Cataclysm class and mastery systems explained

- You choose one tree at level 10 and then can only add talents to that tree until you have put 31 points in it. Then the other trees open up.
- At level 78 and above, items will start dropping with Mastery as a stat. Once Mastery is learned from your class trainer, the stat will give bonuses based on the tree specialized in.
- The Mastery bonuses will be flat percentages and will no longer be based on the number of talents spent in a tree.
- Talents will alternate with skills when leveling. So you will get a talent point "about" every other level.
The full blue post is after the break.
When we first announced our design goals for class talent trees back at BlizzCon 2009, one of our major stated focuses was to remove some of the boring and "mandatory" passive talents. We mentioned that we wanted talent choices to feel more flavorful and fun, yet more meaningful at the same time. Recently, we had our fansites release information on work-in-progress talent tree previews for druids, priests, shaman, and rogues. From those previews and via alpha test feedback, a primary response we heard was that these trees didn't incorporate the original design goals discussed at BlizzCon. This response echoes something we have been feeling internally for some time, namely that the talent tree system has not aged well since we first increased the level cap beyond level 60. In an upcoming beta build, we will unveil bold overhauls of all 30 talent trees.
Talent Tree Vision
One of the basic tenets of Blizzard game design is that of "concentrated coolness." We'd rather have a simpler design with a lot of depth, than a complicated but shallow design. The goal for Cataclysm remains to remove a lot of the passive (or lame) talents, but we don't think that's possible with the current tree size. To resolve this, we're reducing each tree to 31-point talents. With this reduction in tree size we need to make sure they're being purchased along a similar leveling curve, and therefore will also be reducing the number of total talent points and the speed at which they're awarded during the leveling process.
As a result, we can keep the unique talents in each tree, particularly those which provide new spells, abilities or mechanics. We'll still have room for extra flavorful talents and room for player customization, but we can trim a great deal of fat from each tree. The idea isn't to give players fewer choices, but to make those choices feel more meaningful. Your rotations won't change and you won't lose any cool talents. What will change are all of the filler talents you had to pick up to get to the next fun talent, as well as most talents that required 5 of your hard-earned points.
We are also taking a hard look at many of the mandatory PvP talents, such as spell pushback or mechanic duration reductions. While there will always be PvP vs. PvE builds, we'd like for the difference to be less extreme, so that players don't feel like they necessarily need to spend their second talent specialization on a PvP build.
The Rise of Specialization
We want to focus the talent trees towards your chosen style of gameplay right away. That first point you spend in a tree should be very meaningful. If you choose Enhancement, we want you to feel like an Enhancement shaman right away, not thirty talent points later. When talent trees are unlocked at level 10, you will be asked to choose your specialization (e.g. whether you want to be an Arms, Fury or Protection warrior) before spending that first point. Making this choice comes with certain benefits, including whatever passive bonuses you need to be effective in that role, and a signature ability that used to be buried deeper in the talent trees. These abilities and bonuses are only available by specializing in a specific tree. Each tree awards its own unique active ability and passives when chosen. The passive bonuses range from flat percentage increases, like a 20% increase to Fire damage for Fire mages or spell range increases for casters, to more interesting passives such as the passive rage regeneration of the former Anger Management talent for Arms warriors, Dual-Wield Specialization for Fury warriors and Combat rogues, or the ability to dual-wield itself for Enhancement shaman.
The initial talent tree selection unlocks active abilities that are core to the chosen role. Our goal is to choose abilities that let the specializations come into their own much earlier than was possible when a specialization-defining talent had to be buried deep enough that other talent trees couldn't access them. For example, having Lava Lash and Dual-Wield right away lets an Enhancement shaman feel like an Enhancement shaman. Other role-defining examples of abilities players can now get for free at level 10 include Mortal Strike, Bloodthirst, Shield Slam, Mutilate, Shadow Step, Thunderstorm, Earth Shield, Water Elemental, and Penance.
Getting Down to the Grit
Talent trees will have around 20 unique talents instead of today's (roughly) 30 talents, and aesthetically will look a bit more like the original World of Warcraft talent trees. The 31-point talents will generally be the same as the 51-point talents we already had planned for Cataclysm. A lot of the boring or extremely specialized talents have been removed, but we don't want to remove anything that's going to affect spell/ability rotations. We want to keep overall damage, healing, and survivability roughly the same while providing a lot of the passive bonuses for free based on your specialization choice.
While leveling, you will get 1 talent point about every 2 levels (41 points total at level 85). Our goal is to alternate between gaining a new class spell or ability and gaining a talent point with each level. As another significant change, you will not be able to put points into a different talent tree until you have dedicated 31 talent points to your primary specialization. While leveling, this will be possible at 70. Picking a talent specialization should feel important. To that end, we want to make sure new players understand the significance of reaching the bottom of their specialization tree before gaining the option of spending points in the other trees. We intend to make sure dual-specialization and re-talenting function exactly as they do today so players do not feel locked into their specialization choice.
A True Mastery
The original passive Mastery bonuses players were to receive according to how they spent points in each tree are being replaced by the automatic passive bonuses earned when a tree specialization is chosen. These passives are flat percentages and we no longer intend for them to scale with the number of talent points spent. The Mastery bonus that was unique to each tree will now be derived from the Mastery stat, found on high-level items, and Mastery will be a passive skill learned from class trainers around level 75. In most cases, the Mastery stats will be the same as the tree-unique bonuses we announced earlier this year. These stats can be improved by stacking Mastery Rating found on high-level items.
To Recap
When players reach level 10, they are presented with basic information on the three specializations within their class and are asked to choose one. Then they spend their talent point. The other trees darken and are unavailable until 31 points are spent in the chosen tree. The character is awarded an active ability, and one or more passive bonuses unique to the tree they've chosen. As they gain levels, they'll alternate between receiving a talent point and gaining new skills. They'll have a 31-point tree to work down, with each talent being more integral and exciting than they have been in the past. Once they spend their 31'st point in the final talent (at level 70), the other trees open up and become available to allocate points into from then on. As characters move into the level 78+ areas in Cataclysm, they'll begin seeing items with a new stat, Mastery. Once they learn the Mastery skill from their class trainer they'll receive bonuses from the stat based on the tree they've specialized in.
We understand that these are significant changes and we still have details to solidify. We feel, however, that these changes better fulfill our original class design goals for Cataclysm, and we're confident that they will make for a better gameplay experience. Your constructive feedback is welcomed and appreciated.
Talent Tree Vision
One of the basic tenets of Blizzard game design is that of "concentrated coolness." We'd rather have a simpler design with a lot of depth, than a complicated but shallow design. The goal for Cataclysm remains to remove a lot of the passive (or lame) talents, but we don't think that's possible with the current tree size. To resolve this, we're reducing each tree to 31-point talents. With this reduction in tree size we need to make sure they're being purchased along a similar leveling curve, and therefore will also be reducing the number of total talent points and the speed at which they're awarded during the leveling process.
As a result, we can keep the unique talents in each tree, particularly those which provide new spells, abilities or mechanics. We'll still have room for extra flavorful talents and room for player customization, but we can trim a great deal of fat from each tree. The idea isn't to give players fewer choices, but to make those choices feel more meaningful. Your rotations won't change and you won't lose any cool talents. What will change are all of the filler talents you had to pick up to get to the next fun talent, as well as most talents that required 5 of your hard-earned points.
We are also taking a hard look at many of the mandatory PvP talents, such as spell pushback or mechanic duration reductions. While there will always be PvP vs. PvE builds, we'd like for the difference to be less extreme, so that players don't feel like they necessarily need to spend their second talent specialization on a PvP build.
The Rise of Specialization
We want to focus the talent trees towards your chosen style of gameplay right away. That first point you spend in a tree should be very meaningful. If you choose Enhancement, we want you to feel like an Enhancement shaman right away, not thirty talent points later. When talent trees are unlocked at level 10, you will be asked to choose your specialization (e.g. whether you want to be an Arms, Fury or Protection warrior) before spending that first point. Making this choice comes with certain benefits, including whatever passive bonuses you need to be effective in that role, and a signature ability that used to be buried deeper in the talent trees. These abilities and bonuses are only available by specializing in a specific tree. Each tree awards its own unique active ability and passives when chosen. The passive bonuses range from flat percentage increases, like a 20% increase to Fire damage for Fire mages or spell range increases for casters, to more interesting passives such as the passive rage regeneration of the former Anger Management talent for Arms warriors, Dual-Wield Specialization for Fury warriors and Combat rogues, or the ability to dual-wield itself for Enhancement shaman.
The initial talent tree selection unlocks active abilities that are core to the chosen role. Our goal is to choose abilities that let the specializations come into their own much earlier than was possible when a specialization-defining talent had to be buried deep enough that other talent trees couldn't access them. For example, having Lava Lash and Dual-Wield right away lets an Enhancement shaman feel like an Enhancement shaman. Other role-defining examples of abilities players can now get for free at level 10 include Mortal Strike, Bloodthirst, Shield Slam, Mutilate, Shadow Step, Thunderstorm, Earth Shield, Water Elemental, and Penance.
Getting Down to the Grit
Talent trees will have around 20 unique talents instead of today's (roughly) 30 talents, and aesthetically will look a bit more like the original World of Warcraft talent trees. The 31-point talents will generally be the same as the 51-point talents we already had planned for Cataclysm. A lot of the boring or extremely specialized talents have been removed, but we don't want to remove anything that's going to affect spell/ability rotations. We want to keep overall damage, healing, and survivability roughly the same while providing a lot of the passive bonuses for free based on your specialization choice.
While leveling, you will get 1 talent point about every 2 levels (41 points total at level 85). Our goal is to alternate between gaining a new class spell or ability and gaining a talent point with each level. As another significant change, you will not be able to put points into a different talent tree until you have dedicated 31 talent points to your primary specialization. While leveling, this will be possible at 70. Picking a talent specialization should feel important. To that end, we want to make sure new players understand the significance of reaching the bottom of their specialization tree before gaining the option of spending points in the other trees. We intend to make sure dual-specialization and re-talenting function exactly as they do today so players do not feel locked into their specialization choice.
A True Mastery
The original passive Mastery bonuses players were to receive according to how they spent points in each tree are being replaced by the automatic passive bonuses earned when a tree specialization is chosen. These passives are flat percentages and we no longer intend for them to scale with the number of talent points spent. The Mastery bonus that was unique to each tree will now be derived from the Mastery stat, found on high-level items, and Mastery will be a passive skill learned from class trainers around level 75. In most cases, the Mastery stats will be the same as the tree-unique bonuses we announced earlier this year. These stats can be improved by stacking Mastery Rating found on high-level items.
To Recap
When players reach level 10, they are presented with basic information on the three specializations within their class and are asked to choose one. Then they spend their talent point. The other trees darken and are unavailable until 31 points are spent in the chosen tree. The character is awarded an active ability, and one or more passive bonuses unique to the tree they've chosen. As they gain levels, they'll alternate between receiving a talent point and gaining new skills. They'll have a 31-point tree to work down, with each talent being more integral and exciting than they have been in the past. Once they spend their 31'st point in the final talent (at level 70), the other trees open up and become available to allocate points into from then on. As characters move into the level 78+ areas in Cataclysm, they'll begin seeing items with a new stat, Mastery. Once they learn the Mastery skill from their class trainer they'll receive bonuses from the stat based on the tree they've specialized in.
We understand that these are significant changes and we still have details to solidify. We feel, however, that these changes better fulfill our original class design goals for Cataclysm, and we're confident that they will make for a better gameplay experience. Your constructive feedback is welcomed and appreciated.
Filed under: News items, Cataclysm






Reader Comments (Page 18 of 18)
bobgorilla Jul 15th 2010 6:15PM
oh, and the part about it was grtting too complicated, is this game meant for 4 and over? or people that actually enjoy a little mental exercise while they play? might as well play tetris without having subscription fees
loveissanity Jul 16th 2010 1:09PM
Ok... The real ID thing. Who gives a flying flip? The people that see your REAL name should already know it anyway. So whats the big deal? Thats not even what this article is about, if you're that upset about it, email blizzard and voice your opinion to them. Stop bitching on moaning on here.
Anthony Jul 20th 2010 5:28PM
Whats the big issue with real id? im so lost...
Thecorrupted Jul 22nd 2010 6:21PM
im beyond pissed off that they are changing the talents like this ive spent 6 years getting used to these and learning the best way to use them and now they go and change it i mean what the hell they are ruining the game i had all my talents planned out for caty then they drop this bomb shell are they stupid or something why dont they make like a world of starcraft and do these new changes in it and leave WoW the hell alone
elbonyo Jul 24th 2010 5:02PM
i think when the expansion comes out ill be done with wow for a wile.. at first it seemed great lots was being added, new talents and they were getting rid of the ones that sucked and all that. but if their going to lock the talents and force us to play a certain way.. well that takes out all the customization and variety that makes wow so addicting..
im sorry but i dont think ill bee playin untill they fix things,,,
elbonyo Jul 31st 2010 3:00AM
what they should do is give u a choice... do i want the normal talents or simple ones... that way noobs and experenced players can be on the same page and everybodys happy
Alina Kovakolsky Jul 26th 2010 5:27PM
I really think this is BS but oh well! anyways this page was kind of helpful at the beginning
http://www.mysc2vids.com/ so now all i have to do is wait for midnight!!!!
Jo Aug 2nd 2010 9:37AM
This officially killed all diversity in wow. no more hybrid specs. wheres the fun in speccing a character the same way as everybody else? ouh ur a warrior who wants to use 2-hand weapon? u need to spec 31 points in arms and 10 in fury. sorry no other way about it, pvp or otherwise.... this is rather disappointing, blizzard is trying to milk its cash cow dry to the bone. less diversity in builds means ALOT less testing, balancing, as most importantly fun. Blizzard is putting in less effort and expects to be paid the same each expansion. I would be a sucker to buy that SH*T.
Robin Torres Aug 2nd 2010 9:56AM
http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everything.html
:)
george.smith700 Aug 5th 2010 1:34PM
I cant wait till cataclysm, the new talent trees look simple, and easy. Guild talents give me a reason to get a bunch of guildies and farm HC's. From what I've seen in the guild talents it looks awesome, I just want to go there and start now! :D It'll be a great expansion. the first one I've actually had in my history of playing. started a year ago, irelivent information. The great ideas Blizzard have are incredible. Good to know if there's something people don't like, or something they would like it'll probably come in a patch right? :D
Sergel Aug 13th 2010 9:14PM
this is gonna change a lot of the theorycrafting i assume. Mastery is added, the talent systems are all getting revised & stats are changed. me likely =]
Dodgy Aug 23rd 2010 9:16PM
What I don't like is being told 'We know what's good for you' and being nannied. I never used a cookie cutter build once I'd learned my class a bit, as some of my choices were gear dependent, and some how I liked to play. Fair enough, if you want to choose the most popular you could do, just look it up on the internet, but those that actually learned about our classes don't get rewarded for that now. I was looking forward to more talents, not less in Cata. They did exactly the same in City of Heroes, by making enhancements have diminished returns, which meant if you wanted to play a certain it was pointless, and they claimed it would lead to more diversity, when it actually meant less choice. Maybe if they didn't have the 31 point lock in, it might be okay, but with that it's again another 'We know what's good for you' attitude from blizzard, which no matter what anyone says isn't going to be true for everybody.
514552887 Aug 27th 2010 10:16AM
我 我靠!看不懂
514552887 Aug 27th 2010 11:26AM
HMM? What you want? This is the world of warcraft website?
Scott Aug 29th 2010 7:16PM
I know this has nothing to do with the new trees, but why are people so outraged by real Ids? I find it easier to remember my password and also the fact that i can chat over different servers or games. I like it. I will just assume people don't cuz the want to pirate it.
448989959 Sep 5th 2010 11:54AM
我是中国人,我们终于开80级.
448989959 Sep 5th 2010 11:54AM
我是中国人,我们终于开80级.
Jacob Ryan Sep 1st 2010 3:06AM
I am a bit confused with the whole situation ... I feel like if they are going to change our talent trees so they are ony 31 point trees then this will cause a lot of the different toons online to be the same ... because if at level ten as a priest we all choose shadow talent tree and we all get the same passive bonuses we are all going to have the same effect with whatever we fight ... yes I understand there will still be room for SOME differences...but the talent trees we have now call for class skill and knowledge, and knowing how each different talent effects each spell and how that can benefit us as healers or tankers or whatever we all might be... yes some of the different passive talents may have been a bit dull, but in the long run it paid off if you knew what you were doing! It just makes me think ... with the choices being significantly fewer... how easy would it be to choose a good healer ? i ask this question beaue healing takes talent and focus... if you don't stack your talents correctly then you may not be as good a healer as the next ... and if now we are being handed our passives and all we have to do is pick a "good talent", then its just a matter of when you pick each one !!!