Cataclysm class and mastery system for warriors

Considering you'll only have 41 points to spend in total, this means that there will be very little talent overlap between, say, an arms and a fury warrior and as such, much less risk of an arms warrior trying to cherry-pick fury for DPS talents. Likewise, tanking warriors won't be going up arms to pick up Impale (unless it is very, very low in the arms tree), and you'll have to be level 72 before you even get to spend points outside your main tree (tour 32nd talent point).
To say this is "monstrously huge" is to dabble in understatement. The very method by which we choose talents is changing -- how we can choose them, and how often we get them. Many abilities that are currently class- or spec-defining talent choices will be linked to the talent tree you choose to specialize in, and passive abilities that currently exist as talents will simply be applied by making the choice between talent trees for your specialization.
There have also been heavy changes to how mastery works and what benefits you get from specializing in a talent tree. With the new system, you won't be seeing any bizarre talent specializations since there simply won't be any room for them; you'll level locked into one tree and won't see another until fairly late in the leveling process.
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.
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.
Does this mean that fury will be able to dual wield at level 10 rather than waiting for level 20? How many passive versus active abilities will the talent specialization grant? With talents like Anger Management gone and very few offspec talents left, one has to wonder about offspec tanking viability. Will crit immunity be built into specializing in the protection tree? Shield Slam as an ability gained via specializing takes away an ability that current off-spec tanks can use for tanking. Do we still even want them to tank, or is the design goal now that there will be protection-specced warriors (and paladins, and blood DKs, and feral druids) doing all the tanking from now on?
We don't know enough yet to really say with any certainty, but with Mortal Strike, Bloodthirst and Shield Slam listed as the active abilities core to each talent spec, it definitely seems like DPS-specced warriors will be losing enough tanking viability to make them performing in that role less viable. While they can certainly still strap on a shield (so far as we know, anyway -- for all I know, the ability to use a shield will be a specialization bonus), they're lacking Anger Management's threat increase to their bread-and-butter attacks and Shield Slam's big burst of threat.
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.
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.
So we have a pretty significant change to the mastery statistic as well. To a certain degree, it's just a nomenclature change ... having those passive abilities as part of talent specialization instead of mastery. But we now still have the mastery stat and a trainable mastery skill with stackable mastery rating on gear. Mastery seems slated to work in combination with your talent specialization rather than simply with the tree you spent the most points in (since you'll be declaring a specialization rather than just speccing down a tree), but at this time, it does not appear that it will work mechanically differently. Vengeance is moving to a passive protection bonus, apparently.
At this date, we don't have a lot more specific information to work with, but what we have is pretty astonishing. Talents will be far more important, point for point, in the new system because you'll have half as many points to work with. Your chosen tree isn't just meaningful or significant; it's of paramount importance, because you won't really be leveling with talents from any other tree. (To some degree respec and dual specialization will help out here ... One can only hope the price on both will come down.) Class-, role- or spec-defining abilities that are based on talents may become passive or active benefits of a talent tree specialization or may just be utterly gone. A lot of work remains before we know what we're getting, but this is major, and we'll pay close attention to it moving forward.
Filed under: Warrior, News items, Cataclysm






Reader Comments (Page 1 of 5)
gari.rogers Jul 8th 2010 11:07AM
I do remember seeing that level 10 Enh Shammies would be able to Dual Wield, so there's hope for Fury to be a viable leveling spec. I think they're trying to take the 'Arms till 60' idea out of leveling, which would be really cool.
Mike Jul 8th 2010 11:12AM
Fury will be getting Dual Wield Specialization as one of their level-10 skills.
Elmouth Jul 8th 2010 12:12PM
Whatever happened to people being able to choose their talents for fun? Giving us more freedom over our builds?
Gutting our 30+ talent points is gonna do the exact opposite, everyone's gonna use a cookie cutter spec for optimal results with the ridiculously small amount of points we will be getting.
I was looking forward to letting loose on my talent builds, try new things.
This is just stupid, we will be having 41 points total at lvl85, you will also be forced to put 31 points into the same tree one-shot. What freedom does that leave us? 10 points to spend on another tree? Thats what we're already doing in wotlk...
WoW is looking less and less appealing the more we learna bout cataclysm's changes, both in gameplay and policies.
I'm having big doubts as to weither I'll bother playing it or not now.
Sunaseni Jul 8th 2010 1:00PM
"Gutting our 30+ talent points is gonna do the exact opposite, everyone's gonna use a cookie cutter spec for optimal results with the ridiculously small amount of points we will be getting."
...Which is what happens now with 71 points. Go ahead, look at the Arcane tree and see if there is any room for deviation if you want top DPS. There will always be a cookie cutter top DPS spec, no matter if there are only 10 points or if there are 100.
Lets at least see if Blizzard will stick to its promise that there will actually be choices this time, like between different mechanics like pushback protection, range, procs, etc.
holyhaberdashery Jul 8th 2010 1:08PM
@Elmouth: Don't you see though. By reducing the number of talent points by 29 *and* GREATLY reducing the speed at which we attain those points--it events out.
I'm with you. This is a horrible change and the second resounding nail in the coffin of my subscription. It feels good though. Now that WoW is becoming a soulless piece of mass-marketed crap, I feel more free than ever to explore other MMOs.
Skrael Jul 8th 2010 1:12PM
@ Elmouth
Apologies for being rude but...your comment was completely stupid and makes absolutely no sense...now, put 2 and 2 together...since there are going to be very core abilities very early on in the tree's once we get 31 points for example...in a resto tree, then we will be able to get some other cool talents in the balance tree. So the exact opposite is going to happen in cataclysm from what you are saying. People like you who wish to be creative with their specs can...while there will still be "cookie cutter" specs for the majority of players out there who wish to maximize their dps/heals etc...
spiderpk Jul 8th 2010 2:00PM
The point of these changes is not to limit our options but make our choices more meaningful. There will always be cookie-cutter specs that perform the best in the intended role, but now your choice is going to be something like "do I want Improved OP intead of TfB?" and not "do I take Sweeping Strikes so I can get MS or do I max out my weapon spec first?"
For people that like to min-max, those choices can be part of the fun. However, if you think about it, EVERYONE who cares at all about their dps will take talents that increase crit % or AP/SP by some flat amount - especially if that talent is on the way to the next tier. Blizzard's contention is that it really isn't a choice at that point - you take the talent just like everyone else or you don't perform as well as everyone else.
I have to admit - I was kind of looking forward to a build where I'd be able to use Precision, Fury in the Blood and Death Wish as an Arms warrior. Hopefully that option will still be there in the next iteration without needing to spend 8 points on required talents (that only increase my stats and aren't very "cool") and 4 points on filler talents (that, while possibly "cool", are only selected so that I can get to the next tier).
Amaxe-1 Jul 8th 2010 2:00PM
Personally I never really had a problem with the current system. Wanted it tweaked to be sure. drastically altered, no. So I am a bit dubious though there may be no reason to be so.
Now of course I might be wrong on this. In patch 3.0 I was dubious on the Maelstrom weapon for the shaman until someone explained how I misunderstood it.
I guess I am afraid of becoming weaker on my toons from what they are now.
Sunaseni Jul 8th 2010 2:44PM
Change is not something to be afraid of, but at the same time, change for the sake of change isn't good. Going through the current talents, you'd be wrong to argue that each and every talent is a choice that adds to gameplay value. That's why it's necessary to prune the talents of dumb talents like "You actually do what you're supposed to do", and instead give talents like "You do this cool thing when this happens" or "You can do this more often". Just that before, Blizzard was then tasked of coming up with that many new mechanics when there's not much cool things they can add (it would overwhelm us). That's why it's better to trim the talent trees when making such talents. A new or returning player coming in and seeing 500 ways to change their gameplay would have a heart attack. Seeing just 60 through all trees is much more manageable to learn.
There's no reason to believe that reducing the amount of talent points would make you necessarily weaker. Blizz can just increase the passive buffs you get from speccing into a tree. "Oh, Subtlety is awful in PVE? Lets just add 10% more damage against bosses as a passive."
Mr. Tastix Jul 8th 2010 3:28PM
And they'll always be able to do that, they could do that -now- (add a flat damage increase as a passive bonus). The fact that we won't be wasting talent points on "meh" abilities is good, in my books. Course, we don't get as much talents to waste so it evens out anyway.
At least it'll make looking through the trees easier. "Oh yay, damage increase, damage increase, damage increase, threat reduction, damage increase, crit increase, crit increase, damage increase, crit damage bonus, here's some more threat reduction -- you'll need it with all that damage increase! Oh, have some more damage and crit increases!"
Totally exaggerated, but you get the idea.
Grak Jul 9th 2010 5:09AM
Elmouth and holyhaberdashery's concerns might actually be valid, except for that little issue about nobody knowing anything about how the talents are going to change, whats going to be removed, whats going to be added, how mastery will shape up, etc etc. Probably not even Blizzard knows exactly yet, as they are still working on it. So to start complaining (and making the same baseless criticisms in the paladin article) just makes you look foolish. If you're going to gnash your teeth while throwing your hands up and bitterly complaining, then at least make sure you have all the information first... you know, like when Cataclysm launches with the final talent system in place.
Jdazzle Jul 11th 2010 7:12AM
Sunaseni has hit the nail on the head, which is NOT a nail in the coffin of my subscription. If I don't enjoy the game after these changes then I won't play it any more, however I think this adjustment to talent trees will make specs feel more natural and distinct from the beginning while retaining the actual gameplay that keeps us all playing this game. No need for these ubiquitous threats to cancel because WoW is becoming a 'soulless mass-marketed piece of crap' without even seeing the changes in action.
Kenneth Jul 8th 2010 11:10AM
this kind of reminds me of Aion with the whole, whatever destiny you choose, you cannot go back...
Zaar Jul 8th 2010 11:47AM
well you can still respec
Hyperius Jul 8th 2010 11:12AM
So my first thought upon reading the idea and first paragraph post was, "OMG, I hate it. Losing talent points is bad!" Granted some of this pre-emptive nerd rage came from my current outlook on Blizz with the Real ID stupidity. But after reading how it's being implemented, this sounds completely awesome. The ability to really specialize from the virtual get-go (level 10) and feel like the kind of character it would normally take 30 levels to feel like sounds really amazing. Instant passive abilities? Less (in number) but more powerful talents? Class defining ability at level 10. All for it.
Docatron Jul 8th 2010 11:38AM
@Hyperius
I'm a bit more cautious as we don't really know which abilities will become passive and how effective they will be. An example of a talent that should be an early passive spell for priests is Spirit Tap. This is basically the first talent EVERY levelling priest spec into regardless of build, role or play-style.
My initial stand is with the very little information given by Blizzard this certainly looks very risky and until they come out with more info we should press on to make sure they make the right decisions when it comes to designing these new talent trees (as it doesn't seem they are close to done on that point).
Anyway you can read more about my opinion on this at my blog at http://onsberg.net/priest/2010/07/08/blizzard-pulls-a-fast-one-again/
PictoKong Jul 8th 2010 12:13PM
Shaman getting dual-wield at level 10?
I Think, for my enh shaman I'm planning to level at cataclysm, i will not have to get a 2hander, only 2x the mace and im set!
Also, for nearly every class (frost mage with elemental, feral druid who have good chance at getting mangle/somthin else sooner) makes the old world leveling a lot less pain (well until 50, afetr that, every class is interresting enough to play)
Zerbe Jul 8th 2010 11:12AM
Was reading some about this on mmo-c and just wow, major change, I like it though, very similar to warhammer and its talent trees.
Kotick Jul 8th 2010 11:25AM
Who cares about games changes? With Acti-Blizzard-Vision's new RealID many, if not all of you will be leaving!!
vertigobliss86 Jul 8th 2010 11:31AM
So WoW gets like a mini instant messenger. Big freaking deal. I don't see why people are bitching about it.