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 3 of 18)
Oznak Jul 7th 2010 3:27PM
Heilig, I beg to differ. With my paladin tank, my druid tank, and my warrior tank, all my talent points until 60 have gone into feral, or prot - nowhere else. Sure I could pick up some parry in Arms or Ret. But then I'd be waiting an extra five levels for Hammer of the Righteous, Vigilance, Warbringer, Devastate, Shockwave, and Avenger's Shield, which was the one reason I stuck with my pally through all the grinding. The point is, I wanted to be a tank, because the tanking tree looked AWESOME. And so I put my points in the tanking tree.
Also, clearly you've never leveled a Prot warrior, because Revenge is huge, even more so with recent buffs. And I mean huge to the point where one Revenge hit and I don't need to worry about aggro (or often even that mob any more :D).
Andhar Jul 7th 2010 3:48PM
@ Heilig (again)
I can sort of see what you mean when it comes to brand new players starting from the ground up with little to no help or advice from experienced players - a player who doesn't even really know what a tank is or what he/she does as a tank. However, from your original post, it just sounded like you were complaining about not being able to grab DPS talents as a tank personally (when you said "I'll jump on that" I figured you meant that YOU would be unhappy about it if YOU leveled a tank) and not in relation to new players. Even still, I think the types of players you describe in your response will be pretty few and far between as I don't think most brand new players would start off leveling a tank anyway (for many of the same reasons you gave). Beyond that, Blizzard's philosophy about tanking is that it can pretty much be done by any tanking class no matter what the spec until it comes to the higher up content - so I still don't find it to be much of a concern.
Cor Jul 7th 2010 4:17PM
No disrespect intended, but do you really think someone that is playing through the game for the first time would be accepted as a tank? Even if they are quick and a very good gamer, the average player now-a-days would throw a fit if the tank was learning the instance they were in.
I understand Bliz is trying to make the game easier for new players, but they really should put warnings in about trying to tank while learning.
I've tried to bring two people into WoW and both have had lots of trouble with PuGs while leveling because even at level 50 they were expected to know their class and put out a specific amount of DPS. I was the tank and they still got kicked a few times by the rest of the group. We were clear we were friends and that they were learning so when they got kicked I went with them. They were very discouraged by these experiances.
This game is NOT friendly to new players unless they can be shielded from the community at large while they learn their class.
Jorges Jul 7th 2010 5:48PM
You're all arguing about something that is not even released.
MAJOR OVERHAUL.. does that mean anything to you?
You can't suppose anything about it, much less based on the actual talent system. It won't exist anymore like we know it. We don't have a clue about how the gameplay will be until the thing is beta tested.
All you can do now is wait and learn.
Melvyl Jul 7th 2010 6:08PM
I ran a BRD to completion on a lvl50 something frost mage the other day. Near the end, someone pointed out that our paladin tank didn't have a single point in Prot. I obviously wasn't doing the healing but it didn't seem to be causing any issues.
Richard Jul 7th 2010 7:04PM
@ The Scarlet Mathematician and originalzombieslayer888 - Facerollers like you really irritate me. I have been leveling 2 different healers through the LFG system and neither one of them has any problems with real tanks. But as soon as I come across a DPS tank it drives me nuts. We go from clearing the dungeon in good time to me constantly going OOM just trying to keep the tank alive and taking 2-4 times as long as I have to keep drinking. The LFG system should check the "tank"'s talents (and at later levels gear) to make sure they are actually a tank (same goes for a healer).
Rob Jul 7th 2010 9:22PM
Let me go through the tank list.
DKs: start at 55, can do duel spec
Palys: Prot is god-like for leveling, possible better than ret.
Feral: Meh, no difference either way (cat/bear) for leveling as it is now.
Warrior: Prot is also decent for leveling. Not uber, but not bad.
The only issue is warriors, and my guess is that some dps talents will be in there.
Therar Jul 8th 2010 11:44AM
In response to the whole tanking dilemna, you forget that Blizz stated that health pools have been increased drastically, which they also said that non-tank builds will be able to tank non-heroics.
Bigmu Jul 9th 2010 12:47AM
I think that a couple of major points are not being addressed here. One is the human nature to research something before parting with hard-earned cash and the other is that there are still roughly 12 million people playing this game.
Here in Australia, the Battlechest will put you back about AUD$50 during a sale, then you're looking at AUD$50 or so for Wrath. We're expecting to pay about $90 to $130 here for Cataclysm on release day. That's a total of almost $200 to get started! Then you factor in a time card (AUD$35) or using your credit card - which is only slightly less - and you have yourself an investment of almost $250. Would you spend that much money without doing a bit of research? Of course not!
As someone who, until recently, managed one of the biggest gaming retail chains in Australia, we were expected to know a great deal about what we were selling. Every day would see us answering a myriad of questions regarding upcoming or current releases and at least three times a week I (as the store's "WoW Guy") would have someone asking for advice in relation to gameplay or whether or not to buy.
Also, let's be honest here, few people will enter into an MMO if they don't know someone who already plays. I most certainly would not have taken up the game if several people I knew (including my partner) didn't already play.
That last point bring us to the second thing that people aren't thinking about. Over 12 million people already play this game - which means there are roughly 1.2 million people playing who are not complete bastards. Statistically, you're bound to come across someone who will point you in the right direction in-game.
Furthermore, we're not privy to the help text that will probably accompany the choice people make at level 10. I'm pretty sure that before you make your choice, you will have to do a quest or two, or wade through some text explaining what your choice will mean.
A5 Jul 7th 2010 12:45PM
Look at this hand! Not that one. Who would want to look at that other hand? This hand is where all the cool kids are looking.
LOOK AT THE HAND.
Dave Jul 7th 2010 12:45PM
I'm on a horse.
fearthefireblade Jul 7th 2010 12:55PM
Your talents points are now DIAMONDS!
Anathemys Jul 7th 2010 12:57PM
Riding backwards.
A5 Jul 7th 2010 12:58PM
Here's two GM tickets to that thing you don't like.
andy Jul 7th 2010 1:59PM
is that your biceps talking?
Pex-Corrh Jul 7th 2010 2:14PM
Swan dive!
Alja Jul 7th 2010 6:03PM
that and the responses that followed were so completely full of win that I am now in pain from laughing...
clearly you all win the internets and all it has to offer.
Dave Jul 7th 2010 12:45PM
Hmmmmmmm
Vogie Jul 7th 2010 1:39PM
This kinda makes sense.
The big reason for the cap going to 85 instead of 90 was talent bloat.
The main thing I'm worried about is this:
"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"
I really hope that means there are no talents for "+ damage over time", "increase crit damage by X%", "range increased by X" or "resource regen by X" talents anymore. I was very, very saddened to see variations of those in the previewed talent trees. Players shouldn't be forced into "meditation" talents or 'armor/aspect', healers or dps.
We want the Body & Soul/Lightning Overload/Backdraft/Moonkin Frenzy/Blood craze/Tidal Wave/Lock'n'Load stuff... The cooldowns, the procs, the chance on hits, the interesting interactions that usually only appear as tier bonuses. That's what we want for our talent trees. And I hope that's what we're getting.
Dave Jul 7th 2010 2:04PM
It does, it just seems between the guild talent changes and these changes, that they are taking away a lot of customization in the name of making things more...customizable.
I know we aren't even close to finished, but the direction seems to be towards easy-fying everything. And I used to make fun of people who complained that the game is being dumbed down. But it is.
That's not a bad thing, but it's coming dangerously close to become a bad thing.