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.
ZarhymWhen 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 4 of 18)
Gothia Jul 8th 2010 4:02AM
I have to disagree with both of you and while I think you have good points the streamline of talents is probably a good thing for a couple of reasons. First would be a newness factor to the game that has existed for 4 years and that is very important for the life of this game. Second is that they will still have to put PvP and PvE centered talents which may mean talents that affect multiple spells / abilities.
Demonedge Jul 7th 2010 12:46PM
So basically Blizzard haven't got enough time to finish adding new and unique talents to the trees, now they have pulled all the boring talents out, so now they are reducing our numbers of talent points. The minimum 31 points in your main talent trees, will mean even more cookie cutter talent builds, as everyone will build their characters almost exactly the same. No more tri-spec builds.
Was yesterdays Real Name on forums bombshell intended to bury this news?
This might work well but it sounds like simplification of the trees to me.
Alithoe Jul 7th 2010 1:03PM
That's exactly the idea: simplifying it. That's most of what the cataclysm changes have been about. Sure, it would be nice to have most (or all) of the talents in a 11 tier talent tree be interesting and fun and the ability to spec however you wanted to spec. But with less filler talents (and more talents that are applicable to all aspects of the game), you'll still have some versatility in where you put your points. Even today there are some variations in builds depending on what you want (E.g holy priests). Yes, it comes across as lazy, but at least they're listening.
Besides, Tri-specs have always looked silly, and rarely (if ever) actually worked well compared to a fully invested tree with a sub tree. It's just how the game is designed.
kmaritato Jul 7th 2010 2:36PM
Alithoe: Tell that to a ret pally. Anyone without at least 5 points in holy and 5 points in prot will be laughed out of town.
Imnick Jul 7th 2010 2:44PM
I don't think by tri-spec he meant "putting 5 points in both other trees", he meant a more significant investment in every single tree.
Eberron Jul 7th 2010 4:50PM
The only case in Wrath that I can recall where a tri-spec really worked on a top level and wasn't anything much beyond grieviously sub-par was the Shadowfrost spec for Death Knights.
That spec was destroyed in the following patch by nerfing both the viability of that and the sigil it was based on. Tri-specs almost always attempt to do things that're unintended by the spec (like making a DKs main hit be Icy Touch over Obliterate/Scourge Strike/Death Strike/Heart Strike) and on the situations where they *don't* do that... They're typically really bad.
I don't think the game has lost anything by enforcing specialization. I mean, the last tri-spec I saw was something like 25/20/15 or somesuch on my roommate's warlock. I had level 45s that could out DPS her level 70.
Braundo Jul 7th 2010 12:46PM
I'm concerned about how much diversity (or lack thereof) this will allow for. If every player is REQUIRED to fill out at least 31 points in a tree before moving on to another one, and if we only have 40-45 talent points (based on the examples Zahrym gave) to spend total, that doesn't leave much too room for customization.
Braundo Jul 7th 2010 12:46PM
My mistake, 41 points total. So, max you could do a 31/10 build.
Tolsimir Jul 7th 2010 12:49PM
41 points at 80, but we'll be getting 2-5 more to 85, so potentially 46 points. Personally, I think it's an awesome change and one I'm looking forward to.
darkorical Jul 7th 2010 12:53PM
who customizes anyway everyone I know uses the same cookie cutter talent tree that they find on elitist jerks.
R. Jul 7th 2010 12:58PM
@Tolsmir
"41 points total at level 85"
nope 41points are it. Max diverisification will be a 31/x/x build
thall1463 Jul 7th 2010 12:59PM
It actually says in the blue post that it will be 41 points at 85 so a 31/10 would be your maximum.
Tapukimastra Jul 7th 2010 1:43PM
Really speaking it won't change much at all. The talents from other trees that you used to use will require less talent points to reach anyway. It will all be in proportion.
Dire Jul 7th 2010 1:43PM
And what is the difference to today's builds?
I don't know any serious player who doesn't get thei top tier talent, then takes the reamining points to invest in another tree...err so basically nothing changes...we just don't have to deal with shit like "put 5 talent points into this useless talent in order to be able to get to the cool ability"...I like it...but I'm still shocked by Real ID...
N-train Jul 7th 2010 1:51PM
I'm concerned about this as well, but I think there's two things to note:
Firstly, we should really be reserving judgment (good or bad) until the next beta patch drops and we can actually see what these trees look like. The concept, imo, sounds great, but I'm not gonna get super excited until I have a talent tree in front of me.
Secondly, one has to remember that all the fluff is gone, so in theory those last 10 points are all going to something meaningful and unique, as opposed to +2/4/6/8/10% crit chance. You won't be able to climb high in other trees, but I imagine those 5 point talents are history so we'll get some variety even with only 10 spare points.
vocenoctum Jul 7th 2010 3:49PM
My question is actually how many points to choose from in a given tree. If you unlock at 31, I assume the actual tree has say, 40ish? that you choose that 31+ from?
Or does Prot Tree have 31 talents and you pick those 31 then move to the other trees for variety...
marauder Jul 7th 2010 6:49PM
I'm concerned about the lack of diversity, too. A lot of other changes I've read seem to indicate that Blizz wants to put more emphasis on decision making. As others have said, the various builds are pretty cookie-cutter as it is, and I was hoping for a little more variation.
One thing I'm very glad to see: they finally acknowledge that the very first talent point should actually mean something, and make an immediate
difference to our gameplay.
Marathal Jul 7th 2010 12:47PM
Wow. Have to go back and read this again.
dan the man u cant stand Jul 7th 2010 12:47PM
Holy hell, EVERYTHING is changing in cata.
Should be interesting to see how this plays out sound like it should make things a lot more important at earlier levels, I think we can all agree an enhancement shaman feels like an elemental one until you get dual-wield.
glarschnau Jul 7th 2010 2:01PM
Not to mention that Shadow Priests are essentiall a joke until they get shadowform. Heck, you don't get mindflay or devouring plague until level 20, and those are the staples of the rotation.
We are essentially smite spammers until 20 and then we can start on a shadow rotation but but we do not see the full DPS lift with the build until shadowform for the base rotation. Other skills come later that are part of it, but getting shadowform, MF, and DP at 10 would make shadow viable as a spec sub level 40 which is when we currently get the form.
And yes, as you can prolly tell from my opinion, my main is a shadowpriest, and yes we really are better than our namby pamby brothers and sisters of the cloth that embrace the light...
Fox Van Allen knows how to tell it straight for us that walk in the shadows.