Burning Crusade Info

Dyno

Veteran XV
http://www.shangified.com/expac.txt

Datamined Spell Info: http://www.curse-gaming.com/en/wow/burning-crusade-spells

Mage Information
Fire Tree -

Burnout: increases the damage and mana cost of all spells by 2/4/6% after you hit a Dazed opponent with a Fire spell

Tier 8

Empowered Fireball: Your Fireball spell gains an additional 2/4/6/8/10% of your bonus spell damage effects

Tier 9

Dragon's Breath: Targets in a cone in front of the caster take 278 to 322 fire damage and are disoriented for 3 sec


Frost Tree -

Tier 7

Cold Hearted: Increases damage of all spells against wounded targets by 10/20/30%
Arctic Winds: Reduces the chance melee and ranged attacks will hit you by 1/2/3/4/5%

Tier 8

Empowered Frostbolt - identical to empowered fireball

Tier 9

Summon Water Elemental, summons a water elemental to fight for the caster


Arcane Tree -

Tier 7

student of magic: reduces the mana cost of all arcane spells by 5/10/15%
prismatic cloak: reduces all damage taken by 1/2/3/4/5%

Tier 8

mind mastery: increases spell damage by up to 5/10/15/20/25% of your total intellect

Tier 9

Slow: reduces targets movement speed by 50% and attack/casting speed by 20% for 15 sec

68 mana, instant cast.



New Mage Skills (base, not talented):


Molten Armor(lvl 62):
Causes 60 to 90 fire damage when hit and reduces the chance you are critically hit by melee attacks and spells by 10%

Ice Lance(lvl66):

Deals 219 to 281 frost damage to an enemy target. Damage is increased by 200% against frozen targets
1.5 sec cast, 150 mana

Arcane Blast(lvl 64):

Does 463 to 537 arcane damage
When casted within 8 seconds of previous cast, cast time goes down and mana cost goes up.
Starts out as a 2.5 sec cast, 190 mana cost

Spell Steal (lvl 70):

Steals a beneficial magic effect from the target. This effect lasts a maximum of 2 min.
Instant Cast, 52 mana cost.

Invisibility (lvl 68):

Gives invisibility for 20 seconds. can only see other invisible targets and people who can see invisible targets
5 min cooldown

Warlock Information
Soulshatter (66): Reduces threat by 30% for all enemies. (2 health, Soul Shard, 5 min. cooldown.)

Incinerate (64): Deals 357 to 413 Fire damage to your target and an additional 89 to 104 Fire damage if the target is affected by an Immolate spell. (256 mana, 2.5s.)

Talents

http://magicalhippies.com/images/wow/AfflictionTree.jpg
http://magicalhippies.com/images/wow/DemonTree.jpg
http://magicalhippies.com/images/wow/DestructionTree.jpg
Rogue Information
Mutilate, 60 energy, daggers, instantly attacks with both weapons and gives 2 combo points

Shiv, instant off-hand attack that gives a 100% chance for the offhand poison to be applied, energy cost depends on weapon speed

Anasthetic poison, 30% chance of reducing threat by a moderate amount, 120 charges

Talents
http://jagobah.org/wow/roguetalzh8.jpg
Paladin Information
Spiritual Attunement (66): Gives the Paladin mana when healed by other friendly targets. The amount of mana gained is equal to 10% of the amount healed.

Blessing of Spell Warding (68)l: A targeted party member is protected from all magical attacks for 10 sec, but during that time they are Silenced. Players may only have one Blessing on them per Paladin at any one time. Once protected, the target cannot be made invulnerable by Divine Shield, Divine Protection, Blessing of Spell Warding, or Blessing of Protection again for 1 min.

Crusader Aura (64): Increases the mounted speed by 20% for all party members within 40 yards. Players may only have one Aura on them per Paladin at any one time.

Seal of Blood (64): All melee attacks deal additional Holy damage equal to 30% of normal weapon damage, but the Paladin loses health equal to 10% of the total damage inflicted. Unleashing this Seal's energy will judge an enemy, instantly causing 409 to 451 Holy damage at the cost of 136 to 151 health.

Avenging Wrath (70): Increases all damage caused by 30% for 20 sec. Causes Forebearance.

New Talents:

Holy

Pure of Heart, requires 20, 3 point talent
Increases the paladin's chance to resist curse/disease by 5(10/15?)%

Purifying Power, requires 25, 2 point talent
Reduces the mana cost of Consecration and Cleanse by 5(10?)%, and increases the critical strike chance of Holy Wrath and Exorcism by 10(20?)%

Blessed Life, requires 30, 5 point talent
All attacks against you have a 2(10?)% chance to cause half damage

Light's Grace, requires 35, 3 point talent
Your Holy Light has a 33(100?)% chance to cause our next Holy Light spell cast within 15 seconds take .5 seconds less casting time.

Holy Guidance, requires 35, 5 point talent
Your damage/healing is increased by 7(35)% of your Int.

Divine Illumination, requires 40, 1 point talent
Reduces mana costs of all spells by 50% for 20 seconds, 2 minute cooldown.

Protection

Improved Resistance Auras, requires 20 points, 2 point talent
Your resistance auras also reduce spell damage by additional 3(6?)%

Improved Divine Shield, requires 25, 2 point talent
Lowers the cooldown for Divine Shield by 30 (60?) seconds, and lowers the attack speed penalty by 50(100?)%.

Ardent Defender, requires 30, 5 point talent
When your health is below 20(100???)%, reduces all damage against you by 10%
Ed: I have no idea which part scales, but a perma defensive stance doesn't seem hideously out of line, and makes deep prot a whole new level of appealing.

Lasting Defense, requires 35, 3 point talent
When struck by a melee attack, you have a 4(12?)% chance to gain 50% of the damage taken in mana.

Weapon Expertise, requires 35, 5 point talent
Increases skill iwth all weapons by 2(10?)

Avenger's Shield, requires 40, 1 point talent
range 8-30 (shooting range), Requires shield, 30 sec cooldown
(Listed are from the talent, it may scale with level, there don't seem to be any ranks on the trainer)
500 mana, 270-330 damage.
Hurls a holy shield at the enemy, dealing listed damage, and then bouncing to additional close targets. Affects 3 targets total.

Retribution

Crusade, requires 20, 3 point talent
Increaes all damage to Humaniod, Undead, Demon and Elemential foes by 1(3?)%

Improved Sanctity Aura, requires 25 and Sanctity Aura, 2 point talent
The amount of healing done to targets affected by Sanctity Aura is increased by 3(6)%

Divine Purpose, requires 30, 5 point
Decrease the chance that melee and ranged attacks will critically hit you by 1(5?)%.

Empowered Judgement, requires 35, 3 point
Gives your Judgement a 33(100?)% chance to refund 50% of the mana cost of th judged spell

Fanaticism, requires 35, 5 point
Increases the critical strike chance of Seal of Command and all damaging Judgements by 2(10)%

Sanctified Crusader, requires 40, 1 point
In addition to the normal effect, your Judgement of the Crusader will increase the critical strike chance of all attacks made vs the judged target by an additional 2%
Druid Information
Total spell damage bonus is now displayed in the UI.
Frenzied Regeneration now scales with stamina. For Rank 3, each point of rage is now converted to 17 health plus some percentage of your stamina (looks like 1%).
Moonfury's tooltip now reads increases damage to all Balance damage spells, which means it probably is now applied after bonus spell damage effects.
Travel Form model has been changed to a stag.
No word about Stormcrow Form, but I wouldn't rule it out as a level 70 flying mount.


Balance Talents

Tier 5
Gusting Winds: Increases the damage done by your Cyclone and Hurricane spells by 10/20/30%.

Tier 6
Dreamstate: Gives you a 33/66/100% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage.

Tier 7
Improved Moonkin Form: Requires 1 point in Moonkin Form. Increases all spell damage caused by 1/2/3% and reduces the base mana cost of Moonkin Form by 5/10/15%. Note: This means Moonkin now costs as much as Travel and Aquatic Forms.
Strength of the Moon: Increases spell damage by up to 5/10/15/20/25% of your total intellect.

Tier 8
Empowered Starfire: Your Starfire spell gains an additional 2/4/6/8/10% of your bonus spell damage effects.

Tier 9
Force of Nature (Rank 1): The force of nature radiates from the Druid, silencing enemies within 10 yards for 2 sec. and causing 192-212 Nature damage. Note: 2 minute cooldown.


Feral Combat Talents

Tier 5
Feral Recovery: All healing effects on you are increased by 10/20%. In addition, the act of shapeshifting has a 25/50% chance to remove one harmful effect.

Tier 6
Primal Instinct: Increases your chance to resist stun, charm, and trap effects by 3/6/9/12/15%.

Tier 7
Animal Reflexes: Increases your agility by 2/4/6/8/10% while in Cat, Bear, and Dire Bear forms.
Predatory Will: Reduces the cooldown of Growl and increases the duration of Tigers Fury by 1/2 sec.

Tier 8
Heightened Senses: Increases your attack power by up to 10/20/30/40/50% of your intellect.

Tier 9
Scent of the Pack: Reduces damage taken in Bear Form and Dire Bear Form by 0.4%, and increases damage done in Cat Form by 0.6% for every party or raid member within 45 yards with Mark of the Wild or Gift of the Wild active.


Restoration

Tier 6
Natural Resilience: Increases your mana regeneration while in all forms by 10/20/30%.

Tier 7
Healing Mastery: Increases the critical effect chance of your healing spells by 1/2/3/4/5%.
Improved Innervate: Reduces the cooldown of Innervate by 20/40/60 sec.

Tier 8
Nature's Reprieve: Gives you a 20/40/60/80/100% chance to gain Mana equal to the base cost of your spell after healing a wounded target with Healing Touch, Regrowth, or Swiftmend.

Tier 9
Harmonize: Distributes damage taken by party members within 30 yards between the party while in effect. Note: Its a self cast buff that lasts up to 30 seconds.

New Base Spells

Cyclone (Balance): Throws your target into the air, disorienting the target and causing Nature damage over 3 seconds but making the target immune to other damage during that time.
Mangle (Cat Form): Stuns the enemy and deals damage per combo point.
Feral Strike (Bear Form): An attack that deals damage and converts each extra point of rage into damage and causes a high amount of threat.
Enervate (Restoration): Drains mana, energy, or rage every second for 20 seconds.
Control Beast (Balance): Controls a beast up to level 77 but increases the time between attacks by 25%. Lasts up to 1 min
Warrior Information
http://pacifistguild.org/media/upload/burning_crusade_skills_warrior.jpg
Protection
Tier 1:
Tactical Mastery (moved from tier 2 arms).

Tier 2:
Shield Specialization (moved from tier 2 proc).
Iron Will removed (moved to tier 2 arms tree)
Improved Bloodrage no longer a requirement for Last Stand

Tier 3:
Defiance
Rank 0/3
Requires 10 points in Protection
Increases the threat generated by your attacks by 5% while in Defensive Stance.

Tier 6:
Shield Mastery
Rank 0/3
Requires 25 points in Protection
Increases the amount of damage absorbed by your shield by 10%

Tier 7:
Improved Defensive Stance
Rank 0/3
Requires 30 points in Protection
Reduces all spell damage taken while in Defensive Stance by 2%

Focused Rage
Rank 0/3
Requires 30 points in Protection
Reduces the rage cost of all your offensive abilities by 1.

Tier 8:
Vitality
Rank 0/5
Requires 35 points in Protection
Increases your Stamina by 2%

Tier 9:
Devastate
Rank 0/1
Requires 40 points in Protection
15 rage 5 yard range
Instant
Requires One-Handed Melee Weapon

An instant weapon attack that causes 50% of weapon damage plus and additional threat for each application of Sunder Armor on the target. In addition, this attack will renew the duration of tthe Sunder Armor effect.


Fury

Tier 7:
Precision
Rank 0/3
Requires 30 Points in Fury Talents
Increases your chance to hit with melee weapons by 1%

Improved Whirlwind
Rank 0/2
Requires 30 Points in Fury Talents
Reduces the rage cost of your whirlwind ability by 2.


Tier 8:
Improved Pummel
Rank 0/2
Requires 35 Points in Fury Talents
Increases the duration of your Pummel ability by 1 sec and gives it a 25% chance to daze the target.

Tier 9:
Rampage
Rank 0/1
Requires 1 point in Bloodthirst
Requires 40 Points in Fury Talents

15 Rage
Instant 3 min cooldown
Warrior goes on a rampage, causing most successful melee attacks to increase the warriors attack power by 12. This effect will stack up to 10 times. Lasts 30 sec.


Arms:

Tier 2:
Iron will (moved from protection tree)

Tier 3:
Deep wounds
No longer has 3/3 Improved Rend Preq

Anger management no longer has a preq


Tier 6:
Improved Disciplines
Rank 0/3
Requires 25 points in Arms Talents
Reduces the cooldown on your Retaliation, Recklessness and Shield Wall abilities by 4 min and increases their duration by 2 sec.

Tier 7:
Second Wind
Rank 0/3
Requires 30 points in Arms Talents
Whenever you are struck by Daze, Stun, or Immobilize effect you will generate 10 rage over 10 sec

Tier 8:
Blood Frenzy
Rank 0/5
Requires 35 points in Arms Talents
Your Rend and Deep Wounds abilities also increase all melee damage taken by that target by 1%

Tier 9:
Endless Rage
Rank 0/1
Requires 40 points in Arms Talents
30 Rage
Instant 5 min
Reduces the rage cost of all abilities by 100% for 10 sec.






New Spells:

Intervine
10 rage 8-25 yard
Instant 30 sec cooldown
Requires Defensive stance
Run at high Speed towards a porty member, intercepting the next melee or ranged attack made against them.

Spell Reflection
25 Rage
Instant
Requires Shields
Requires Battle Stance, Defensive Stance.
Raise your shield, reflecting the next spell cast on you. Lasts 5 sec.

Commanding Shout
10 rage
Instant
Increases total health of all party members within 20 yards by 450. Last 2 min.

Victory Rush
10 rage
instant 5 sec cooldown
Requires Battlestance, Beserker Stance
Relish your victory after killing an enemy that yields experience or honor, increasing your chance to critically strike by 5% for 30 sec.
Shaman Information
Enhancement Tree

Tier 7 (30 Points Required)
Dual Wield - 1 Rank - Allows one-hand and off-hand weapons to be equipped in the off-hand
Mental Quickness - 3 Ranks - Reduces the mana cost of your instant cast spells by 2(4/6)%

Tier 8 (35 Points Required)
Dual Wield Specialization - 5 Ranks - Increases your chance to hit while dual wielding by an additional 2(4/6/8/10)%

Tier 9 (40 Points Required)
Shamanistic Rage - 17 mana - 2 min cooldown - Gives your successful melee attacks a chance to regenerate mana equal to 20% of your strength. Lasts 30 seconds.

Restoration Tree

Tier 7 (30 Points Required)
Nature's Guardian - 5 Ranks - Whenever a damaging attack is taken that reduces you below 30% health, you have a 10% chance to heal 10% of your total health and reduce your threat level on that target. 5 second cooldown. (Not sure what number will scale here)

Tier 8 (35 Points Required)
Nature's Blessing - 3 Ranks - Increases your spell damage and healing by an amount equal to 10(20/30)% of your intellect.

Tier 9 (40 Points Required)
Earth Shield - 300 mana - 40 yard range - no cooldown - Protects the target with an earthen shield, giving a 30% chance of ignoring spell interruption when damaged and causing melee attacks to heal the target. This effect can only occur once every few seconds. 10 charges. Lasts 10 min. This shield can only be placed on one target at a time.

Elemental Tree

Tier 5 (20 Points Required)
Unrelenting Storm - 5 Ranks - Regenerate mana equal to 2(4/6/8/10)% of your intellect every 5 seconds, even while casting.

Tier 6 (25 Points Required)
Elemental Precision - Increases your chance to hit with Fire/Frost/Nature spells by 2(4/6)%
Enhancement Tree

Tier 6 (25 Points Required)
Unleashed Rage - 5 Ranks - Causes your critical hits with melee attacks to increase all party members' attack power by 2(4/6/8/10)% if within 20 yards of the shaman. Lasts 10 sec.
Restoration Tree

Tier 5 (20 Points Required)
Focused Mind - 3 Ranks - Increases your chance to resist Silence and Interrupt mechanics by an additional 5(10/15)%

Tier 7 (30 Points Required)
Elemental Shields - 3 Ranks - Reduces the chance you will be critically hit by melee and ranged attacks by 2(4/6)%

Tier 8 (35 Points Required)

Lightning Overload - 5 Ranks - Gives your Lightning Bolt and Chain Lightning spells a 1(2/3/4/5)% chance to cast a second identical spell on the same target at no additional cost.

Tier 9 (40 Points Required)
Totem of Wrath - 26 mana - 2 min cooldown - Summons a Totem of Wrath with 5 health at the feet of the caster. The totem increases the chance to critically hit with spells by 10% to all party members within 20 yards. Lasts 20 seconds.

Here are all the new spells I see on the trainer for Shaman.

Wrath of Air Totem - Level 64 - 320 mana - Summons a Wrath Of Air totem with 5 health at the feet of the caster. Party members within 20 yards of the totem have their magical damage from spells and effects increased by up to 101. Lasts 2 minutes.

Heroism (Bloodlust for Alliance) - Level 70 - 750 mana - 10 min cooldown - Increases ranged, melee, and spell casting speed by 35% for all party members. Lasts 1 min.

Water Shield - Level 62 - 50 mana - The caster is surrounded by 3 globes of water. When a spell, melee, or ranged attack hits the caster, 83 mana is restored to the caster. This expends one water globe. Only one globe will activate every few seconds. Lasts 10 min.

Earth Elemental Totem - Level 66 - 705 mana - 20 min cooldown - Summon an elemental totem that calls forth a greater elemental to protect the caster and his allies. Lasts 2 min.

Also the new Mana Tide at level 68 restores 330 every 3 for 12 seconds (previous rank at 58 restores 290 every 3)

Fire Elemental Totem - Level 68 - 680 mana - 20 min cooldown - Summons an elemental totem that calls forth a greater fire elemental to rain destruction on the caster's enemies. Lasts 2 min.
 
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Target Weakness + Improved Kidney Shot = +19% damage on a kidney shotted target (for the rogue only)

Cloak of Shadows > Deathcoil and HoJ

Shadow Strikes seems like it would be amazing raid DPS on any mob that isn't immune to poisons. One rogue in the raid would have to swap out instant poison for wound or mind numbing poisons, but it would be worth it overall I think.

Surprise Attack is a weak talent based on the fact that it's clearly designed with sword/mace rogues in mind, when hardly any non-dagger would go that deep into the assassination tree.

Deadened Nerves doesn't seem worth it IMO. Instead of getting hit for 2000, you get hit for 1900. Whoop-de-doo. I'd consider it if Fleet Footed and Quick Recovery weren't such better alternatives.

Blade Twisting is going to be absolutely ridiculous in PvP. I'm pretty sure daze stacks with Crippling Poison too.

Enveloping Shadows is meh. I can see it being nice for avoiding frost novas, but if a mage or priest is AE/HN spamming 15% isn't high enough to rely on getting close without getting hit.

Cheat Death is going to be a bitch for casters to deal with. Imagine having that last fire blast or fireball get resisted every time. It'll be a pain for physical damage classes as well, but less so due to white damage.
 
Paladin/druid information added.

Blizzard is definately trying to encourage non-warrior tanking for the expansion. Classes are going to have to maximize their versatility in the 25-man raids.
 
-the feral druid talents are quite amazing. assuming there will be leather gear available providing the necessary +def and would scale with future plate gear, druid tanks will be quite viable... and if the right players have the gear, i can see them replacing warriors.

- reprieve is really awesome; makes emergency NS heals cost no mana, low health regrowths cost no mana. very handy

-enervate will make druids unbeatable for warriors, lawl

-cyclone sounds good, a cc is always handy

-harmonize sounds quite tastey. pvp applications would save a focus fired target and would be great to pop in a tank group during an enrage etc. though any decent player would purge that off the druid in a heartbeat.
 
Summon Water Elemental, summons a water elemental to fight for the caster

Invisibility (lvl 68):

Gives invisibility for 20 seconds. can only see other invisible targets and people who can see invisible targets
5 min cooldown

I would be so happy to get those.
 
Rogue Information

Wow ... "Blade Twisting", "Sinister Calling" and "Cloak of Shadows" - Only a 2 minute cooldown?!?!?!?! - look very interesting.

"Shadow Strikes" looks very interesting too, particularly if that procs on something like "Crippling Poison" ...

:bigthumb:

Now, how much of this will prove to be true? What I mean is, I also know how to use Photoshop ...

:D
 
Take everything I posted with a grain of salt. Even if they are real, odds are they're going to change a hundred times before release.

However, check this out:

In other news, I stumbled upon this little piece of comedy gold:

41 point talents

DRUID
Balance: Tree Form. The druid metamorphoses into a leafy shrubbery, gaining 60,000 HP and and extra 1400 armour. In addition, all aggro is lost from non-humanoid enemies. This effect lasts 30 minutes. The druid cannot move or attack whilst this effect is in place. -100 Fire Resistance. Only usable outdoors.

Feral: Bunny Form. Turns the druid into an adorable bundle of fluff (pink), reducing threat by 500% and increasing attack power of all party members except the caster by 750. Whilst active, the druid's movement speed is decreased by 30% and health points decreased to 25.

Restoration: Innervate. (Developer's note: the decision to implement innervate as a trainable skill had the unforeseen consequence of not forcing druids to roll the restoration tree as intended. We feel that re-implementing innervate as the final skill in the restoration tree will restore the class to it's true nature. As a compensation, innervate will now regen 10 more mana per tick. However, it will cost 800 more mana to cast and disable all healing spells for 15 seconds after it is cast.)

HUNTER
Beast Mastery: Improved Bestial Wrath. Send your pet into a rage, causing 100% additional damage for 25 seconds. While enraged, the beast and hunter cannot be stopped by any means. In addition, both the hunter's hair and pet's fur will turn spikey, and a bright yellow colour.

Marksmanship: Enchanted Shot. This skill will cause your next three shots to automatically crit, as well as applying a random damaging magical effect (including sleep, poison, fear, slow, freeze, and curse of doom). In addition, your skill with ranged weapons will increase by 60. 2 second cooldown.

Survival: Annoyance. Traps will now be constantly available for you to use, even in combat. Additionally, traps no longer use mana and cannot be resisted. These improved traps also cause your opponant to use the /angry or /cry emote.

MAGE
Arcane: Improved Polymorph. Now you can choose what animal to turn your opponant into! Includes the standard sheep and pig, as well as the new polymorph forms of goat, cow, turtle, squirrel, and black drake.

Fire: Conjure Curry. Restores 2550 health over 30 sec. Must remain seated while eating. If you spend at least 10 seconds eating you will become well fed and gain 25 Stamina for 15 min. Also causes player to randomly emit the new spell, Poison Gas Cloud. This debuff causes all party members to run in fear for 15 seconds.

Frost: Vending. Increases amount of water produced per conjure to 40. In addition, it's ice cold! Perfect for chilling out in Molten Core. Requires the engineering item [SnowMaster 9000].

PALADIN
(Developer's note: Due to the significant change in paladin lore, the nature and names of the new talents have been carefully considered to cater for the Blood Knights as well as the more traditional paladins.)
Holy: Mortal Grasp. The paladin rips the heart out of the enemy and consumes it whole, instantly killing the target and gaining a +50 bonus to stamina.

Protection: Tactical Nuclear Strike. To prevent any damage coming to the party from a hostile attack, the paladin may now call in a bombardment from the orbital ion cannon positioned in space just above Azeroth. Please note that in accordance to lore, only Draenei and Blood Elves may obtain this talent. Causes 'fallout' debuff, which instantly kills the entire group and resets current instance if applicable.

Retribution: Heroic Strike. (Developer's note: We feel that the inclusion of Heroic Strike as the paladin's 41-point talent in the retribution tree will bring the class one step closer to what the paladins playing this specification truely desire.)

PRIEST
Discipline: Martial Artist. The priest's melée attack power is increased by 50% of their total spirit. This talent requires a staff.

Holy: Aggro Magnet. Increases threat by 200% for 40 seconds. This is to satisfy all priests' subliminal desire to tank.

Shadow: Frustrated Warlock. The priest grows small horns. Shadow damage is increased by 3%.

ROGUE
Assassination: Humiliation. Instantly owns the target for Unknown Quantity, providing a +1337 buff to spirit for 5 seconds. This talent is only usable on targets 40 levels or more below the rogue.

Combat: Bullet-time. The rogue enters a state of extreme mental discipline and skill, parrying or dodging all attacks for six seconds. However, if a warrior should use overpower, the rogue will die instantly. This talent requires that [Sunglasses] are equipped.

Subtlety: Inperceptible. An improved stealth that is undetectable by any enemy. However, to reflect the complete state of concealment achieved by this talent, the rogue's movement speed is reduced to 5% of normal.

SHAMAN
(Developer's Note: In order to keep the intended faction balance, only horde faction shamans will be able to progress to the 41-point talents in the new shaman trees.)
Elemental: More Lightning. Gives the shaman even more lightning.

Enhancement: Stormy Wrath. Summons an elementally-charged tornado that sweeps up the target and throws him 120 yards in a random direction, causing 3000-5000 nature damage. Also heals the shaman for damage caused.

Restoration: Emergency Healer. Gives the shaman +300 first aid skill.

WARLOCK
(Developer's note: /hug warlock.)
Affliction: Horrific Plague. Afflicts the target with a horrific plague, slowly dissolving their insides. This plague is contagious within an area of 40 feet, but only to the affected player's faction. Death comes within 30 seconds. This disease is not dispellable in any way.

Demonology: Demonic Aid. Summons every demon available to the warlock to fight at once. The warlock, meanwhile, automatically uses the macro /cackle.

Destruction: Withering Look. Slays targets in a cone in front of the warlock merely from the warlock glancing at them. This effect is applicable both in PvP and PvE situations. 3 second cooldown.

WARRIOR
Arms: Killstealer. Assigns the warrior one killing blow for every HK made by his party in the next 20 seconds. This is to cover the possible unintended situation in which the warrior cannot use execute due to being too far away, AFK, or dead.

Fury: Insanity. (Developer's note: As a reward for progressing this far into the tree, we decided to give the warriors a useful skill.) The warrior strips down to his loincloth, paints his skin with woad and charges into the enemy. Should the warrior not be a dwarf, he will develop a Scottish accent for the buff duration. When in amongst the enemy he will crit with every melee attack and automatically use revenge, overpower, execute and retaliation. Effect lasts 1 second.

Protection: Meatshield. The warrior gains an extra 2000 armour. However, due to the armour's weight, he may not move. Additionally, the first person to heal the warrior will fully transfer all threat to themselves. Lasts 35 seconds, or however long it takes to wipe.
 
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