WoW Rookie: What's new for leveling players in Cataclysm

This week's WoW Rookie is all about leveling in Cataclysm. There's a completely overhauled talent point system that creates a more focused leveling experience. There's a new feature that blasts players with the full flavor of their chosen spec right at level 10. There are new zone and instance level ranges for all the old content you're already working your way through. Want still more? We've even got full walk-throughs of selected revamped zones. If you wish to remain completely spoiler-free, we'll see you next week; everyone else, gather 'round and let's buzz about what's coming out of the Cataclysm beta that will be affecting new and leveling players.
The biggest buzz, of course, is how different your character's development will feel now that players will be funneling down a single talent tree for all but the last 15 levels. Blizzard's complete overhaul of the talent system, which will debut to beta testers during the next round or two of beta builds, locks players into a single talent tree all the way until level 70. Join us after the break for everything we know at this point.
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.
A few observations about how the revamped talent system may affect leveling:
- No more weird, patchwork builds while you're leveling. The developers want you to get a strong feel for your chosen spec(s) and playstyle.
- You can still respec or purchase dual specialization if you'd like to experiment with the other talent trees. (Here's hoping Blizzard will lower the cost -- and the level requirement for dual speccing -- to make them more friendly to new players.)
- It remains to be seen what will happen to classes like priests that currently rely on a mix of talents from multiple trees for effective leveling. However, this next bit of news may get your tail wagging ...
- Mage (Frost) Summon Water Elemental
- Paladin (Retribution) Divine Storm
- Priest (Discipline) Penance
- Priest (Shadow) Mind Flay
- Rogue (Assassination) Mutilate
- Rogue (Subtlety) Shadowstep
- Shaman (Elemental) Thunderstorm
- Shaman (Enhancement) Dual Wield, Lava Lash
- Shaman (Restoration) Earth Shield
- Warrior (Arms) Anger Management, Mortal Strike
- Warrior (Fury) Bloodthirst
- Warrior (Protection) Shield Slam, Vitality
Visit this roundup thread for more talent insights and clues from Ghostcrawler (Blizzard's lead systems designer) -- and remember, this is beta. Everything is still open to change.
Where will we be leveling?So you've prepared yourself mentally for a major shift in talents. Now, where will you be using them? Check this list for a look at beta zone level ranges and degree that each zone has geographically changed from the present content.
Kalimdor
- Ashenvale (20-25) Major
- Azshara (12-20) Major
- Darkshore (12-20) Major
- Desolace (30-35) Major
- Durotar (1-12) Major
- Dustwallow Marsh (35-40) Minor
- Felwood (50-55) Moderate
- Feralas (35-40) Moderate
- Mulgore (1-12) Minor
- Northern Barrens (12-20) Major
- Orgrimmar (NA) Major
- Southern Barrens (30-35) Major
- Stonetalon Mountains (25-30) Major
- Tanaris (45-50) Major
- Teldrassil (1-12) Minor
- Thousand Needles (40-45) Major
- Thunderbluff (NA) Very Minor
- Ungoro Crater (50-55) Minor
Eastern Kingdoms
- Alterac Mountains (35-40) Very Minor
- Arathi Highlands (25-30) Minor
- Badlands (35-40) Major
- Blasted Lands (55-60) Major
- Burning Steppes (50-55) Very Minor
- Cape of Stranglethorn (30-35) Major
- Dun Morogh (1-12) Moderate
- Duskwood (20-25) Moderate
- Eastern Plaguelands (35-40) Moderate
- Elwynn Forest (1-12) Minor
- Hillsbrad Foothills (25-35) Minor
- Loch Modan (10-20) Moderate
- Northern Stranglethorn (25-30) Major
- Redridge Mountains (15-20) Moderate
- Silverpine Forest (10-15) Major
- Stormwind (NA) Major
- Swamp of Sorrows (35-40) Major
- The Hinterlands (30-35) Minor
- Trisfal Glades (1-12) Moderate
- Undercity (NA) Moderate
- Western Plaguelands (50-55) Moderate
- Westfall (10-15) Major
- Wetlands (20-25) Major
New dungeons
- Blackrock Caverns, BRM (78-83)
- Throne of the Tides, Vashj'ir (79-81)
Want a closer look at the changing face of Azeroth? Michael Sacco walks readers through an entire series on revamped zones, starting earlier this week with Western Plaguelands. "I have STV, Westfall, Redridge and a few others that will be good to go over the next few days as well," he notes. Check back in the days to come for those zones and others!
And if it's what's happening to your favorite vanilla instances that's driving you mad ... Well, we don't have many details at this very moment, but you'll find a few tantalizing tidbits in the screenshots in this post. Taken by a beta player and showing what he sees in the dungeon finder, the screenshot (yes, it's the same screenshot twice, cropped differently) gives you some idea of how dungeon levels are being shuffled in the expansion. Scholomance at level 38? Game on!
The look of Cataclysm
Even the user interface has been spruced up for the expansion. Visit our post on Cataclysm's UI changes to see what's new with the character panel, the leveling-up animation and new ability alerts (be sure to check out the video version of your new DING!), spells and professions book, trainer interface and quest log.
We need your beta screenshots! We'd love to show you more changes -- but alas, rookie-level screenshots and details aren't as popular as the goblin and worgen newbie zones or the high-level content. Are you in the beta? Share your leveling screenshots and details with WoW Rookie readers! Email screenshots to lisa@wow.com.
If all the talk of historical figures, wars, rivalries and political maneuvering leaves you scratching your head in confusion, catch up on your WoW lore with Lore 101, WoW.com's Guide to the Lore of Warcraft (now being updated -- stay tuned for fresh resources soon!) and our Know Your Lore series.
In the meantime? Another week, another level ... See you next ding, WoW rookies!
Filed under: WoW Rookie, Cataclysm






Reader Comments (Page 1 of 3)
rhorle Jul 8th 2010 2:03PM
Aww no more only purple crystals from 41-45ish
krusty_burger Jul 8th 2010 2:15PM
there's also videos up on youtube for The Stonecore cata dungeon, lvl 83-85.
Samutz Jul 8th 2010 2:15PM
I hope they give us more dungeons in the 29-33ish range so that we don't run SM Graveyard 1000 times in a row.
Urthona Jul 8th 2010 2:17PM
Wait what.
Something about the level ranges assigned to the northern Eastern Kingdom zones seems dramatically wrong. And not just wrong like now-wrong, but I've been reading Cataclysm news and Hillsbrad will unlikely cover a 10 level spread, Alterac at 35-40 is awkward, and Scholomance not on par with Western Plaguelands, where several quests for Darkmaster Gandling occur.
Take another look.
Alanid Jul 8th 2010 2:25PM
I'm pretty sure they've mixed up the eastern and western plaguelands levels, could be wrong though.
Valheru Jul 8th 2010 10:37PM
There is no more Eastern Plaguelands as the Lich King has fallen and its going to be "green"
Yeechang Lee Jul 8th 2010 2:18PM
Everyone complains about the gaps in Dungeon Finder in the late 30s-early 40s when all that is available is Maraudon, and by the time players hit the late 50s they move on to Outland rather than take on Scholomance, Stratholme, and Dire Maul, so the changes are welcome and unsurprising. Seeing Blackrock Depths be broken up into three or even four pieces wouldn't be surprising, either.
Samutz Jul 8th 2010 2:23PM
BRD is already in 3 pieces, Prison, Lower City, and Upper City.
Urthona Jul 8th 2010 3:00PM
Wait, seriously?
I have so many questions.
Where do you zone in for each of the three? Which bosses belong to which wing? Which boss is the "last" in each wing? I'm so excited.
Samutz Jul 8th 2010 3:50PM
Sorry, I had it wrong, there's only the the Prison and Upper City in the dungeon finder.
In the Prison, the boss is High Interrogator Gerstahn in the Detention Block (go straight past the first 2 dwarfs then go right). This is the quick version and only requires you to fight trash and then one boss.
In the Upper City, the boss is Emperor Dagran Thaurissan. To get to the Upper City you need the Shadowforge Key to close the large gate on the Dark Iron highway (and open doors to get there if you want to take the short way). Closing the gate opens a new path that leads to the Upper City. This one is much longer and has higher level bosses to fight.
This two regions are listed separately in the dungeon finder's specific list, but killing either boss during a run will "complete" the run, awarding you a satchel and bonus exp if you entered the dungeon on a random queue.
There's another area that I was thinking was the Lower City that's optional. However, if you do the Shadowforge Key quest, you do have to go to this area to complete the quest. This area starts at the Ring of Law (straight from the entrance) and comes back around to the Dark Iron highway, or you can go the other way around.
arrowrest Jul 8th 2010 2:20PM
Just seeing the level ranges on the new Scholomance and Stratholme has made me a little sad and nostalgic.
(cutaia) Jul 8th 2010 3:14PM
Guess I'd better get to farming the Baron now. I doubt he'll still drop mounts at that level.
Also, I hope they'll fix the problem where queuing for Service Entrance has a 99% chance of putting you in a group where nobody has the key which leaves it impossible to finish.
Mezuera Jul 8th 2010 10:22PM
Although I whole-heartedly approve of the changes to instance levels, does this mean that Baron Rivendare's Deathcharger is going away with that change? I doubt blizz would let an epic mount drop from a level 42-52 dungeon. That mount has been my white whale ever since I first saw someone riding one through IF way back in vanilla.
Artificial Jul 8th 2010 11:30PM
Note that this is pure speculation, but... I would guess that like many dungeons, they're going to make a heroic version (whether it'll be in the first patch or not, who knows). The heroic version will require max level characters, and the mount will only drop when defeating the heroic Baron.
Julian Jul 8th 2010 2:36PM
why coudln't they give elementals Lava burst instead of thunderstorm? it's great for giving mana back but as an attack skill not so much, I mean I suppose unglyphed at level 10 it'll be useful when enemies get close but I still think Lava Burst would be the better choice
JC_Icefox Jul 8th 2010 3:03PM
Lava Burst is baseline for all shaman. These are specifically talented abilities that were previously very deep in their respective trees.
Reapyosoul Jul 8th 2010 3:04PM
The problem with thatis that Maelstrom Weapon is supposed to affect Lava Burst in cata, so giving it to elemental would kindof ruin that
Adegan Jul 8th 2010 3:10PM
I suspect it might be Lx Storm at 10, Lava Burst at 20, spec defining talent or ability 3 at 30 and so on.
Felix_rew Jul 8th 2010 5:10PM
I hope they keep the pushback on Thunderstorm, maybe not until 35-50 but I hope it's kept :3, and thisnew talent system is epic :D
Muse Jul 8th 2010 2:47PM
With the speed that leveling goes if you do some dungeon along with the questing, is it possible to level several different characters and never hit the same zone twice? Like could a Night Elf character level in Night Elf themed zones all the way to Outland?