this will work out, this could easily be the make or break expansion for me. They seem to be screwing around with so much core stuff that it's hard to be sure if the class will feel the way it does. Change too much, and you risk making it feel like something else than what made people like it in the first place.
I'm holding my breath, but I can't help being quite concerned. The changes to the talent trees are one thing, but all these spell, ability and mechanic changes? Guess beta will give the answer. The last tier of "talents" looks..meh now. The overall change to Havoc grinds my bones as well, sounds like it's gonna be alot more hassle. This Burning Embers thing, I don't like the sound of it at all, considering that it will do damage until you cast Soul Fire, but if you cast on targets above 25% health the cast time doubles..? What, 8 second casttime? I'm probably just dumb but I don't like these changes. Sounds slow, clunky and unnecessary. |
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I dont understand why they've added the Malody spell to begin with. To give afflic and demo more buttons to press? Would be okay I spose if it was added to affliction - the affliction spec, but to demo aswel just seems a little random to me.
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I'm looking at these changes and am finding little to be at all enthused about, especially as someone who prefers to play destruction.
I agree with the OP that the previous iteration was much more attractive. I'm not against warlocks sacrificing health in return for resource or advantage, but the new talents (and that's before we even touch on Burning Embers/Soul Fire ridiculousness) seem to sacrifice a large amount of health for what they actually give you, especially since all the abilities which have a health cost in the new talents seem geared toward a pvp situation. To me it seems like short-term advantage, long-term penalty with these abilities when perhaps if an ability is going to cost health it should be a short-term disadvantage (the loss of health) balanced against a long-term gain from the effect. |
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They removed Incinerate and Immolate from Demo's rotation (and on the face of it HoG too, given the slow effect could cause all manner of issues in PvE), as well as Haunt from Affliction, so yeah it is basically to make up for lost buttons. At that point, you really have to wonder why strip these things out in the first place? |
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They kinda ruined it, I really wanted to test Spell Drain.
Also the new spells are quite expensive in terms of health but maybe numbers will change. Also an ability to remove stuns/disorients/roots seems quite dumb. Are they restarting the arms race or what? really isn't that trinket enough to completely ruin PVP? why would they add even more. Anyway the new Dark Bargain would have been awesome on my pala tank but for warlock it won't do. They already give us Unending Resolve and now ANOTHER 3 min defensive cd? Also the side effect makes playing with healer mandatory again, so nothing really changes ..but at least it`s a choice. Also i really liked the idea of Mannoroth's Fury, now they ruined it for this talent and gave it to Archimonde's Vengeance, guess having constant aoe would make unnecessary pulls and break ccs. |
The expanded AoE on Hellfire that used to be part of the Demonology tree for Cataclysm was also so powerful in practice that they nerfed it by taking away the extended range component. I think we should think twice before under-estimating Mannoroth's Fury, especially considering Fire and Brimstone for Destruction. |
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Edited by Solfilia on 16/02/12 09:15 (UTC)
For a start it looks like Warlocks are going to be dealing alot of damage to themselves. Destruction Warlocks will damage themselves constantly by simply casting Incinnerate. That's also what I've noticed at first look. It can work for some spells but the numbers and the situation doesn't look right. 25% hp for a unbound will is a bit too much, and makes the use of another damage reduction or healing spell (or even a healer's resource) afterwards or beforehand mandatory. Having another spell reserved for the use of another spell (that in this case both are defensive) doesn't feel right. Either the %number should go down a bit or there should be more passive healing/mitigation in this case. And about Burning Rush it's so punishing unless they change it so it will only use your health when you actually move, not when you get stunned, rooted or snared. With this design whenever we use it, the enemy will try to stun/root/snare us and watch the suffering. Another problem with the spells that use HP as resource is that, all of them use the % of max HP, meaning the big hp pool doesn't benefit you in case of providing more resources, unlike the mana. It should be a fixed number for each level, meaning it should be a % of base HP. Not for all spells but some (i.e dark bargain is fine with % of max hp). And for the Mannoroth's fury it looks useless compared to the other two choices, unless you want to abuse it for pvp stealth detection, that will eventually lead to rogues/ferals QQ like the start of the Cata and hellfire talent. p.s: the time will come when every healer whines about locks being so healing extensive in raids, etc. Edit: Dark Bargain in this new form is better and more balanced. It will actually make you bargain for staying alive for a few secs and finish your job (or opponent) and maybe stay alive after, or just die 'cause its not worth it. |
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Oh from being bad without healer to a totally crippled infant sounds terribly fun. Doubt I'll be playing this class anymore if the live is anything like this.
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Nerf Mages!
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Edited by Badbadlady on 16/02/12 11:44 (UTC)
Waaah the horror!
I don't know what all of that hooey is about the grimoire where you can summon stronger versions of your pets... Which one's which? It just confuses me... |
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Edited by Esinar on 16/02/12 13:41 (UTC)
Waaah the horror! Imp -> Fel Imp http://www.wowpedia.org/Gazakroth (but with green skin and green fire) Voidwalker -> Voidlord http://www.wowpedia.org/Void_lord Succubus -> Shivan http://www.wowpedia.org/Shivan Felhunter -> Observer http://www.wowpedia.org/Floating_eye Infernal -> Abyssal http://www.wowpedia.org/Abyssal Doomguard -> Terrorguard http://www.wowpedia.org/Terrorguard So far looks like the felguard is excluded from this list :( But heres hoping for http://www.wowpedia.org/Nathrezim :P or even! http://www.wowpedia.org/Annihilan muhaha |
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Edited by Jessicka on 16/02/12 14:03 (UTC)
The Felguard becomes a Wrathguard according to the Q&A last November. I was slightly dismayed at the prospect of having Eredar/Draenei pets.
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