Breakfast Topic: Your 51-point talents

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Filed under: Breakfast Topics
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Reader Comments (Page 3 of 4)
johnc Aug 30th 2007 11:27AM
Easy answer for demonology warlocks...
Summon Nathrezim
http://www.wowwiki.com/Nathrezim
Can drain life, drain soul, insect swarm, and sleep.
Instead of dismissing when you fly, he flies with you.
Dreadlords are fine - learn2play.
Dave Aug 30th 2007 6:21PM
Warlocks need more spells that rely on shards, particularly instant cast, non-DoT spells.
To that end, take Shadowburn out of the Destruction tree and make it a core spell.
I'd like a Curse that can give a shard when the target dies.
Paladins need a HoT and I really like the above idea about a healing aura.
Mages need a Soulwell for food and water.
Bizo Aug 30th 2007 11:48AM
How about a 30 minute protection warrior shout that increaces dps but reduces threat generation so I can have fun when I am not tanking.
Matthew Rossi Aug 30th 2007 11:54AM
You know, if Arms warriors could equip 2h weapons as MH weapons, it would have to be limited in some fashion (say, you could only equip a weapon 10 levels below your current level, so no 130 dps MH for a level 70) but it could breathe new life into your old Ashkandi or Sulfuras. An 80 DPS MH would be half-way between the blues you get when you first start tanking and weapons like King's Defender or the Sun Eater. (Actually, you'd only lose 3 dps and you'd get a nice fire aura). The speed on those weapons would make them unconventional choices for tanking, but I used Deathrbinger as a MH for a while, you can adapt to tanking with a slow weapon. That could actually be a very cool talent, if thought out properly so that people aren't tanking with Lionheart Champions at 70.
Thumpah Aug 31st 2007 3:33AM
@ 14 - You are a twit. Why would you even think of that? They only need to make more available for purchase.
Giving hunter pets some CC would be nice.
The ability to switch hunter pets without going to a stable master.
Dave Aug 30th 2007 12:14PM
The 51-point talents are honestly what's going to make me decide which character becomes my new main. I figure a gear reset lets me change my mind about what character I want to consider being my main guy right?
Warriors need a healthy rebalance of talents in the prot tree to be able to increase their solo/PVP viability as tanks. Otherwise, I'm never going to spec back out of Arms/Fury.
Prot: An AOE "large amount of threat" talent. If it's a shout that's even better since you could boost it with some points in the Fury tree. Otherwise, a self-healing talent of some sort.
Fury: Berzerker mode doesn't make you take more damage. (give us something freakin useful, rampage sucks)
Arms: 46-50 increases your hit rating, 51 point talent lets you use a 2H weapon in one hand (MH only, no DW), but with reduced damage and an increased swing time. (enough that you get your 2H to do slightly more DPS than a 1H of the same tier of weapons, so your weapon speed may end up at like 5 or something, but you get the benefit of the stats or procs) This is probably absurd and unlikely as anything.
I'm currently looking at keeping a Warlock or Mage as my main in the next expansion, hopefully their 51-point talents won't be terrible.
Urthona Aug 30th 2007 12:29PM
Nirikun's analysis of priests is great. SW:N is a great idea. Perhaps a similar one for Holy?
Power Word: Rapture
... Both of those are more 70-80 spells, and not "talents" as it were. I dunno.
I love the idea of Swiftshifting as a 51-Feral talent.
Paladins' 51-Holy could be Prosetylization Aura, increasing healing done, but also restoring a bit of mana, allowing all party members to have something like the Spiritual Attunement skill.
Priest's 51-Holy COULD be Holyform... but I can't think of a way to make it cool, functional, situational, workable in PVP/PVE, not overpowered, and not dangerous as all hell for the priest. What I was thinking was that Holyform is like Shaman's Heroism/Bloodlust, Druid's Tree of Life, and Priest's Spirit of Redemption, all wrapped into one.
Holyform
Instant cast. Priest becomes an avatar for the Holy Light, increasing all stats(except Spirit) by 400% but rendering the Holyform immobile. The Holy Light directs the flow of life, constantly distributing renews throughout the party. Healing done by the Holyform is reduced in threat by 50%. Holyform lasts until priest is depleted of mana.
Queuetip Aug 30th 2007 12:41PM
MAGE -
chill / freezing effects work on all enemies. This would be the most amazing pve talent ever. However this would never get implemented, because it would allow mages to solo too many bosses.
Ok on to some real ideas:
Arcane -
Improved Evocation - Increases mana regen by an additional 100/200/300/400/500%. Effectively bringing Evo from 1500% to 2000%. Perhaps OP
Conjure realistic mana gem - Restores a decent amount of mana for its level as opposed to mana emerald which is barely more than the lvl 60 mana ruby.
Frost -
Your frost spells have a 25/50/75% chance of not getting interupted while casting. Maybe not that powerful, but a talent like that is greatly needed in frost.
Ice lance has a 3/6/9/12/15% chance of casting 2 at the same time.
You gain health equal to 10/20/30% of the dmg absorbed by icebarrier.
Reduces the duration of Hypothermia by 5/10/15 seconds. Would probably be deep in the tree.
Fire - Who cares
Chris Mutchler Aug 30th 2007 1:25PM
As a Draenei Holy Paladin I would love to see two things:
1. Paladin single-target HoT that is actually useful
2. Aggro dump for DPS shamans -- salv just doesn't cut it on most Alliance shamans on Darkspear
D Aug 30th 2007 1:41PM
Priest 51 point talent ideas:
Discipline-
Divine Infusion: Increases resilience, health and healing received for all party members by 30% for 40 seconds. (think of it as a divine Heroism)
Holy-
Mantle of Light: Raid and party members may click on the priest to recieve a HoT effect that restores health and greatly increases mana regen (does not break on damage but does cause weakened soul debuff so you may not receive it more than once). Unlimited charges, short duration (maybe long enough for the priest to move around and help enough people to make it worthwhile). Priest also gains the hot and increased mana regen. Long Cooldown.
Shadow-
Targetable shadow damage AoE like Fireblast but with a snare/slowing effect. I drew a blank on this one.
Queuetip Aug 30th 2007 1:42PM
@45: "The Dark Side - Your love for the shadow arts has gone beyond what mere mortals can fathom. Increases shadow damage by 50%. You must choose two spells from the other schools to lose permanently."
I think its safe to say all warlocks would choose Shadowbolt to keep, essentially making them a mage with a pet that nukes for 15k shadowbolt crits :)
I Like you idea though. More specialization would be pretty interesting. Kind of like how priests have shadowform, and druids have tree of life.
braydn Aug 30th 2007 1:50PM
i too would love to reanimate the dead, but i am guessing that will be a hero class or something in a future patch or expansion...i think some cool new warlock talents could be:::
1-walk through the shadows - this instant cast, uninteruptable spell could be sort of like mages blink, but sort of like death too. when you cast it you would enter the spirit world just like when you die, but you only have 5 seconds before you come back to the living world. in combat this would be really cool, if a warrior or rogue is ganking you, you could just cast walk through the shadows and you could still see everyone and pick a spot to stand before the 5 seconds is up and then you come back instantly, sort of like a fear but you do the running and can't be seen, tracked, or targeted, diminishing returns of course...1 point talent to learn it, and another 5 point talent to increase walking time by one sec each.
2-shadow star - this would be like soul fire, but instead of fire it is a hulking shadow ball that does insane 4000-5000 damage, 5 sec cast. more points would reduce cast time by 0.5 secs. one point to learn spell talent, and another talent with 4 points max to reduce the cast time.
3-shadow murmur - increase the rate of your spell casting by 10/15/20%, 3 talent points.
4-shadow cloud - this could be an extension of the exhaust talent for affliction, it would rise up from the ground and it would be AoE exhaustion while in the range of it, if you walk out of it the exhaustion stops, but it would also have a DoT damage of shadow every 1 second for 10 seconds that lasts on enemires whom dod walk out of it. all movement, attacks, casting etc by enemies would be reduced. 2 sec cast. 1 talent point to learn.
5-shadow gravity - instant cast spell that would lift the lock off the ground and make him untargetable for 4 secs while increasing health and mana regen by 100% for 8 secs, 5 min cool down, cost 3 soul shards and no mana to cast it. however shadow damage would be reduced by all spells by 25% for 12 seconds. one talent point to learn.
6-shadow beams - sort of like chain lightning, but with very small shadow stars shooting out of the warlocks hands and into up to 3 enemies, lasts up to 30 secs and does damage every 3 secs. one talent point to learn and 3 talent points to increase damage by 10/20/30%.
7-shadow spin - sort of like hellfire but the warlock spins very fast where he stands and waves of shadow energy burst out of him, doing a small amount of damage to him each wave, but increasing shadow damage with each passing wave up to 10 secs, a wave each 2 secs. one talent point to learn, 3 talent points to increase length of time by 2 secs, so 12/14/16.
anyway, i could come up with these all day long, let me know what you think....
Mickey C. Aug 30th 2007 1:54PM
Knockback on fireball and/or scorch/pyroblast.
Krang Aug 30th 2007 1:54PM
+35% mitigation?
+50% shadow damage?
c'mon now
Drakkun Aug 30th 2007 2:25PM
Shadow priests...
Death's Grasp
A instant cast spell that causes X shadow damage to the target and also slows the target for X secs.
Shadow Word:Death Wave
A wave of shadow radiates outward from the caster, damaging all enemies caught within the wave for X Shadow damage, also places Death's Grasp upon the enemies.
Ghen Aug 30th 2007 2:35PM
51 point feral talent: breakdancing bear
Other than that, meh I don't care.
Chlo Aug 30th 2007 3:10PM
Retribution Paladins:
2/2 Talent to convert 15/30% of your strength into additional intellect.
3/3 Talent to convert 10/20/30% of your attack power into spell damage/healing.
2/2 Talent: Improved Crusader Strike. Each attack will cause the target to be afflicted with Crusader Strike, increasing their vulnerability to Holy damage by 5%. Stacks 5 times, lasts 30 seconds. Additional strikes will refresh the ability. Furthermore, the cooldown of Crusader Strike is reduced 1/2 seconds and strikes by this ability will now restore 7/15% of the damage done as healing and mana to the Paladin's party.
51 point talent: Divine Retribution. 10 yard range. Up to 10 targets will cower and flee from the Paladin for 10 seconds. Damage done by the targets will be reduced by 30% for 30 seconds. Any attacks made against the Paladin by those afflicted with Divine Retribution will suffer the Paladin's wrath, reflecting 10% of the damage caused to the Paladin back at their source as Holy damage. 3 minute cooldown.
Protection Paladins:
51 point talent: Avatar. Greatly increases size, damage dealt, and threat from all abilities. Damage dealt is increased by 30%. HP/MP is increased by 30%, Damage received is reduced by 30%. Critical strikes against the paladin will restore 10% of the damage done and be affected by Spiritual Attunement. This is not a magical affect. Lasts 20 seconds. 3 Minute cooldown.
Holy Paladins:
51 point talent: Your next Holy Light spell is instant cast and the mana cost is reduced by 100%. 5 Minute cooldown.
Arms Warriors:
51 point talent: Leap Attack. Stuns target for 3 seconds while the Warrior leaps over all obstacles to deliver a single melee strike who's critical chance is increased by 50%
Fury Warriors:
51 point talent: Blood Feud. For 20 seconds, the warrior feels no pity or remorse or fear and cannot be stopped unless killed. The warrior's size increases, attack power increases by 20% and melee strikes restore 5% of their damage done as health over the duration of the ability. Lastly, damage caused while this ability is active will lower the maximum HP of all who are struck by 50% of the damage done for 10 seconds. Additional strikes while under the effect of Blood Feud will add to the HP reduction and refresh the effect. 3 minute cooldown.
Across Aug 30th 2007 3:36PM
Oh yes..
Retribution Paladins: 31 point talent Repentance and 51 point talent Divine Retribution will cause the target to be locked into /beg emote instead of the /stun emote for the duration of the ability.
For further clarification, Divine Retribution has a 50% chance to cause targets to flee or to cower before the Paladin.
Scruffy Aug 30th 2007 4:14PM
@49
You, stop now. Shadow this, shadow that, shadow shut up.
braydn Aug 30th 2007 4:39PM
#57, you are a dumbass.