WotLK Beta Catch All

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For those who haven't heard, WotLK is now officially in Beta. With it, the NDA has been lifted and the talent trees for all classes are available online. From what I've seen of classes I know, Blizz is going all out to refine every tree of every class and make each one have something to offer.

Using the Rogue as an example, Combat continues to be the ultimate PvE DPS tree with insane new talents like Murder Spree and Fan of Knives. Subtlety is the "best" PvP spec but what they've done is create new abilities in the Assassination tree that make it an extremely viable PvE/PvP hybrid tree.

So, chat up your Beta goodness here!

Ooh, I hope I get into the beta!

I need to look up the paladin talent trees.

There's some strange things going on in the Paladin talents, in particular, the Prot tree, but I chose not to opt in. I'd rather enjoy the wow factor "for real", along with the supposedly really cool DK start zone/quest.

I'm going spoiler-free as far as environment/visuals and story go. I'll read about Paladin and Hunter changes just in case I need to rethink gear choices/grinds, but I want to see it for the first time for real.

Ugh. Why beta and then replay content at retail? Talk about WoW burnout
While I used to jump on every beta opportunity in my dotage I've learned to delay that gratification to make the finale all the sweeter.

I would play the beta to tool around with a high-level alt of a different class for fun if possible, primarily.

I'm an altoholic, I've got no problem with replaying content.

You can find me on Northrend as Devmani!( flagged for rename may not take away the !)

Oh check your PM Farscry.

I would KILL for a beta key. Oh god I hope I get one.

Mordiceius wrote:

I would KILL for a beta key. Oh god I hope I get one.

I do have a "list" I need taken care of. >_>

I opted in for the beta, though I don't know if it'd be a good thing or not.

I do spend a lot of time WoWing with the wife, though. If I had beta access, there might be jealousy!

Paladins got a HUGE revamp done, and I'm currently searching for all the notes on both the new talents and the fixes we were supposed to received months ago.

From what I recall so far, and it's only fixes, soon I'm hoping to find the new stuff:

Paladin

* All Auras now affect all party and raid members within the area of effect.
* Anticipation (Protection) moved to tier 1, now increases chance to dodge by 1/2/3/4/5%.
* Avenger's Shield (Protection) cast time reduced to .5 seconds, duration increased to 10 seconds.
* Avenging Wrath no longer causes Forebearance, damage increase reduced to 20%, now increases healing done by 20%.
* Blessing of Freedom renamed Hand of Freedom. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
* Blessing of Light and Greater Blessing of Light removed. Their effects have been folded into all relevant abilities.
* Blessing of Protection renamed Hand of Protection. Only one Hand spell can be on the target per paladin at any one time. All ranks now cost 6% of base mana.
* Blessing of Sacrifice renamed Hand of Sacrifice, is now only 1 rank and transfers 20% of the damage taken to the caster, duration reduced to 12 seconds, cooldown increased to 2 minutes. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
* Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
* Conviction (Retribution) now increases critical chance with all spells and melee attacks.
* Divine Intellect (Holy) moved to tier 2, increases total Intellect by 3/6/9/12/15%.
* Divine Intervention cooldown reduced to 20 minutes.
* Divine Protection and Divine Shield now cost 3% of base mana.
* Divine Purpose (Retribution) now reduces chance to be hit by spells and ranged attacks by 1/2/3%.
* Divine Strength (Holy) moved to tier 1 in the Protection tree.
* Greater Blessing of Salvation removed.
* Hammer of Justice now costs 3% of base mana.
* Hammer of Wrath is now considered a Retribution spell, moved from Holy, mana cost reduced, missile speed increased, now usable on targets below 35% health.
* Healing Light (Holy) moved to tier 2.
* Holy Shield (Protection) cooldown reduced to 8 seconds.
* Holy Shock (Holy) range changed to 20/40 yards when used on enemies/friends respectively, cooldown reduced to 6 seconds.
* Holy Wrath is now instant cast, causes a 3 second stun, cooldown reduced to 30 seconds, radius reduced to 10 yards.
* Illumination (Holy) moved to tier 3.
* Improved Concentration Aura (Protection) moved to the Holy tree.
* Improved Concentration Aura moved from the Protection tree to tier 4 in the Holy tree.
* Improved Devotion Aura (Protection) moved to tier 4, reduced to 3 ranks, now increases armor of Devotion Aura by 17/34/50% and increases all healing done to units affected by Devotion Aura by 1/2/3%.
* Improved Hammer of Justice (Protection) now reduces cooldwon by 10/20/30 secs.
* Improved Righteous Fury (Protection) threat bonus folded into base spell, talent still reduces all damage taken by 2/4/6%.
* Improved Sanctity Aura (Retribution) renamed Sanctified Retribution, now causes all units affected by Retribution Aura to cause 2% more damage.
* Improved Seal of Righteousness (Holy) moved to tier 1, renamed XXX, now affects Seal of Righteousness, Seal of Vengeance and Seal of Corruption.
* Improved Seal of the Crusader (Retribution) renamed Heart of the Crusader and the effects now apply to all Judgement spells.
* Judgement of Justice will no longer prevent Fear effects, only prevent NPCs from fleeing (e.g. at low health).
* Lay on Hands no longer drains all mana, cooldown reduced to 20 minutes.
* Pure of Heart (Holy) reduced to 2 ranks, now reduces duration of Curse and Disease effects by 25/50%.
* Redoubt (Protection) moved to tier 2.
* Repentance (Retribution) mana cost changed to 9% of base, duration increased to 1 minute (10 second PvP duration), now usable against Demons, Dragonkin, Giants, Humanoids and Undead.
* Retribution Aura damage increased and now gains damage based on Holy spell power.
* Righteous Fury now increases threat caused by Holy damage by 90%.
* Sanctified Light (Holy) now also increases the critical chance of Holy Shock.
* Sanctity Aura (Retribution) removed.
* Seal of Justice/Judgement reduced to 1 rank with all the effects of the previous rank 2, the Judgement effect no longer prevents Fear.
* Seal of the Crusader has been removed. The effects of Judgement of the Crusader have been folded into all relevant abilities.
* Seal of Vengeance damage over time effect duration increased to 18 seconds.
* Spiritual Focus (Holy) moved to tier 1.
* Stoicism (Protection) moved to tier 2, now reduces duration of Stun effects by 10/20/30% and reduces chance your spells will be resisted by 10/20/30%.
* Toughness (Protection) moved to tier 3.
* Turn Undead (ranks 1 and 2) removed. Turn Evil now granted at level 24, mana cost changed to 9% of base.
* Unyielding Faith (Holy) moved to tier 2.

Reaper81 wrote:

For those who haven't heard, WotLK is now officially in Beta. With it, the NDA has been lifted and the talent trees for all classes are available online. From what I've seen of classes I know, Blizz is going all out to refine every tree of every class and make each one have something to offer.

Using the Rogue as an example, Combat continues to be the ultimate PvE DPS tree with insane new talents like Murder Spree and Fan of Knives. Subtlety is the "best" PvP spec but what they've done is create new abilities in the Assassination tree that make it an extremely viable PvE/PvP hybrid tree.

So, chat up your Beta goodness here!

It's already been stated that Daggers will be the Top Raid tree for rogues in WoLK. THey are shifting away from swords/fists/maces.

* Improved Devotion Aura (Protection) moved to tier 4, reduced to 3 ranks, now increases armor of Devotion Aura by 17/34/50% and increases all healing done to units affected by Devotion Aura by 1/2/3%.

Does the +heal make this worthwhile?

Also, there's a talent about 2/3 into Prot that causes X% of damage to nearby party members to go to the pally while Divine (Shield/Protection) is up. Odd?
Oh, and something very deep in Prot give a bonus to our crit heals. WTF?

Some neat stuff, some very weird stuff, and a few Huh? things. Still, it'll be interesting. I am still really looking forward to being able to not spending 5 points in the Parry talent. Need more avoidance from gear.

Increased damage from Seals looks really nice - I had been trying to figure out a way to put 10 points into Holy for increased SoR, but now that's unneccessary. Or it will be.

* Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.

Not a fix that's an adjustment sliding to the negative side.

BTW - New Talents, Skills available for Hunters and Paladins at www.mmo-champion.com

Scroll down, click on the tree you want, there is some awesome stuff I'm going through right now.

I want to punch who ever thought it was a good idea to suddenly make spirit super important for the warlock. I know that all of my gear will become irrelevant eventually once WoTLK comes out, but I didn't expect every piece to become awful as soon as the game comes out.

CrashedHardrive wrote:

I want to punch who ever thought it was a good idea to suddenly make spirit super important for the warlock. I know that all of my gear will become irrelevant eventually once WoTLK comes out, but I didn't expect every piece to become awful as soon as the game comes out.

Seriously.

CrashedHardrive wrote:

I want to punch who ever thought it was a good idea to suddenly make spirit super important for the warlock. I know that all of my gear will become irrelevant eventually once WoTLK comes out, but I didn't expect every piece to become awful as soon as the game comes out.

That'll learn ya to shard those "Of the Whale"

Wow, that's a serious overhaul for paladins going on there.

Yeah I'll have to test it out tonight.

Farscry wrote:

Wow, that's a serious overhaul for paladins going on there. :shock:

HOLY CRAP! I just finished going through all three trees and I'm pretty much playing a completely new character. The stamina -> spell power conversion is interesting, getting 5% dodge is nice, but the real kicker is having shield slam and a type of thunderclap ability, while also having a huge amount of threat tricks to use. The "Hands" abilities are nice though IMO.

Yep, I'm sticking around for this one

Zablocki19 wrote:

BTW - New Talents, Skills available for Hunters and Paladins at www.mmo-champion.com

Scroll down, click on the tree you want, there is some awesome stuff I'm going through right now.

Holy crap! Beacon of the Light (holy tree) is right in line with my ideas of what kind of group heal would be appropriate for paladins! (I was thinking more like a healing version of consecration, but this works too) It's still not as good as that of a druid or priest (appropriately so), but it gives us more flexibility.

I'm digging these new talent trees!

Just noticed Ret also has a "and also your crit heals do special stuff" talent. WTF?
Ret also gets a AP-> Spell power conversion talent, too.
In fact, Ret looks pretty neat.

I really like what they did with the Auras, 1 to affect the entire raid, meaning 1 Holy, 1 Prot and 1 Ret would give Conc, Devo and Ret to everyone. Also:

Imp Devo - provides EVERYONE with 1800 armor, and increased healing by 3%

Imp Ret (with both talents full) - 168 damage when hit, 2% increased damage for EVERYONE and 3% increase casting, melee and ranged attack speed

Imp Conc - provides EVERYONE with 50% ignore spell pushback, and 30% reduction in Silent/Interrupt effects

Meanwhile, at lvl 80, the base Fire, Frost and Shadow resistances are 130 actually good compared to the 80 we expected

Devmani wrote:

* Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.

Not a fix that's an adjustment sliding to the negative side.

I heard that they're making it so that tanks generate an innate extra 30% threat, so Salvation and other similar abilities have been removed or modified because now everyone has a built in salvation, so take that into account when judging Hand of Salvation.

It's already been stated that Daggers will be the Top Raid tree for rogues in WoLK. THey are shifting away from swords/fists/maces.

There is some interesting stuff in there, talent-wise. However, I'll have to see it to believe it.

kaostheory wrote:
Devmani wrote:

* Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.

Not a fix that's an adjustment sliding to the negative side.

I heard that they're making it so that tanks generate an innate extra 30% threat, so Salvation and other similar abilities have been removed or modified because now everyone has a built in salvation, so take that into account when judging Hand of Salvation.

You are correct (and sorry that was a copy/paste, not my opinion)! Salv is now a "Hand" ability which will not override any actual blessings. Same with Hand of Freedom, Hand of Sacrifice and Hand of Protection. Now all those nice buffs will remain when using those abilities

Oh, of little importance (yeah right...) but LoH no longer takes all your mana, and is a base 20 minute CD. Meanwhile, you can still talent it to become a 16 minute CD and give the 30% armor buff for 2 minutes

Now to find a way to get 12 extra points in Holy, and 13 points in Prot for only 3 points in Ret...this is gonna be some tough math...

Zablocki19 wrote:

I really like what they did with the Auras, 1 to affect the entire raid, meaning 1 Holy, 1 Prot and 1 Ret would give Conc, Devo and Ret to everyone. Also:

Imp Devo - provides EVERYONE with 1800 armor, and increased healing by 3%

Imp Ret (with both talents full) - 168 damage when hit, 2% increased damage for EVERYONE and 3% increase casting, melee and ranged attack speed

Imp Conc - provides EVERYONE with 50% ignore spell pushback, and 30% reduction in Silent/Interrupt effects

Meanwhile, at lvl 80, the base Fire, Frost and Shadow resistances are 130 actually good compared to the 80 we expected

Shaman totems will now be raid wide as well. 3 paly's and 3 shammy's will make for some ungodly buffage!

And judgements are useful for everyone now:

In Ret, 3% raidwide crit off ANY judgement, double damage judgements from Crusader Strike, 60% of judgement damage is restored as Mana to your party (WOW)

In Prot, judgement reduces targets' attack speed by 20% (woot!)

In Holy, judgements can have a 28 yard range (judge from healing range), and increase your own casting and melee haste by 10%.

Holy Crap!

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