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 5 of 18)
drixxeldug Jul 7th 2010 4:28PM
Hey!
These changes may have me dust off my twink.
The possibility of shadowform priests/moonkin droods/etc in twink BGs?
...awesome.
Stella Jul 7th 2010 12:48PM
I wonder how many more bombshells we're going to get in the next few days.
Murdertime Jul 7th 2010 12:55PM
BLIZZARD IS YOUR NEW DAD!
He'd like it if you call him dad cause he wants you to be a family, but you can call him Jeff if you want, long as you're respectful about it.
Talyre Jul 7th 2010 1:00PM
Probably just enough to slow down the replies on the Real ID thread on the forums. "We still have details to solidify" means "we rushed this announcement to distract everyone from the Real ID issue".
I'm intrigued by this change, but it does sound like they are moving away from the 'make meaningful choices' WITHIN a tree philosophy to 'make meaningful choices' BETWEEN trees.
I'm still not distracted from Real ID though.
Murdertime Jul 7th 2010 12:52PM
This could be interesting. Though I'm wondering whether the builds are going to be more or less cookie cutter with the mandatory 31 and fewer talents. I mean, as it stands, builds are pretty much set in stone, so I'm not sure how the can be more cookie cutter.
Something else that worries me a little is that there are trees that don't actually have an exciting signature talent.
I'm looking at you, combat. Cause AR just isn't going to cut it.
Missescake Jul 7th 2010 1:11PM
Killing Spree?
Oriflame Jul 7th 2010 1:50PM
nope, delivering 20 attacks in a few seconds while being immune to stun, pushback, and most other counters is no good! (sorry, I hate the design of that ability)
But I think his point was that killing spree is likely still the 31 point talent, and that most of the "signature moves" are about 75% of the way into the current trees, and combat is really a one trick pony.
Though - if elemental is getting thunderstorm as a signature move (it's current 51 point talent) you never know what combat will get. (or what would replace thunderstorm as a 31 pointer)
quasarsglow Jul 7th 2010 12:50PM
Oh THANK YOU! I was struggling to figure out how to spend my shadow talent points so as not to look like a noob with every point in the shadow tree, but all attractive talents in other trees were gone, leaving me wondering WTH do I do with these points?!
I'm glad and excited now.
Max Jul 7th 2010 12:50PM
I for one, actually kind of like this idea. It will make talents more powerful and exciting and probably be easier for future balancing. ^_^ kudos blizz
Dghunter Jul 7th 2010 12:50PM
If they are making this many changes, why don't they just make WOW 2?
Jim A Jul 7th 2010 1:05PM
This is essentally Wow 2.0
Marcosius Jul 7th 2010 1:40PM
@Jim A: WoW 2 would provide high quality textures, new character models to replace the ones from Vanilla & TBC, an optimized game-engine and all sorts of things we won't be getting in Cata.
Yes I'm excited to see all sorts of new things being added to the game. Yes I'm also annoyed that the game won't be running any smoother or be more appealing to the eye. I _REALLY_ want to get rid of my square abs and fingers, thanks.
Heilig Jul 7th 2010 1:58PM
WoW 2 was Burning Crusade, man. Every expansion changes this game so dramatically that its mechanics are barely recognizable from its previous iteration. There's a reason all the LK patches are 3.x and the Cataclysm patches will be 4.x.
It's a completely new version of the game. Just because it doesn't start from a fresh perspective doesn't mean it's not a sequel. There will never be a "WoW 2" because if they want to change anything that significantly, they will just do it in an expansion or content patch.
Saelle Jul 7th 2010 3:00PM
Right before the launch of Burning Crusade a reporter asked a Blizzard executive how many expansions would he thought they'd have before they launched WoW 2.0. His response was there'd never be a WoW 2.0 and that the game would change every expansion. The reason many people stay with a MMORPG is the attachment they get with their characters. If the world and characters are gone so is the reason to stay. He even hinted that they were grateful to Everquest that they decided to launch EQ2 right before the launch of World of Warcraft and WoW was much more successful as a result.
Kylenne Jul 7th 2010 5:58PM
@Derbeste:
It's not about an inability to "think forward", it's about being realistic. Have you seriously ever tried to use Penance as a dps spell? To use on that as a primary or even secondary nuke for the purposes of leveling, it would have to buffed to the point of OPness in PvP, and that would never happen. And even if they did manage it, it's still the death of a fun, albeit niche playstyle that I enjoyed a great deal when I was leveling my priest, much more so than wanding crap to death before I got Shadowform, and I'm far from alone there (just search for the Energizer Smite Spec thread on the Wowhead priest forums, or similar ones on the official Priest forums).
I'm all for the wait and see thing, but you need to understand that "wait and see, it's just the beta!" is not some magic panacea for each and every Cataclysm-related concern. As much as things are being overhauled for Cataclysm (and they are, massively), there are certain design philosophies that won't change very much. And the very real fact remains that PvP balance is a huge reason why you won't see radical changes in the amount of dps healy specs can do in Cataclysm, whether while leveling or otherwise. Specs like the one I'm talking about are ridiculously OP in BGs if you know what you're doing even a little bit. The minute it even looks like Penance does too much dps in a PvP setting, it'll get nerfed back into the ground.
Roy Jul 7th 2010 6:21PM
*ahem* We have already had WoW 2. It was called "Burning Crusade." Notice that the version numbers started with a 2 throughout "Burning Crusade."
We have also had WoW 3. This was called "Wrath of the Lich King." Notice that all the version numbers have started with 3.
You can bet your booty that there is a WoW 4.0 - known by all of us as "Cataclysm."
I have also seen information leading me to believe that a WoW 5.0 is also already planned...
For those not in the software industry, let me break it down for you...
version numbers are {major}.{minor}.{patch revision}{some really silly modification of the patch if needed (letter or _number)}
Verine Jul 7th 2010 12:50PM
So much for spirit tap for leveling holy or disc priests.
quasarsglow Jul 7th 2010 1:05PM
It may be gone from Shadow as well! I was pretty upset with the removal of some of the useful-to-shadow talents in the disc tree as it left me with nowhere to spend points.
Kylenne Jul 7th 2010 1:19PM
Ha, that was the first thing I thought of. So much for priest leveling period--this is going to effectively kill non-Shadow priest leveling (I'm specifically thinking of fun builds like the Energizer Smite Spec, which is hybrid Disc/Holy + Spirit Tap). I'm not sure the changes to the Holy and Disc talents (to boost dps a bit) are going to be enough to offset the losses from either tree.
Go shadow or dual spec, I guess. :\ (I'm glad I just got my priest to 80, though.)
krusty_burger Jul 7th 2010 1:32PM
the first thing i thought was how the smite talents are currently (in beta) split up. the hit rating talent is in the holy tree, and everything else is in disc.
hopefully they'll see the irony and redo it.