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.
41 talent points at Lv85 // New CATA Talent Calculators
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Cetan
- The Lost and the Fallen

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41 talent points at Lv85 // New CATA Talent Calculators
http://forums.worldofwarcraft.com/threa ... 5626290449 nnhttp://www.mmo-champion.com/content/185 ... ems-UpdatennI'm kinda bummed...nn
Last edited by Cetan on Tue Jul 13, 2010 10:20 pm, edited 1 time in total.
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Thulcondar
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Re: You will have only 41 talent points at Level 85
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.nnTalent Tree VisionnnOne 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.nnAs 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.nnWe 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.nnThe Rise of SpecializationnnWe 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.nnThe 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.nnGetting Down to the GritnnTalent 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.nnWhile 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.nnA True MasterynnThe 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.nnTo RecapnnWhen 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.nnWe 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.
- Shimmerwind
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Re: You will have only 41 talent points at Level 85
Huge changes!

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Grawlix
- Umbral Champion

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Re: You will have only 41 talent points at Level 85
It's too early to render a verdict on this, but I think it could be a good idea. There are talents in every tree that every player who chooses that spec takes. It's probably better to just roll those into the class and make the talent choices meaningful.
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Grethem
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Re: You will have only 41 talent points at Level 85
I'm bewildered as to how people think this is a crap change.nnAbsolutely excited.
- Eione
- Member

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Re: You will have only 41 talent points at Level 85
Trimmed the fat and allowed us to gain our "unique" abilities faster? Hells yes.
- Shixin
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Re: You will have only 41 talent points at Level 85
I agree, unloading useless talents is very helpful to those of us who would like to study these in detail. So far, I haven't bothered to learn what every single talent does (no need these days with EJ telling everyone what to get anyway). But I hope that there is room in this new system for some customization. I'd love to see the ability to tweak a mix of the trees and have a viable pvp build (i.e. Arcane + Frost = Burst Defense Goodness).nnThat is one thing I miss about my first mmo, the Matrix Online. Players could mix just about every role in the game. You could be both an assassin and a fighter, or a healer and dps caster. It was a really cool concept.

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Cetan
- The Lost and the Fallen

- Posts: 46
- Joined: Sat Jun 19, 2010 5:01 pm
Re: You will have only 41 talent points at Level 85
http://www.mmo-champion.com/content/185 ... ems-Updatenn"Old" masteriesnI would not focus too much on the old masteries, except for the third one that scales with gear. That one is still around.nnVengeance for tanks is still around and dps get damage and healers get healing and that sort of thing but the system has changed quite a bit overall (and partially as a result of community feedback). (Source)nnNext beta build will be interestingnWe want to unveil the entire enchilada in the next beta build or so. Everyone here worked really hard to get the whole package to a relatively playable and polished state. In essence we're not announcing a future plan -- we're telling you how the game works today. It's all done.nnIt's hard to offer timelines for when we will do a new beta push, but we're talking days or a few weeks, not months. All of the passives will be visible then. (Source)nnTalent Points gain ratenAbout one every other level, but there are some exceptions. We are trying to alternate new abilities and talent points where possible. You will have 41 talent points at 85. (Source)nnSpec abilities scalingnSpecialization-defining abilities that are unlocked (e.g. Mutilate, Penance, Water Elemental and Mortal Strike) will scale based on a character's level and reflect an appropriate amount of damage, healing, and mitigation, etc. With the proper balancing, having these abilities at level 10 won't trivialize the leveling experience, but instead enhance it by allowing players to incorporate unique spells and skills that highlight their specialization into their rotations at a much earlier level.nnWe'll be closely monitoring how these new talent changes affect gameplay in the beta and will make adjustments to the system if necessary to ensure that our original goals are met. (Source)nnDual SpecnDual Spec won't change. If you choose Protection paladin at level 10, you can respec to Ret paladin at your class trainer. Once you unlock Dual Spec, you can have 2 Prot builds or a Prot and Ret build or whatever you'd like. It will work almost exactly the way it does now. (Source)nnNew Talent system is ZOMG AMAZINGnIt's ZOMG AMAZING. We wouldn't go through all the work it is taking if we weren't convinced it was 100% win.nnOn your first point, too many of the specs didn't really feel like their spec until they had spent a lot of talents in the tree. All mages pretty much played the same until level 30 to 40 or so. Even with the Cataclysm changes, a Holy, Prot and Ret paladin would pretty much be using Crusader Strike and Judgements until they had several more abilities unlocked.nnOn your second point, we know some players liked the option of spending some points in the first tree and then some in the second tree. Often this was just a trap for new players though because it delays your getting the 21, 31 and other "gold medal" talents that really define your tree. Experienced players might learn to get a 5/5/5 build or whatever and then respec once they could reach the 31, but we could also just make better trees that didn't ask you to do that. (Source)nnHow big are the new trees?nThey have 38-42 or so points in them. You could spend all 41 points in one tree, though often you'll want a 5/5/31 or a 0/7/34 build instead. Every talent is 1, 2 or 3 talent points. Earlier levels have about 8 points on them (typically a 2, 2, 3) and deeper levels have about 5 points on them (typically a 1, 2, 3). (Source)nnNew Talent trees overviewnThey look superficially like vanilla talent trees, but they are far more interesting.nnAlmost without exception, the talents we cut were the ones everyone took or the ones nobody took. There will still be very attractive talents that probably everyone takes, but there are also definitely choices where you can only take A or B and want both. Typically you might see a useful (but not necessarily dps-enhancing) ability in your own tree, but also a really attractive one in another tree.nnThis is a good thing. It won't surprise me to see a knee jerk reaction from some players that we're removing their favorite talents and "dumbing down the trees." However, I'd challenge them that there can't be that many players out there that play Arcane because of Mind Mastery or Arms warrior because of Strength of Arms. Yet, if you skip either of those talents, you're just making your character less effective.nnA Cataclysm goal is to remove lame or boring talents. Yet we don't want to replace all of those with procs or game-changers. Really the only solution is to have smaller trees where nearly every remaining talent is a big deal. (Source)nnHybrid builds and active talentsnYou typically won't get active abilities from a second tree. The most you can get in a second tree is 10 points, and usually the active abilities are deeper than this. We think it makes the distinction between say a Frost and Unholy DK more pronounced when all of their talented active abilities are different rather than being able to cherry pick the best from each tree. It does end up killing any chance for a build that goes halfway down two trees, but usually we would consider such builds failures because it meant the bottom of "your" tree wasn't good enough. These were most popular in PvP when players felt compelled to get "must have" PvP survival talents in multiple trees, and those are the kind of talents we want dead anyway.nnWith these changes though, the talent trees are going to be even more rebuilt than we were already planning with Cataclysm. Talents are moving all over the trees and every tree has new talents as well. We'll give you a chance to see the trees soon (tm). (Source)nnCurrent talents are too complicatednThe new model theoretically buys us several more expansions of not having to mess with the overarching talent tree design. In a broader sense though, one of the challenges of working on World of Warcraft is adding new content without making the game totally inaccessible to new players.nnI have used this example several times, but we have one very senior designer at Blizzard who isn't working on WoW but obviously knows the game very well and has been very active in PvP and raiding at various points in time. He took a short break from the game (I suspect to play Modern Warfare 2) and when he came back, we had messed around with his class's talent trees and reset his talent points, so he felt like he couldn't jump back into the game again without spending 45 minutes researching what the community thought a good build would be. We're hoping with simpler (but still deep!) talent trees, players like him will feel more comfortable picking their own talents. He might eventually go poke around in theorycrafting forums to min / max his build, but he won't have the moment of being completely overwhelmed when looking at a blank talent tree. (Source)nnIn previous expansions, more choices were given to the players in terms of how they built their characters. Players were freely given the choice to spend points however they want.n[...] While that is true, they were also given ample opportunities to make mistakes, what we call "traps." A forum-savy player may know which are the dumb talents nobody takes or which are the mandatory ones that might at first glance seem too bland to take. But why have "choices" that are just there for new players or people who just want to swim against the stream just to be different? We'd rather have actual legitimate choices, which we feel like we can offer by having a stable of fewer good talents.nnTo use one of the infamous GC analogies, the best restaurants are not necessarily those with a lot of entrees on the menu. The best restaurants probably have very few choices, but you know that anything you order will be great. They don't bother cooking it if they know it will suck. That's a real choice as opposed to the diner with fish on the menu that everyone, ever the waitress, whispers under their breath that you should never, ever order. (Source)nnDungeon Finder and new talent systemnWe expect a lot of players to use Dungeon Finder while leveling up. The feature works great for that, and we're spending some effort to update the older dungeons to not be so overspawned and in some cases to even fit into the zone quest content better.nnLikewise, we're making an effort to let tank and healing specs be more effective when soloing. DPS specs will still probably be more efficient leveling, but if you just love the Resto shaman tree, you should be able to quest and run some dungeons without even having a dual-spec. It won't be spectacular, but it will be a huge improvement from today.nnTanks and healers will get basic abilities before level 15 (when Dungeon Finder is available) to do their jobs, but it's also true that the lower level content is more forgiving of your talent spec. (Source)nnVengeancenYou get it at level 10 for choosing a tanking tree. It already scaled with your health and incoming damage, so there isn't really a need for it to scale with talent points spent (especially since nearly 100% of tanks spend the most points in a tanking tree). (Source)
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Cetan
- The Lost and the Fallen

- Posts: 46
- Joined: Sat Jun 19, 2010 5:01 pm
Re: You will have only 41 talent points at Level 85
I'm reserving judgement for when I see the new talent trees, but I'm mixed, leaning towards meh at this point.nnA lot of the talents provided currently are, certainly, "required" talents, and there are a lot of "generic" talents, sure, but they all help towards your build. And often times, you'll have to backtrack in the tree to grab more "PvE"-oriented talents, so that you're not hardlined into grabbing a PvP talent. If that necessity is abolished with the way trees play out, great. If your PvE spec is the same as your PvP spec come this new build? Out-freaking-standing. Getting class skills that are staples at 80, when you're 10-20? Amazing. And well-needed.nnMy own personal high comes crashing though,nnGiven this:n
nnThis confirms my fears with my own tree. I was worried about things like this, and well, it seems Blizzard somewhat is too. This will either play out SUPER AMAZING, or HEART-WRENCHING BAD.nnEveryone else seems to be okay, and if my main was something else, I'd be neutral to good. Levelling is awesome. But Feral Druids have always been that odd-class/spec though. Ever since the beginning of WoW.Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator)nFeral builds with the new systemnFeral is a challenge. We still want to have a cat-centric, bear-centric or hybrid build. It has always been one of the more challenging trees to work on. (Source)nnOmen of ClaritynLikewise, we're not sure what we'll do with Omen yet. The obvious choices are leave it Resto only, put it high enough for everyone to subspec or make it a trained ability. (Source)
- Shixin
- Elder

- Posts: 718
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Re: You will have only 41 talent points at Level 85
The Art of War(craft): What the new talent overhaul means for PvPnnRead this today, and I'm not sure how I feel about it...nnThe death of hybrid specs nnAnother interesting change is the plan to lock in players to one tree until they've spent about 31 talent points or more than 75% of the 41 talent points players will have by level 85. That means there will no longer be any more hybrid specs that pick up roughly the same number of talents in two or more trees.nnWhat this really means is that, once we figure out which of our three specs is the best for pvp, that's all you're going to see. Every mage in a bg will be frost. Every pally will be Ret. etc etcnnThen again, bg's are going to see more premades in Cata. So, a good group might comp a couple of same-class players; one damage spec and one defense spec.nnWell, at least we won't be bored. For a few minutes, anyway.

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