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 2 of 18)
Josin Jul 7th 2010 1:19PM
Don't post that on the official forums. I responded to someone's post saying that, and *I* got permabanned.
curzen Jul 7th 2010 1:37PM
I doubt it. This is ongoing work on the expansion which is progressing on a timeline and hardly related to forum changes. News about changes to cataclysm have been released pretty much every other day recently.
I mean, seriously, how long are they supposed to release no other information about all the upcoming changes for you not to cry "CONSPIRACY!"?
Sister Christian Jul 7th 2010 2:00PM
Real ID now required for Talent Trees!
Now talent trees have an exciting new feature. REAL NAMES with Real ID!! You will OPT-IN by accepting a new TOS and warning page before you spend your first talent point. We realize this will upset some members of our community but remember talent tress are an optional part of the game.
cielago Jul 7th 2010 2:22PM
@ josin
meh, i'll get perma banned for refussing to make my real name public on the forums
Zanathos Jul 7th 2010 4:31PM
What's there to be angry about with this change? About time the talent trees got trimmed.
Utakata Jul 7th 2010 5:44PM
....
*My reply was downgraded for agreeing with Grokmar & Moorit's post even when they where upgraded*
We have very "special" kind of audience here at WoW.com. Just saying...
Titusx Jul 7th 2010 12:44PM
Now that sounds like the total overhaul they said in Blizzcon. Cant wait to see what the details of this hole thing. WTB beta key!
Namdrof Jul 7th 2010 1:38PM
I agree on both parts of your statement :)
Heilig Jul 7th 2010 1:39PM
I have one detail that wasn't mentioned.
Tanks will now be nonexistent before level 70. If you pick prot at lvl 10 you can't take ANY DPS increasing talents until you hit 70? Yeah, sounds great, I'll jump right on that.
Unain Jul 7th 2010 1:43PM
You can still take a dual talent spec ;)
curzen Jul 7th 2010 1:46PM
unain: you can't. you are not able to spend points in another tree until level 70. reread blue post.
On the other hand I was always able to tank with a tank class specced into dps during leveling. Likewise healing with dps talents was no problem.
Heilig Jul 7th 2010 1:53PM
He means that at 40 you can PURCHASE a second slot for 1000 gold, which is great for people at cap or leveling alts, but new players are screwed.
If this talent tree change goes forward, I sincerely hope they make Dual-spec free and make it available at a much lower level.
Andhar Jul 7th 2010 2:18PM
@ Heilig
Care to expand on why tanks will be nonexistent? I don't know many players who will dip into two or so different talent trees as they level - I usually look to max out whichever one I've started in no matter what role/class I play. Also, if I'm leveling a tank with the intention of tanking, I'm not dipping over into other talent trees for added DPS anyway until I've maxed out the tanking tree I'm currently focusing on - I'd just have to wait even longer to get the juicy tanking talents down the line. Tanks currently do pretty decent DPS as it is and they're definitely viable when it comes to leveling solo. The only people this change hurts are those who like to try "hybrid" builds - which weren't really going to be terribly viable anyway when mastery came into effect.
kazeko.fuuga Jul 7th 2010 2:19PM
If you're getting mastery from the get-go that means all tanks get Vengeance too. That mastery is meant to cover the discrepancy anyway, so if the math works out it shouldn't be a problem.
elvendude Jul 7th 2010 2:21PM
@Heilig
I don't agree that tanks will be non-existent. Remember, there will be the dungeon finder still.
Also, I've been leveling yet another set of alts with my roommates. One is rolling a fire mage, the other a prot warrior. We're currently sitting at 30, and the prot warrior is sitting right there with the fire mage on dps.
vazhkatsi Jul 7th 2010 2:24PM
most "tanks" have no defense gear until 60ish anyway, should be able to still slap on a sword and board and tank.
Heilig Jul 7th 2010 2:34PM
Because you are indeed an exception. Most players, especially new players, will grab some DPS talents to start with, then maybe grab toughness or anticipation because they seem useful or because they want to be able to tank some 5-mans along the way. Most players don't level prot because it is actually much slower until you get into the mid-50's or so for every tanking class.
Prot DPS is not really competitive at all until level cap, with the exception of certain points where you gain new damaging skills, and those points only last for a couple of levels until the other classes get their own new spells.
The only exception to this is prot paladins, but they are actually a perfect proof for my point, since their stupid high leveling DPS comes from Seal of Command, which they will no longer have access to.
Now, maybe prot classes being given Devastate, Hammer of the righteous, or whatever at level 10 will make up for it, but expect the VAST majority of players to pick a DPS spec until 70.
We haven't seen the new trees yet, so the prot trees may have lots of DPS (threat) increasing talents, and this sheds new light on the discussion of DPS talents in healing trees, but as the trees currently stand, very few people would take a tank or healing spec while leveling, ESPECIALLY new players who will be asked to choose a specialization BEFORE THEY HAVE RUN THEIR FIRST DUNGEON.
When all you have done at level 10 is go kill things by yourself, why would you want a tanking or healing spec?
The Scarlet Mathematician Jul 7th 2010 3:01PM
@Helig
Considering I just leveled a Retribution paladin to 40, and had no problem at all tanking instances with no points in protection, I really don't think this is as big a deal as you think it is.
And for the record, I picked a healing spec my very time through the game. And a good friend of mine picked a tanking spec a few years later, during her first time through the game.
originalzombieslayer888 Jul 7th 2010 3:19PM
I agree i tank with my retadin thats how i lvled so fast = ) yay for no que time.
ash Jul 7th 2010 3:25PM
Yeah, Heilig makes a good point. Unless they put better leveling talents in tanking and healing trees or change something about dual speccing then this will hurt the leveling process me thinks. At least as far as grouping and stuff goes.