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		<title>WoW Cataclysm Beta: New talent trees for retribution paladins</title>
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		<pubDate>Sat, 31 Jul 2010 09:44:08 +0000</pubDate>
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		<guid isPermaLink="false">http://freewowguide.org/?p=11208</guid>
		<description><![CDATA[by Gregg Reece Retribution &#8220;A righteous crusader who judges and punishes opponents with weapons and Holy magic.&#8221; First, before we talk about anything else, please note that we are not going to get Divine Storm as our active ability for picking the tree. They are likely going to create a new single-target ability specifically for [...]


Related posts:<ol><li><a href='http://freewowguide.org/wow-cataclysm-beta-new-talent-trees-for-protection-paladins/' rel='bookmark' title='Permanent Link: WoW Cataclysm Beta: New talent trees for protection paladins'>WoW Cataclysm Beta: New talent trees for protection paladins</a> <small>by Gregg Reece Protection &#8220;Uses Holy magic to shield himself...</small></li>
<li><a href='http://freewowguide.org/wow-cataclysm-beta-new-talent-trees-for-holy-paladins/' rel='bookmark' title='Permanent Link: WoW Cataclysm Beta: New talent trees for Holy paladins'>WoW Cataclysm Beta: New talent trees for Holy paladins</a> <small>?by Gregg Reece Holy &#8220;Invokes the power of the Light...</small></li>
<li><a href='http://freewowguide.org/patch-302-primer-for-retribution-paladins/' rel='bookmark' title='Permanent Link: Patch 3.0.2 primer for Retribution Paladins'>Patch 3.0.2 primer for Retribution Paladins</a> <small>Let&#8217;s face it. Retribution blows. Blows things up, that is....</small></li>
</ol>

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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/gregg-reece/">Gregg Reece</a></strong></p>
<p><strong>Retribution </strong><em>&#8220;A righteous crusader who judges and punishes  opponents with weapons and Holy magic.&#8221; </em></p>
<p>First, before we talk about  anything else, please note that we are not going to get Divine Storm as our  active ability for picking the tree. They are likely going to create a new  single-target ability specifically for this purpose.</p>
<p>Divine Storm will  end up back in the talent tree, but not as the defining talent in the tree. It&#8217;s  going somewhere in the middle, and they&#8217;re adding yet another ability as the  31-pointer &#8212; to what end, we currently don&#8217;t know. They&#8217;ve also hinted that  they&#8217;re going to be making a third new ability for use someplace else. So, we&#8217;re  getting three new abilities, and we only have a vague idea what one of them will  be called (Divine Retribution &#8230; another dartboard pally skill  name).</p>
<p><span id="more-11208"></span></p>
<p>Otherwise, some things are pretty close to how we remember them,  but others have changed drastically. Eye for an Eye can proc off all damage, and  instead of reflecting it back, it hits the target with a Judgement. Speaking of  Judgement, there is no more Judgement of Wisdom. There is no more Judgement of  Justice. There is only Judgement, which is a combination of Light&#8217;s healing and  Justice&#8217;s no-flee bonus.</p>
<p>There is no Seal of Command anymore. There is  essentially a talent called Seals of Retribution (third tier) that lets you  duplicate it using Seal of Righteousness. So, your choice of seals are pretty  much going to be Righteousness and Vengeance/Corruption for damage. You still  have Seals of Light, Wisdom and Justice at the moment for utility.</p>
<p>As far  as interesting talents go, my votes go for revamped Eye for an Eye and  Sanctified Wrath. EfaE now has a chance to proc off any damage (including raid  damage) and hits the source with a free Judgement. Sanctified Wrath lets you  treat any target as if it&#8217;s below 20% for Hammer of Wrath when you&#8217;ve got  Avenging Wrath up, plus it adds crit to Hammer of Wrath.</p>
<ul>
<li><strong>Spec Active Ability</strong>
<ul>
<li><strong>Divine Storm</strong> Instant cast. 10 sec  cooldown. Requires Melee Weapon. An instant weapon attack that causes 55% of  weapon damage to up to all enemies within 8 yards. The Divine Storm heals up to  3 party or raid members totaling 25% of the damage caused.</li>
</ul>
</li>
<li><strong>Spec Passives </strong>
<ul>
<li><strong>Two-Handed Weapon Specialization</strong> Requires Two-Handed Axes, Two-Handed Maces, Polearms, Two-Handed Swords.  Increases the damage you deal with two-handed melee weapons by 6%.</li>
<li><strong>Sheath of Light </strong>Increases your  spell power by an amount equal to 30% of your attack power and your critical  healing spells heal the target for 60% of the healed amount over 12 seconds.</li>
<li><strong>Divine Purpose</strong> Generate ???% of  your maximum mana every ??? sec.</li>
</ul>
</li>
<li><strong>Tier 1 talents</strong>
<ul>
<li><strong>Improved Judgements </strong>(2) Decreases  the cooldown of your Judgement spells by 1/2 sec.</li>
<li><strong>Heart of the Crusader </strong>(3) In  addition to the normal effect, your Judgement spells will also increase the  critical strike chance of all attacks made against that target by an additional  1/2/3%.</li>
<li><strong>Crusade</strong> (3) Increases the damage  and healing of your Crusader Strike, Hammer of the Righteous, and Holy Shocke by  5/10/15% and an additional 5/10/15% against enemy Humanoids, Demons, Undead,  Dragonkin, and Elementals.</li>
</ul>
</li>
<li><strong>Tier 2 talents</strong>
<ul>
<li><strong>Eye for an Eye </strong>(2) All damaging  attacks against you have a 5/10% chance to cause you to strike your attacker  with your Judgement ability. This effect cannot occur more than once every 2  secs.</li>
<li><strong>Righteous Vengeance </strong>(3) When your  Judgement, Crusader Strike, Hammer of the Righteous, and Divine Storm spells  deal a critical strike, your target will take 10/20/30% additional damage over 8  sec.</li>
<li><strong>Pursuit of Justice</strong> (2) Increases  movement and mounted movement speed by 8/15%. This does not stack with other  movement speed increasing effects.</li>
</ul>
</li>
<li><strong>Tier 3 talents</strong>
<ul>
<li><strong>Judgments of the Wise </strong>(3) Your  damaging Judgement spells have a 33/66/100% chance to grant the Replenishment  effect to up to 10 party or raid members mana regeneration equal to 1% of their  maximum mana per 5 sec for 15 sec, and to immediately grant you 25% of your base  mana.</li>
<li><strong>The Art of War</strong> (2) Your critical  melee attacks reduce the cast time of your next Holy Light or Exorcism spell by  50/100%.</li>
<li><strong>Seals of Retribution </strong>(1) Your  damaging Seals now also deal 15% weapon damage each time you swing, and your  Seal of Righteousness now hits up to 2 additional targets.</li>
</ul>
</li>
<li><strong>Tier 4 talents</strong>
<ul>
<li><strong>Swift Retribution</strong> (3) Your auras  also increase your party and raid&#8217;s melee and ranged attack speed by 7/14/20%.</li>
<li><strong>Fanaticism</strong> (3) Increases the  critical strike chance of your Judgement spell by 6/12/18% and reduces threat  caused by all actions by 10/20/30% except when under the effects of Righteous  Fury.</li>
</ul>
</li>
<li><strong>Tier 5 talents</strong>
<ul>
<li><strong>Repentance</strong> (1) Instant cast. 1 min  cooldown. Puts the enemy target in a state of meditation, incapacitating them  for up to 1 min, and removing the effect of Righteous Vengeance. Any damage  caused will awaken the target. Usable against Demons, Dragonkin, Giants,  Humanoids, and Undead.</li>
<li><strong>Sanctified Retribution</strong> (3)  Increases the damage caused by Retribution Aura by 17/34/50% and all damage  caused by friendly targets affected by any of your Auras is increased by 1/2/3%.</li>
<li><strong>Sanctified Wrath</strong> (2) Increases the  critical strike chance of Hammer of Wrath by 25/50%, reduces the cooldown of  Avenging Wrath by 30/60 secs and while affected by Avenging Wrath you can use  Hammer of Wrath as if the target had 20% or less health.</li>
</ul>
</li>
<li><strong>Tier 6 talents</strong>
<ul>
<li><strong>Conviction</strong> (3) Gives you a 1/2/3%  bonus to Physical and Holy damage you deal for 30 sec after dealing a critical  strike from a weapon swing, spell, or ability. This effect stacks up to 3 times.</li>
<li><strong>Sanctity of Battle</strong> (2) Increases  the damage caused by Exorcism by 10/20% and reduces the cooldown by 2/4 secs</li>
</ul>
</li>
<li><strong>Tier 7 talents</strong>
<ul>
<li><strong>Divine Retribution </strong>(1) Not Yet  Implemented.</li>
</ul>
</li>
</ul>
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<p>Related posts:<ol><li><a href='http://freewowguide.org/wow-cataclysm-beta-new-talent-trees-for-protection-paladins/' rel='bookmark' title='Permanent Link: WoW Cataclysm Beta: New talent trees for protection paladins'>WoW Cataclysm Beta: New talent trees for protection paladins</a> <small>by Gregg Reece Protection &#8220;Uses Holy magic to shield himself...</small></li>
<li><a href='http://freewowguide.org/wow-cataclysm-beta-new-talent-trees-for-holy-paladins/' rel='bookmark' title='Permanent Link: WoW Cataclysm Beta: New talent trees for Holy paladins'>WoW Cataclysm Beta: New talent trees for Holy paladins</a> <small>?by Gregg Reece Holy &#8220;Invokes the power of the Light...</small></li>
<li><a href='http://freewowguide.org/patch-302-primer-for-retribution-paladins/' rel='bookmark' title='Permanent Link: Patch 3.0.2 primer for Retribution Paladins'>Patch 3.0.2 primer for Retribution Paladins</a> <small>Let&#8217;s face it. Retribution blows. Blows things up, that is....</small></li>
</ol></p>
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		<title>WoW Cataclysm Beta: New talent trees for protection paladins</title>
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		<pubDate>Fri, 30 Jul 2010 09:42:06 +0000</pubDate>
		<dc:creator>free-wow-guide</dc:creator>
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		<guid isPermaLink="false">http://freewowguide.org/?p=11206</guid>
		<description><![CDATA[by Gregg Reece Protection &#8220;Uses Holy magic to shield himself / herself and defend allies from attackers.&#8221; Don&#8217;t believe everything you read on the internet. The paladin, in general, is still heavily under development, and don&#8217;t expect the next patch&#8217;s protection tree to look at all like this. Also, ignore the Holy Shield in this [...]


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<li><a href='http://freewowguide.org/wow-cataclysm-beta-new-talent-trees-for-retribution-paladins/' rel='bookmark' title='Permanent Link: WoW Cataclysm Beta: New talent trees for retribution paladins'>WoW Cataclysm Beta: New talent trees for retribution paladins</a> <small>by Gregg Reece Retribution &#8220;A righteous crusader who judges and...</small></li>
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</ol>

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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/gregg-reece/">Gregg Reece</a></strong></p>
<p><strong>Protection</strong><em><strong> </strong>&#8220;Uses  Holy magic to shield himself / herself and defend allies from attackers.&#8221;</em></p>
<p>Don&#8217;t believe everything you read on the internet. The paladin, in  general, is still heavily under development, and don&#8217;t expect the next patch&#8217;s  protection tree to look at all like this. Also, ignore the Holy Shield in this  build, as it is going to stop being a constant, maintained ability and instead  will be something you hit when you need it, much like trinkets.</p>
<p>They chose Avenger&#8217;s Shield as the active ability you nab for choosing  protection spec. It gives you damage and allows you to pull in dungeons more  easily at low levels. Touched by the Light as a passive allows early conversion  of the strength-based plate gear we&#8217;ll be wearing into the spellpower we  need.</p>
<p>Some quick things of note before we dig into things. Ardent  Defender is no longer passive. It is an active Last Stand-esque ability. Some  things have been moved from other trees into protection, like Improved Crusader  Strike and Seals of the Pure. We get Improved Exorcism to remove the cast time  off the spell so that we can actually use the ability for something other than  pulls.</p>
<p><span id="more-11206"></span></p>
<p>Divine Guardian now reduces the cooldown of Divine Plea by up to  60 seconds, which means we can use it whenever we need it (as it appears we&#8217;ve  lost the almost constant uptime we were able to manage before). Hallowed Ground  is a peculiar talent, as it allows you to extend your Consecration by up to 30  additional seconds. This is a really nice thing for flag guarding in PvP  battlegrounds like Arathi Basin, as we will be able to keep the area constantly  consecrated without worrying nearly as much about mana  consumption.</p>
<p>Overall, don&#8217;t get too attached or upset about anything  here, as we&#8217;ve essentially been told that most of this is going to change in the  next build or two.</p>
<ul>
<li><strong>Spec Active Ability</strong>
<ul>
<li><strong>Avenger&#8217;s Shield</strong> Hurls a holy  shield at the enemy, dealing [440+0.07*SPH+0.07*AP] to [536+0.07*SPH+0.07*AP]  Holy damage, Dazing them and then jumping to additional nearby enemies. Affects  3 total targets. Lasts 10 sec.</li>
</ul>
</li>
<li><strong>Spec Passives</strong>
<ul>
<li><strong>Touched by the Light </strong>Increases your  spell power by an amount equal to 60% of your Strength and increases the amount  healed by your critical heals by 30%.</li>
<li><strong>Vengeance</strong> Each time you take  damage, you gain 5% of the damage taken as attack power, up to a maximum of 10%  of your health.</li>
</ul>
</li>
<li><strong>Tier 1 talents</strong>
<ul>
<li><strong>Toughness </strong>(3) Increases your armor  value from items by 3/6/10%</li>
<li><strong>Seals of the Pure</strong> (3) Increases  the damage done by your Seals and their Judgement effects by 5/10/15%</li>
<li><strong>Improved Hammer of Justice </strong>(2)  Decreases the cooldown of your Hammer of Justice spell by 10/20 sec.</li>
</ul>
</li>
<li><strong>Tier 2 talents</strong>
<ul>
<li><strong>Judgements of the Just </strong>(2)  Increases the duration of your Seal of Justice effect by 0.5/1.0 sec and your  Judgement spells also reduce the melee attack speed of the target by 10%</li>
<li><strong>Sanctuary</strong> (3) Reduces damage taken  from all sources by 1/2/3% and when you block, parry, or dodge a melee attack  you will gain 1/2/3% of maximum mana</li>
<li><strong>Guardian&#8217;s Favor </strong>(2) Reduces the  cooldown of your Hand of Protection by 60 sec/2 min and increases the duration  of your Hand of Freedom by 2/4 sec.</li>
<li><strong>Sacred Oath</strong> (3) Increases the  damage you cause while using a one-handed weapon by 4/8/12% and increases the  amount absorbed by your Sacred Shield by 10/20/30%</li>
</ul>
</li>
<li><strong>Tier 3 talents</strong>
<ul>
<li><strong>Spiritual Attunement</strong> (2) A passive  ability that gives the Paladin mana when healed by other friendly targets&#8217;  spells. The amount of mana gained is equal to 5/10% of the amount healed.</li>
<li><strong>Divine Sacrifice</strong> (1) Instant. 2  min cooldown. 30% of all damage taken by party members within 30 yards is  redirected to the Paladin (up to a maximum of 40% of the Paladin&#8217;s health times  the number of party members). Damage which reduces the Paladin below 20% health  will break the effect. Lasts 10 sec.</li>
<li><strong>Improved Exorcism </strong>(2) Reduces the  cast time of your Exocism spell by 0.75/1.5 secs and increases the damage by  10/20%</li>
<li><strong>Improved Devotion Aura </strong>(3)  Increases the armor bonus of your Devotion Aura by 17/34/50% and increases the  amount healed on any target affected by any of your Auras by 6%.</li>
</ul>
</li>
<li><strong>Tier 4 talents</strong>
<ul>
<li><strong>Hallowed Ground</strong> (2) Increases the  duration of your Consecration spell by 15/30 secs and the damage it causes by  10/20%.</li>
<li><strong>Vindication</strong> (2) Gives the  Paladin&#8217;s damaging attacks a chance to reduce physical damage done by the target  by 5/10% for 10 sec.</li>
<li><strong>Shield of the Templar</strong> (2) Your  Avenger&#8217;s Shield has a 50/100% chance to silence your targets for 3 sec.</li>
</ul>
</li>
<li><strong>Tier 5 talents</strong>
<ul>
<li><strong>Ardent Defender</strong> (1) Instant. 2 min  cooldown. Activate to reduce damage taken by 20%. While active, attacks which  would otherwise kill you cause you to be healed for 15% of your maximum health.  Only useable when your health is below 35%.</li>
<li><strong>Divine Guardian </strong>(2) Reduces the  cooldown of your Divine Sacrifice and Divine Plea abilities by 30/60secs.</li>
<li><strong>Holy Shield</strong> (3) Instant cast. 8  sec cooldown. Reduces the chance you&#8217;ll be critically hit by melee attacks by  2/4/6%, and deals 97.8/195.6/293.41 Holy damage for each attack blocked.</li>
</ul>
</li>
<li><strong>Tier 6 talents</strong>
<ul>
<li><strong>Sacred Duty</strong> (3) Increases your  total Stamina by 5/10/15%, reduces the cooldown of your Divine Shield and Divine  Protection spells by 1/2/3 min.</li>
<li><strong>Improved Crusader Strike </strong>(2)  Reduces the cooldown of Crusader Strike by 2/4 secs and increases the damage  caused by 50/100%</li>
</ul>
</li>
<li><strong>Tier 7 talents</strong>
<ul>
<li><strong>Hammer of the Righteous</strong> (1)  Instant cast. Hammer the current target and up to 2 additional nearby targets,  causing 3 times your main hand damage per second as Holy damage.</li>
</ul>
</li>
</ul>
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<p>Related posts:<ol><li><a href='http://freewowguide.org/wow-cataclysm-beta-new-talent-trees-for-holy-paladins/' rel='bookmark' title='Permanent Link: WoW Cataclysm Beta: New talent trees for Holy paladins'>WoW Cataclysm Beta: New talent trees for Holy paladins</a> <small>?by Gregg Reece Holy &#8220;Invokes the power of the Light...</small></li>
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		<title>WoW Cataclysm Beta: New talent trees for Holy paladins</title>
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		<pubDate>Fri, 30 Jul 2010 09:40:10 +0000</pubDate>
		<dc:creator>free-wow-guide</dc:creator>
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		<guid isPermaLink="false">http://freewowguide.org/?p=11204</guid>
		<description><![CDATA[?by Gregg Reece Holy &#8220;Invokes the power of the Light to protect and to heal.&#8221; This is not the holy revamp that you&#8217;re looking for. Ghostcrawler (WoW lead systems designer) said that what we&#8217;re seeing isn&#8217;t what they&#8217;re wanting for holy paladins yet. It will likely be a beta build or two before something vaguely [...]


Related posts:<ol><li><a href='http://freewowguide.org/wow-cataclysm-beta-new-talent-trees-for-retribution-paladins/' rel='bookmark' title='Permanent Link: WoW Cataclysm Beta: New talent trees for retribution paladins'>WoW Cataclysm Beta: New talent trees for retribution paladins</a> <small>by Gregg Reece Retribution &#8220;A righteous crusader who judges and...</small></li>
<li><a href='http://freewowguide.org/wow-cataclysm-beta-new-talent-trees-for-protection-paladins/' rel='bookmark' title='Permanent Link: WoW Cataclysm Beta: New talent trees for protection paladins'>WoW Cataclysm Beta: New talent trees for protection paladins</a> <small>by Gregg Reece Protection &#8220;Uses Holy magic to shield himself...</small></li>
<li><a href='http://freewowguide.org/patch-302-primer-for-holy-paladins/' rel='bookmark' title='Permanent Link: Patch 3.0.2 primer for Holy Paladins'>Patch 3.0.2 primer for Holy Paladins</a> <small>For now, we&#8217;ll take a look at the talent trees...</small></li>
</ol>

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			<content:encoded><![CDATA[<p>?by <strong><a href="http://www.wow.com/bloggers/gregg-reece/">Gregg Reece</a></strong></p>
<p><strong>Holy </strong><em>&#8220;Invokes the power of the Light to protect and to  heal.&#8221;</em></p>
<p>This is not the holy revamp that you&#8217;re looking for. Ghostcrawler (<em>WoW</em> lead  systems designer) said that what we&#8217;re seeing isn&#8217;t what they&#8217;re wanting for  holy paladins yet. It will likely be a beta build or two before something  vaguely final for our class is ready as we&#8217;re one of the classes lagging towards  the back of the pack.</p>
<p>One thing I&#8217;m annoyed with (but I believe they&#8217;re  going to fix in an upcoming patch) is that our spell pushback resistance is  talented, when just about every other caster appears to be getting it as one of  their passive bonuses for picking the tree. Expect some sort of change regarding  this in the future.</p>
<p>There are still a couple things to glean from these  changes, though. First off, Holy Shock has returned to a healadin-only ability.  Blizzard felt that it was important to start giving us the tools we needed to  heal earlier on as well as giving us something that can double as a damage  ability. Secondly, Beacon of Light (at least for this brief moment) has been  tossed higher into the tree so that you can nab it at sometime around level  30.</p>
<p><span id="more-11204"></span></p>
<p>Also, notice a couple other strange talent interactions, like  Purifying Power (sixth tier), which can give you free Judgements when cleansing  effects, and Inspired Judgement (third tier), which heals your beacon target  when your Judgement hits. So imagine a cleanse-heavy fight. Every time you  cleanse, you judge the boss, which heals your beacon target. These talents may  not make it to expansion, let alone the next beta build, but they do give us  some idea of things that the developers are thinking of.</p>
<ul>
<li><strong>Spec Active Ability</strong>
<ul>
<li><strong>Holy Shock</strong> Instant cast. 6 sec  cooldown. Blasts the target with Holy energy, causing 314 to 340 Holy damage to  an enemy, or 481 to 519 healing to an ally.</li>
</ul>
</li>
<li><strong>Spec Passives</strong>
<ul>
<li><strong>Meditation</strong> Allows ???% of your mana  regeneration to continue while casting.</li>
<li><strong>Healing Bonus </strong>Increases the  effectiveness of your healing spells by ???%.</li>
</ul>
</li>
<li><strong>Tier 1 talents</strong>
<ul>
<li><strong>Sanctified Light </strong>(3) Increases the  critical effect chance of your Judgements and Holy Shock spells by 5/10/15%.</li>
<li><strong>Spiritual Focus</strong> (2) Reduces the  pushback suffered from damaging attacks while casting Flash of Light, Holy  Light, and Divine Light by 35/70%.</li>
<li><strong>Divinity </strong>(3) Increases all healing  done by you and all healing effects on you by 2/4/6%.</li>
</ul>
</li>
<li><strong>Tier 2 talents</strong>
<ul>
<li><strong>Healing Light </strong>(3) Increases the  amount healed by your Holy Light, Flash of Light, Divine Light, and the  effectiveness of Holy Shock spells by 4/8/12%.</li>
<li><strong>Improved Lay on Hands </strong>(2) Grants  the target of your Lay on Hands spell 10/20% reduced physical damage taken for  15 sec. In addition, the cooldown for your Lay on Hands spell is reduced by 2/4  min.</li>
<li><strong>Judgements of the Pure </strong>(3) Your  Judgement spell increases your casting and melee haste by 3/6/9% for 1 min.</li>
<li><strong>Unyielding Faith</strong> (2) When you are  affected by a Fear or Disorient effect your next spell cast within 15 sec has  its cast time reduced by 50/100%.</li>
</ul>
</li>
<li><strong>Tier 3 talents</strong>
<ul>
<li><strong>Illumination</strong> (3) After getting a  critical effect from your abilities you gain mana equal to 10/20/30% of the base  cost of the spell.</li>
<li><strong>Divine Light</strong> (1) 2.5 sec cast.  Heals a friendly target for 7761.99 to 8648.14.</li>
<li><strong>Beacon of Light </strong>(1) Instant cast.  The target becomes a Beacon of Light to all members of your party or raid within  a 60 yard radius. Each Holy Light or Holy Shock you cast on party or raid  members will also heal the Beacon for 100% of the amount healed. Only one target  can be the Beacon of Light at a time. Last 1 min.</li>
<li><strong>Inspired Judgement </strong>(2) Your  Judgement spell also heals your Beacon of Light for 50/100% of the damage  caused.</li>
</ul>
</li>
<li><strong>Tier 4 talents</strong>
<ul>
<li><strong>Infusion of Light</strong> (2) Your Holy  Shock critical heits reduce the cast time of your next Flash of Light by  0.75/1.5 sec or increase the critical chance of your next Holy Light or Divine  Light by 10/20%.</li>
<li><strong>Blessed Life</strong> (2) All attacks  against you have a 5/10% chance to cause half damage.</li>
<li><strong>Enlightened Judgements</strong> (2)  Increases the range of your Judgement spell by 15/30 yards and grants you hit  rating equal to 50/100% of any spirit gained from items or effects.</li>
</ul>
</li>
<li><strong>Tier 5 talents</strong>
<ul>
<li><strong>Improved Concentration Aura</strong> (3)  Increases the effect of your Concentration Aura by an additional 5/10/15% and  while any Aura is active reduces the duration of any Silence or Interrupt  effects used against an affected group member by 10/20/30%. The duration  reduction does not stack with any other effects.</li>
<li><strong>Aura Mastery</strong> (1) Instant. 2 min  cooldown. Causes your Concentration Aura to make all affected targets immune to  Silence and Interrupt effects and improve the effect of all other auras by 100%.  Lasts 6 sec.</li>
<li><strong>Sacred Cleansing </strong>(1) Your Cleans  spell now also dispels 1 Magic effect.</li>
</ul>
</li>
<li><strong>Tier 6 talents</strong>
<ul>
<li><strong>Purifying Power</strong> (2) When you  Cleans a harmful effect, you have a 50/100% chance to strike the caster of the  harmful effect with your Judgement ability.</li>
<li><strong>Selfless Healer</strong> (3) Your healing  spells have a 2/4/6% chance to critically hit when cast on others.</li>
</ul>
</li>
<li><strong>Tier 7 talents</strong>
<ul>
<li><strong>Divine Illumination</strong> (1) Instant. 3  min cooldown. Increases your chance to critically hit with all spells and attack  by 30%.</li>
</ul>
</li>
</ul>
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		<title>WoW Cataclysm Beta: Mage talents and specializations</title>
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		<pubDate>Thu, 29 Jul 2010 09:36:03 +0000</pubDate>
		<dc:creator>free-wow-guide</dc:creator>
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		<guid isPermaLink="false">http://freewowguide.org/?p=11201</guid>
		<description><![CDATA[by Christian Belt A couple of brief disclaimers. This is the first pass at these new talent trees. They are quite unfinished and will change significantly throughout the beta cycle. Mages (and especially the arcane tree) are particularly unfinished. Some classes have a more accurate look at their new trees and specializations; mages do not. [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/christian-belt/">Christian Belt</a></strong></p>
<p>A couple of brief disclaimers.</p>
<ol>
<li>This is the first pass at these new talent trees. They are quite unfinished  and will change significantly throughout the beta cycle.</li>
<li>Mages (and especially the arcane tree) are particularly unfinished. Some  classes have a more accurate look at their new trees and specializations; mages  do not.</li>
<li>Do not panic, burn Ghostcrawler dolls in effigy,  take up pitchforks and/or torches, or send anything potentially volatile to any  class developers. Nothing you see here or elsewhere on the interwebs is even  remotely close to being final. Relax.</li>
</ol>
<p><strong>Specializations</strong></p>
<p>These  are the primary skills you learn at level 10, when you select your talent tree.</p>
<p><span id="more-11201"></span></p>
<p>So  basically, at level 10 you still select your first talent, but in doing so, you  also choose your primary talent tree and will be unable to put any talent points  anywhere else for the next 60 levels. In addition, when you select your tree,  you will be given a few abilities that immediately give you access to some of  the awesome things associated with that tree. The plan is to make you instantly  feel like a fire mage, if a fire mage is what you&#8217;d prefer to feel like. Here&#8217;s  how the specialization bonuses look after this first  pass:</p>
<p><strong>Arcane</strong></p>
<ul>
<li><a rel="http://db.mmo-champion.com/s/44425/tooltip/js" href="http://db.mmo-champion.com/s/44425">Arcane Barrage</a></li>
<li>Arcane Specialization (+arcane damage)</li>
</ul>
<p><strong>Fire</strong></p>
<ul>
<li><a rel="http://db.mmo-champion.com/s/11366/tooltip/js" href="http://db.mmo-champion.com/s/11366">Pyroblast</a></li>
<li><a rel="http://db.mmo-champion.com/s/30482/tooltip/js" href="http://db.mmo-champion.com/s/30482">Molten Armor</a></li>
<li>Fire Specialization (+fire damage)</li>
</ul>
<p><strong>Frost</strong></p>
<ul>
<li><a rel="http://db.mmo-champion.com/s/31687/tooltip/js" href="http://db.mmo-champion.com/s/31687">Summon Water Elemental</a></li>
<li>Frost Specialization (+frost damage)</li>
</ul>
<p><strong>So that sounds pretty  awesome.</strong></p>
<p>Arcane mages get one of the coolest arcane spells, previously  the arcane tree cap talent, at level 10. I just want you to spend a moment  thinking about how awesome it would have been to level an arcane mage with an  instant nuke on a three-second cooldown, as opposed to now, where leveling an  arcane mage feels like something child molesters spend eternity doing in the  deepest pit of hell. I&#8217;d like to see <a href="http://cata.wowhead.com/spell=30451">Arcane Blast</a> given out bit  earlier, because the arcane playstyle is so dependent upon the mechanics of that  spell, but Arcane Barrage is great too.</p>
<p>Fire mages begin with two  signature fire abilities: Pyroblast and Molten Armor. This immediately gives a  fire mage a distinct flavor. Massive fire balls and flimsy, damaging armor? Not  shabby for a first try, Blizzard. Also, not having to spend a talent point on an  ability that so many later fire talents depend upon is a welcome change. Still,  I have to wonder if this means arcane mages and frost mages can&#8217;t learn Molten  Armor? If that&#8217;s the case, why aren&#8217;t arcane and frost learning their armor  spells as well? Will those spells already have been made available to them prior  to level 10? I shudder to imagine those first 10 levels without <a href="http://cata.wowhead.com/spell=7302">Frost Armor</a> &#8230;</p>
<p>Frost is  officially a pet class. We&#8217;ll learn to summon our water elementals at level 10  and never be alone again. Except when we get jumped by 16 murlocs and leave our  big blue buddy behind to die in our place while we run, screaming, for a safe  place to change our soiled skirts. The beta tooltip for this still lists a  45-second expiration on the elemental, so I have to wonder if the pet will still  require a glyph slot to make permanent. I would hope not. I&#8217;d like to see that  glyph excised completely from the game. If water elementals are now going to be  an essential part of the frost mage leveling experience, I&#8217;m not sure it makes  any sense at all for them to be of limited duration.</p>
<p>All three trees get  passive increased damage to spells from their school of magic, which is logical.  I&#8217;d like to see frost and arcane both get one more ability at 10, possibly their  armor spells (or maybe a more powerful, exclusive version of those spells, if  they&#8217;re going to be available to all mages). I feel, though, that Blizzard is on  the right track with these specialty bonuses. They immediately give a strong  sense of uniqueness &#8212; a very distinct flavor &#8212; to the mage who chooses them at  level 10 and should make the early leveling process far more  pleasant.</p>
<p><strong>31-Point talent  trees</strong></p>
<p>So much is left unfinished about these trees, it&#8217;s quite  difficult to view them as anything other than a very preliminary preview of  what&#8217;s to come. Still, there&#8217;s a treasure trove of speculative information to be  gleaned here. <a href="http://talent.mmo-champion.com/?mage#,,12479">Go take a  look</a>. Browse. Peruse. Then come back, and we&#8217;ll talk a bit.</p>
<p>Here&#8217;s  what I&#8217;m seeing at first glance:</p>
<ul>
<li>We&#8217;re down to between 19 and 20 distinct talents per tree. Arcane has 20;  the other two have 19.</li>
<li>There are 40-41 talent points total per tree. Again, arcane has the most, at  41, while the other two trees clock in at 40 each. That means that should you  choose to do so, you could very well get every talent in your chosen tree (since  you&#8217;ll have 41 talent points to spend at level 85), though it looks to me as if  doing that would be a very bad idea.</li>
<li>All talents require between one and three talent points to max out.</li>
<li>Many low-tier talents have become high-tier talents and vice versa. For  example, <a href="http://cata.wowhead.com/spell=54646">Focus Magic</a> is now  very deep in the arcane tree, while <a href="http://cata.wowhead.com/spell=55340">Torment the Weak</a> has become a  first-tier talent. This dramatically alters the landscape of what you will be  diving into the other trees for, after reaching that level 70 threshold.</li>
<li>A great number of the more passive or boring talents have been removed  entirely (<a href="http://www.wowhead.com/spell=44399">Student of the Mind</a>,  we hardly knew ye), with which I have zero issues.</li>
<li>While we have significantly fewer talents to deal with, many of them are  simply amalgamations of older talents, stripped to their basic components and  then smooshed back together into one uber-talent monstrosity. See Ice Shards. I  can&#8217;t find a good link for it as it exists in the current beta build, so <a href="http://talent.mmo-champion.com/?mage#,,12479">check the talent trees</a> again; the same applies for most of the talents you&#8217;ll see mentioned below.</li>
</ul>
<p><strong>Other interesting things of note, organized by  tree:</strong></p>
<p><strong>Arcane</strong></p>
<ul>
<li>Arcane Repulsion now only works when you have <a href="http://cata.wowhead.com/spell=6117">Mage Armor</a> up, making Mage Armor  your PvP armor of choice if you&#8217;re an arcane mage (and maybe even if you  aren&#8217;t).</li>
<li>Netherwind Presence is a first-tier talent? Holy crap. Unless fire mages and  frost mages both hate haste for some reason in the expansion, why wouldn&#8217;t every  mage ever want to pick this talent up?</li>
<li>Improved Arcane Missiles gives two extra missiles? Sweet fancy Moses. I just  peed a little.</li>
<li>Improved Polymorph, while still being awesome, is now completely different.  Instead of being able to queue up damage for three seconds on a polymorphed  target, you now stun them for three seconds when you do damage to them. Please,  please don&#8217;t let diminishing returns affect this stun. Anyway, so much for my  little haiku. The whole of that lost column is now officially obsolete. Oh well,  at least I got to type &#8220;snuffleupagus.&#8221;</li>
<li>Arcane&#8217;s cap talent is now <a href="http://cata.wowhead.com/spell=12042">Arcane Power</a>. Hmm.</li>
</ul>
<p><strong>Fire</strong></p>
<ul>
<li>Improved Fire Blast now basically gives Fire Blast the same essential  functionality as Arcane Barrage, only with a slightly longer cooldown and no  travel time. Glad to see Fire Blast back in the game as a viable spell.</li>
<li>Both Master of Elements and Incineration look like potential secondary tree  destinations for my talent points.</li>
<li>Molten Shields looks like a colossal waste of talent points, a rarity in  these new trees.</li>
<li>Pyromaniac is massively altered, making it almost mandatory that fire mages  be attacking multiple targets in fights where doing so is possible.</li>
<li>The new Combustion deserves its own column, really. I&#8217;m dying for more beta  data (ha!) on this, so any of you who have wisdom to dispense, please do so in  the comments below.</li>
</ul>
<p><strong>Frost</strong></p>
<ul>
<li>Um. Shatter. Drool. For just about everybody, this is going to give you a  more than 100% chance at a crit against frozen targets. We&#8217;re going to need some  theorycrafting once everything solidifies to determine the exact point at which  frost mages don&#8217;t need any more crit, ever.</li>
<li>Ice Shards is now Improved Blizzard, so don&#8217;t worry, guys. AoE Blizzard  farming is still on the table.</li>
<li>Frostfire Orb! Whoo! Frostfire Bolt isn&#8217;t going to be totally useless!</li>
<li>See also: Brain Freeze. I&#8217;m very interested to see if a viable Frostfire  spec emerges, despite the hybrid spec limitations inherent in the new talent  system.</li>
</ul>
<p>So &#8230; a lot to take in. I&#8217;m still absorbing things, and can&#8217;t  wait until the next beta build throws me for yet another massive loop.</p>
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<p>Related posts:<ol><li><a href='http://freewowguide.org/wow-cataclysm-beta-warlock-specializations-and-talents/' rel='bookmark' title='Permanent Link: WoW Cataclysm Beta: Warlock specializations and talents'>WoW Cataclysm Beta: Warlock specializations and talents</a> <small>by Eli Khoury Specializations The new talent system outlined by...</small></li>
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		<title>WoW Cataclysm Beta: Hunter talent overhaul</title>
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		<comments>http://freewowguide.org/wow-cataclysm-beta-hunter-talent-overhaul/#comments</comments>
		<pubDate>Thu, 29 Jul 2010 09:33:18 +0000</pubDate>
		<dc:creator>free-wow-guide</dc:creator>
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		<description><![CDATA[by Brian Wood As promised, Blizzard has completed a massive overhaul of the talent system in the Cataclysm beta. It&#8217;s a change of biblical proportions: only 31 points to the bottom of the trees, no more Mortal Shots, no more Hawk Eye, Explosive Shot for free at level 10, dogs and cats living together &#8230; [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/brian-wood/">Brian Wood</a></strong></p>
<p>As promised, Blizzard has completed a massive overhaul of the talent system in  the <em>Cataclysm </em>beta. It&#8217;s a change of biblical proportions: only 31  points to the bottom of the trees, no more <a href="http://cata.wowhead.com/spell=19490">Mortal Shots</a>, no more <a href="http://www.wowhead.com/spell=19500">Hawk Eye</a>, <a href="http://cata.wowhead.com/spell=53301">Explosive Shot</a> for free at level  10, dogs and cats living together &#8230; mass hysteria!</p>
<p>A lot of what we&#8217;re  seeing right now looks a little bit crude. We have vastly different numbers of  talents in different trees as well as some truly odd choices of what talents  remain and which ones were removed. Suffice it to say (as we always say), this  is just the beta; this is a first implementation of the new talent system, and  expect many changes moving forward.</p>
<p><strong>Talent  specialization benefits</strong></p>
<p>At level 10 when you get your first talent  point, you&#8217;ll be asked to specialize in one tree. Thereafter, you can only put  talent points into your specialization tree until you get to the very bottom of  the tree (which you&#8217;ll reach at level 70). However, once you choose your tree,  you&#8217;ll get a free, super-awesome ability right there at level 10. In concept,  this should be something that will really give you the feel of your tree and  will scale with your level appropriately.<br />
<span id="more-11199"></span></p>
<ul>
<li><strong>All Trees</strong> Bonus hit chance (3% at  lvl 80) and pushback reduction (70% at level 80)</li>
<li><strong>Beast Mastery</strong> <a href="http://www.wowhead.com/spell=19577">Intimidation</a></li>
<li><strong>Marksman </strong><a href="http://cata.wowhead.com/spell=19434">Aimed Shot</a></li>
<li><strong>Survival</strong> <a href="http://cata.wowhead.com/spell=53301">Explosive Shot</a></li>
</ul>
<p>The most  interesting effect of this is that Aimed Shot will now be exclusive to the MM  spec. No other tree will have access to this shot any longer. However, Aimed  Shot is not really a part of the MM rotation; at best, it&#8217;s used as an opener  until we reach the <a href="http://cata.wowhead.com/spell=34487">Master  Marksman</a> talent deep in the tree and have a chance to proc free instant  Aimed Shots every now and then. Only SV gets a shot that is actually the  defining shot of the tree.<br />
<strong><br />
</strong>Implementation is  somewhat hit and miss</p>
<p>While I was very excited about this idea &#8212;  giving spec-defining abilities to hunters at level 10 &#8212; I&#8217;m a bit disappointed  in the current implementation.</p>
<p>The reason I was so excited about this  change is I felt that it would be a very good tool for teaching new hunters who  are just leveling about their tree and class. Currently, the leveling system  does not do a very good job of teaching hunters how to play their spec. Take a  look at what your rotation is at level 80. The cornerstones of those rotations  for MM and SV are not available until very high levels, so throughout the  learning process the hunter is not given the most important tools they&#8217;ll need  when they reach the end game. They&#8217;re not being taught how to play their spec;  they&#8217;re being taught something else, some half-formed rotations that they&#8217;ll  have to unlearn when they get to the end game.</p>
<p>Don&#8217;t get me wrong: We&#8217;re  making big improvements on the hunter education already in <em>Cataclysm</em>.  Pets are there from level 1. Steady Shot is there at level 3, which is a massive  improvement. But what about the defining shots?</p>
<p>Blizzard has already  identified the signature abilities of each spec in <em>Cataclysm</em>: Explosive  Shot for SV, <a href="http://cata.wowhead.com/spell=53209">Chimera Shot</a> for  MM and <a href="http://cata.wowhead.com/spell=34026">Kill Command</a> for BM.  Let&#8217;s try to focus on those! Let&#8217;s take a look at the blueprint for each hunter  spec at level 85 and then see how the leveling process trains them to do well at  that.</p>
<p>For SV, Explosive Shot is spot on the money. We&#8217;re there. Get them  used to this shot for a while, then around level 30, they can buy their way into  <a href="http://cata.wowhead.com/spell=56344">Lock &amp; Load</a>, then <a href="http://cata.wowhead.com/spell=56337">T.N.T.</a> at 40. Now they&#8217;re really  getting used to the cornerstone of the SV rotation. SV is an example of  fantastic implementation of the new system.</p>
<p>But Aimed Shot for MM? The MM  <em>Cataclysm </em>rotation is all about refreshing Serpent Sting with Chimera  Shot. With the shorter duration of Serpent Sting and the need to have focus set  aside for the second Chimera Shot becomes available, this is a skill that we  need teach upcoming MM hunters. As it is now this defining ability, their  signature shot, will not be available to them until level 70.</p>
<p>BM is a  tough call, I&#8217;ll admit that, since the signature ability isn&#8217;t specific to the  BM tree. BM&#8217;s <em>Cataclysm </em>rotation, as we discussed, is going to be all  about converting <a href="http://cata.wowhead.com/spell=19625">Frenzy</a> stacks  into haste via <a href="http://cata.wowhead.com/spell=82692">Focus Fire</a> and  Kill Command. All of these abilities are (again) available fairly high up in the  tree, so the leveling BM hunter will get to them on his own soon enough.  Intimidation is certainly a good leveling talent for soloing, but I think every  BM hunter would agree that <a href="http://cata.wowhead.com/spell=19574">Bestial  Wrath</a> feels more like a defining ability of the BM hunter. Let them get  their big red pet on! Let them show off their pet out of the gate. However, this  is really a matter of cool factor and not a matter of improving the intuitive  learning experience, as it is with MM.</p>
<p><strong>The  talents</strong></p>
<p>You can see the new hunter talent trees over at <a href="http://talent.mmo-champion.com/?hunter#,,12479">MMO-Champion</a>.</p>
<p>Blizzard  shared a couple of design goals with us regarding the talent system overhaul.  The designers want to simplify the talent trees, to remove the boring talents  that no one ever takes and also to remove many of the passive and must-have  talents. They also wanted talents to be cooler and more desirable in general, so  you aren&#8217;t getting a new talent point and putting it in another 1% increase to  crit, for example. Of course, we also have the earlier stated goal of giving  some more choice in talents &#8212; so there isn&#8217;t necessarily a cookie-cutter build  for each spec down to the very last talent point.</p>
<p>I think the perfect  world implementation would provoke a mental conversation like this:</p>
<blockquote>
<div>
<p>Hmm &#8230; this talent is really cool!</p>
<p>Oh, but so is this one. I can  see that being awesome in this situation I often find myself in.</p>
<p>Whoa!  But look at that one &#8212; that is awesomesauce! I must have it too!</p>
<p>Oh god,  I can only get one of them! They&#8217;re all so good &#8230; I want them all. I can&#8217;t  decide between the shiny hunter goodness! Damn you,  Ghostcrawler!</p>
</div>
</blockquote>
<p>In a perfect implementation, you have more  totally awesome talents that you want than you have talent points, and the  advantage of those talents can&#8217;t be boiled down into a mathematical formula to  give you the right answer for every situation. This means that the talents would  inherently have to be somewhat situational. A perfect example is the current  Hawk Eye talent. The extra range is sweet, but no one takes it because there are  mathematically superior DPS options. But what if our choice was between Hawk Eye  and a talent that boosted our stamina? Now both are useful in different ways,  but you can&#8217;t mathematically prove which is best. In fact, the best choice  probably depends on your individual play style &#8212; a perfect  situation.</p>
<p>Unfortunately, I think the first draft of the hunter talent  trees provoked a mental conversation more like this one:</p>
<blockquote>
<div>
<p>Eh, they left that one in?</p>
<p>Blah, I suppose that maybe, sometime,  that talent could possibly useful.</p>
<p>Whatever, I&#8217;ll just toss the points  wherever so I can get down to something that I might actually care  about.</p>
</div>
</blockquote>
<p>I&#8217;m particularly surprised to see talents like <a href="http://cata.wowhead.com/spell=83545">Dazzled Prey</a> still in there, as  that certainly must qualify as one of those talents that no one ever took.  Furthermore, our Hawk Eye range extension talent was removed &#8212; if I have to  take a talent that isn&#8217;t a flat DPS advantage, that is a fantastic one. I&#8217;m also  saddened that we don&#8217;t see a stamina boost options anymore &#8212; with mana  mattering for our healers, that could be a legitimate choice for a non-DPS  talent.</p>
<p>But again, this is just the very first implementation of the new  talent system, and we can hope that these improve.</p>
<p><strong>Did our DPS go  down due to this change?</strong></p>
<p>This question is a tough one to answer  because of the mastery system. Previous to this beta patch, the mastery system  was in effect. As far as I can tell despite constantly getting booted with  &#8220;World Server Down&#8221; notices, the mastery system is not in effect now. So in  addition to the talent changes, we&#8217;re also looking at all that mastery goodness  having temporarily gone away.</p>
<p>In target dummy tests, hunter DPS is vastly  lower than it was before the change. Every shot is doing less damage, and the  loss of the Mortal Shots talent makes our crit damage plummet. No longer will  Aimed Shot one-shot everything in its path. I went from Aimed Shot crits  averaging 24k on the dummy before the patch to averaging 16k now (level 80).</p>
<p>However, despite the loss of well over 1,000 DPS on the target dummy, a  level 80 hunter in the same endgame <em>Wrath</em> gear is still doing <em>more </em>DPS in the <em>Cataclysm </em>beta than in <em>Wrath</em>. Our DPS is still  going up, even without mastery implemented.</p>
<p>As a final note, I should  point out that the namesake of this column you&#8217;re reading, <a href="http://www.wowhead.com/spell=19503">Scatter Shot</a>, is no longer a  talent. Is is now a base ability trainable by all hunters.</p>
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		<title>WoW Cataclysm Beta: Death knight talents and specializations</title>
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		<pubDate>Wed, 28 Jul 2010 02:30:07 +0000</pubDate>
		<dc:creator>free-wow-guide</dc:creator>
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		<description><![CDATA[by Daniel Whitcomb Specializations First, let&#8217;s take a look at the new class specializations: Blood gets Veteran of the Third War, Death Rune Mastery, Heart Strike and Vengeance. Frost gets Frost Strike, Icy Talons and Blood of the North. Unholy gets Impurity, Master of Ghouls, Scourge Strike and Reaping. You notice immediately that each tree [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/daniel-whitcomb/">Daniel Whitcomb</a></strong></p>
<p><strong>Specializations</strong></p>
<p>First,  let&#8217;s take a look at the new class specializations:</p>
<ul>
<li>Blood gets <a rel="http://db.mmo-champion.com/s/50029/tooltip/js" href="http://db.mmo-champion.com/s/50029" target="_blank">Veteran of the Third War</a>,  <a rel="http://db.mmo-champion.com/s/50034/tooltip/js" href="http://db.mmo-champion.com/s/50034" target="_blank">Death Rune Mastery</a>, <a rel="http://db.mmo-champion.com/s/55050/tooltip/js" href="http://db.mmo-champion.com/s/55050" target="_blank">Heart Strike</a> and <a rel="http://db.mmo-champion.com/s/84839/tooltip/js" href="http://db.mmo-champion.com/s/84839" target="_blank">Vengeance</a>.</li>
<li>Frost gets <a rel="http://db.mmo-champion.com/s/49143/tooltip/js" href="http://db.mmo-champion.com/s/49143" target="_blank">Frost Strike</a>, <a rel="http://db.mmo-champion.com/s/50887/tooltip/js" href="http://db.mmo-champion.com/s/50887" target="_blank">Icy Talons</a> and <a rel="http://db.mmo-champion.com/s/54637/tooltip/js" href="http://db.mmo-champion.com/s/54637" target="_blank">Blood of the North</a>.</li>
<li>Unholy gets <a rel="http://db.mmo-champion.com/s/49638/tooltip/js" href="http://db.mmo-champion.com/s/49638" target="_blank">Impurity</a>, <a rel="http://db.mmo-champion.com/s/52143/tooltip/js" href="http://db.mmo-champion.com/s/52143" target="_blank">Master of Ghouls</a>, <a rel="http://db.mmo-champion.com/s/55090/tooltip/js" href="http://db.mmo-champion.com/s/55090" target="_blank">Scourge Strike</a> and <a rel="http://db.mmo-champion.com/s/56835/tooltip/js" href="http://db.mmo-champion.com/s/56835" target="_blank">Reaping</a>.</li>
</ul>
<p>You  notice immediately that each tree gets its signature strike and its death rune  conversion talent. I have a feeling that if we keep anything from this iteration  of the talent trees, it&#8217;s probably going to be those. Death knight talent  differentiation has long revolved around the replacement of strikes in the base  rotation and the use of death runes to maximize usage of those strikes. It  hasn&#8217;t always worked out that way, of course; sometimes the death rune  conversion talent hasn&#8217;t been worth picking up, and sometimes <a href="http://www.wowhead.com/spell=51425">Obliterate</a> has overshadowed  Scourge Strike. But now that the skill&#8217;s free, Scourge Strike&#8217;s balanced and a  new rune system is being developed to allow us more freedom in our rotations, it  looks like we&#8217;ve seen the last of those days.</p>
<p><span id="more-11195"></span></p>
<p>The other skills still  seem solid enough to establish the differences between the trees. Unholy&#8217;s last  real signature ability, the perma-ghoul, certainly makes sense as a base skill.  Given that unholy is generally a physical tree these days, the presence of  Impurity may seem a little strange, though. Otherwise, blood gets a few solid  survivability talents to jump start its tankability, and frost gets Icy Talons,  which certainly has made a name for itself in the tree. Interestingly enough,  Blizzard hasn&#8217;t corralled dual wielding into one tree as with warrior fury, but  then again, it seems likely one will still need frost&#8217;s talents to be tops at  it, anyway. Still, I wouldn&#8217;t be surprised to see Dual Wield and <a href="http://cata.wowhead.com/spell=50138">Nerves of Cold Steel</a> as  specializations in a future iteration of the trees.</p>
<p><strong>The blood  tree</strong></p>
<p>Overall, blood&#8217;s quirks and issues remain much the same as  they did. The tree starts  out with the choice of <a href="http://cata.wowhead.com/spell=49391">Bladed  Armor</a>, hung nice and low, likely to entice DPSers to get into blood as a  secondary tree. Of course, most tanks will probably take a couple points of that  and round off the first tier with Blade Barrier, now only three points. The last  first tier talent, <a href="http://cata.wowhead.com/spell=49483">Butchery</a>,  will probably just hang out and not get much use, unless we find ourselves runic  power starved enough to be desperate with the new system. Depending on how frost  measures up, we may see some unholy death knights taking it to get at <a href="http://cata.wowhead.com/spell=49628">Blood-Caked Blade</a> on the second  tier.</p>
<p>Also accompanying Blood-Caked Blade there will be <a href="http://cata.wowhead.com/spell=49509">Scent of Blood</a>. Tanks may  actually want Scent of Blood with the new rune system, which may leave us with  enough downtime between rune refreshes to fill up with Rune Strikes. Also  mandatory on this tier will be <a href="http://cata.wowhead.com/spell=81132">Scarlet Fever,</a> the physical  damage absorbing debuff. It won&#8217;t act as a third disease, in case you were  wondering, but it will still definitely provide more threat and less incoming  damage.</p>
<p>On the third tier, <a href="http://cata.wowhead.com/spell=49222">Bone Shield</a> and <a href="http://cata.wowhead.com/spell=53138">Abomination&#8217;s Might</a> are now  definitely out of reach of unholy and frost, so no luck for DPSers who&#8217;re  nostalgic for those old skills. Tanks will probably be picking up both, along  with <a href="http://cata.wowhead.com/spell=81127">Sanguine Fortitude</a>, which  will make Icebound Fortitude stronger and free to cast at max level. At the  fourth tier, <a href="http://cata.wowhead.com/spell=49787">Toughness</a> is a  no-brainer to pick up, although <a href="http://cata.wowhead.com/spell=49543">Blood Parasites</a> may or may not  be, depending on how well they stand up to AoE damage and how much they heal for  when exploded.</p>
<p>At the fifth tier, <a href="http://cata.wowhead.com/spell=48982">Rune Tap</a>&#8216;s stronger than ever,  having folded the benefits of Improved Rune Tap into itself. <a href="http://cata.wowhead.com/spell=50371">Improved Blood Presence</a>, while  mandatory, still feels like it could use some extra goodies for tanks who take  it (at this point, you could just make crit immunity a specialization perk  anyway), but <a href="http://cata.wowhead.com/spell=55233">Vampiric Blood</a> and <a href="http://cata.wowhead.com/spell=81164">Will of the Necropolis</a> are  still solid.</p>
<p><a href="http://cata.wowhead.com/spell=81138">Improved  Death Strike</a> will definitely be a pro buy at sixth tier. <a href="http://cata.wowhead.com/spell=81137">Crimson Scourge</a> is a little more  iffy, depending on how much AoE tanking you see yourself doing. After all, you  have three-target Heart Strike and Scarlet Fever to serve you well enough,  especially since <a href="http://cata.wowhead.com/spell=49565">Morbidity</a> is  relative easy to reach in the unholy tree. So essentially, you&#8217;ll probably want  to choose to grab either Morbidity or Crimson Scourge. Finally, <a href="http://cata.wowhead.com/spell=49028">Dancing Rune Weapon</a> tops it  off.</p>
<p>Overall, Blood still has the same issues and strengths we&#8217;ve  discussed before. However, right now it doesn&#8217;t look half bad. It has a good  selection of cooldowns. I can see a lot of death knights going with an unholy  secondary. While the first-tier talents are sadly somewhat lackluster (although  a bit of spell hit never hurt anyone), it might be worth it to gain Morbidity.  That said, it will be tough to pass up <a href="http://cata.wowhead.com/spell=51456">Improved Icy Touch</a> and <a href="http://cata.wowhead.com/spell=81229">Runic Empowerment</a> in frost. What  would definitely be optimal is if Morbidity and Epidemic switched places in the  unholy tree. With diseases lasting 30 seconds baseline, <a href="http://cata.wowhead.com/spell=81334">Epidemic</a> likely won&#8217;t be close to  mandatory anyway, and blood tanks could split their extra points between frost  and unholy, passing up Crimson Scourge and Blood-Caked Blade in the blood tree  to afford it all.</p>
<p><strong>The frost  tree</strong></p>
<p>The frost tree is still being set up to accept either dual  wielders or two-handed weapon wielders, which may be one of the reasons it  doesn&#8217;t receive dual wield as a sole specialization. The first tier contains at  least one possibly drool-worthy skill in Runic Empowerment. With the new system  being designed to give us more GCDs, being able to conjure up a fresh rune to  fill them with could prove invaluable. Improved Icy Touch will likely prove  valuable to frost DPSers, while <a href="http://cata.wowhead.com/spell=55062">Icy Reach</a> stands out for  PvPers.</p>
<p>The second tier is about evenly split between PvP and PvE  Utility, although it&#8217;s sadly lacking as a tier with much value for unholy or  blood death knights looking to spend their extra 10 points. <a href="http://cata.wowhead.com/spell=51473">Annihilation</a> is a must-have for  frost, but the other trees don&#8217;t use Obliterate. Nerves of Cold Steel is a must  for any dual-wield death knight, though two-handed weapon wielding PvErs will  have to take the relatively less useful <a href="http://cata.wowhead.com/spell=49039">Lichborne</a> to move on to the next  tier. PvPers will be happy to take it, though, along with <a href="http://cata.wowhead.com/spell=49657">Endless Winter</a>, which no longer  provides extra strength but still provides a free spell interrupt.</p>
<p>On the  third tier, old favorites <a href="http://cata.wowhead.com/spell=49538">Merciless Combat</a>, <a href="http://cata.wowhead.com/spell=51128">Killing Machine</a> and <a href="http://cata.wowhead.com/spell=50115">Chill of the Grave</a> return, ready  for use and looking much the same as ever, albeit a bit cheaper to buy in some  cases. <a href="http://cata.wowhead.com/spell=81328">Brittle Bones</a> will be a  must grab on fourth for a double whammy of extra damage given and extra  strength, as will the new <a href="http://cata.wowhead.com/spell=51271">Pillar  of Frost</a>, which provides extra strength and immunity to knockbacks, making  it great for PvE and PvP. The classics, <a href="http://cata.wowhead.com/spell=59057">Rime</a> and <a href="http://cata.wowhead.com/spell=55610">Improved Icy Talons</a>, are here,  and will likely be mandatory for a good talent build. At 45 percent proc rate,  Rime&#8217;s nothing to sneeze at indeed, although I can see that rate getting  nerfed.</p>
<p>On the fifth tier, <a href="http://cata.wowhead.com/spell=50385">Improved Frost Presence</a> will very  likely be worth taking for the extra damage. While it&#8217;s possible unholy will  remain the dominant PvP spec, if you find yourself this deep as a PvPer, <a href="http://cata.wowhead.com/spell=50041">Chilblains</a> is still here for you.  <a href="http://cata.wowhead.com/spell=49203">Hungering Cold</a> is still here  as well, as a prerequisite for <a href="http://cata.wowhead.com/spell=49184">Howling Blast</a>. This has some PvE  DPSers in an uproar, as they see Hungering Cold as relatively useless, but what  could redeem it is if the Frost Fever applied by the blast works at full force  on all targets. Remember, Pestilence-spread diseases now only do half  damage.</p>
<p>On the sixth tier, we have the dueling weapon types. <a href="http://cata.wowhead.com/spell=66192">Threat of Thassarian</a> survives for  dual wielders, while wielders of two-handed weapons can pick up <a href="http://cata.wowhead.com/spell=81333">Might of the Frozen Wastes</a>. It  seems Blizzard&#8217;s expecting that we&#8217;ll have enough downtime that two-hander DKs  will be able to keep pace with dual wielders by throwing out a few extra Frost  Strikes using their extra runic power. Testing, of course, will be needed to see  if that&#8217;s true. (Preliminary reports say DKs wielding two-handers hit  monstrously hard anyway, so we&#8217;ll how the numbers pan out in future patches).  Finally, Howling Blast still holds the top spot and should probably be taken if  only to use with Rime procs. Incidentally, it now costs only one frost rune,  which leaves the unholy rune free for a Plague Strike or a Death and Decay,  which now only costs one unholy rune.</p>
<p>As far as secondary trees go, I&#8217;d  expect most frost knights to head into blood up into Blood-Caked Blade. Butchery  is filler points, but the tree&#8217;s DPS skills are probably going to be overall  more useful for frost knights, who won&#8217;t have much use for Morbidity since they  don&#8217;t use Death Coil.</p>
<p><strong>The unholy  tree</strong></p>
<p>The unholy tree starts out with <a href="http://cata.wowhead.com/spell=51746">Vicious Strikes</a>, <a href="http://cata.wowhead.com/spell=49568">Virulence</a>, and <a href="http://cata.wowhead.com/spell=81334">Epidemic</a>, all of which more or  less keep their old functions. However, with diseases lasting 30 seconds on  their own, Epidemic seems a bit redundant. That said, there are only three pure  DPS points on the second tier, so many may take it simply to unlock the third  tier. On the second tier, <a href="http://cata.wowhead.com/spell=49589">Unholy  Command</a> and Morbidity fulfill their usual functions, while <a href="http://cata.wowhead.com/spell=81339">Resilient Infection</a> will be a  welcome tool in the PvP death knight toolbox, especially now that Virulence has  lost its dispel resistance.</p>
<p>On the third tier, <a href="http://cata.wowhead.com/spell=49572">Ravenous Dead</a> and <a href="http://cata.wowhead.com/spell=49572">Necrosis</a> remain as they&#8217;ve always  been. <a href="http://cata.wowhead.com/spell=49016">Unholy Frenzy</a> is  Hysteria moved to the unholy tree and made to boost haste instead of physical  damage. <a href="http://cata.wowhead.com/spell=55237">Corrupting Strikes</a> is  Outbreak with a slightly more utilitarian name. Either way, you&#8217;ll probably just  fill up on all of these levels.</p>
<p>On the fourth tier, <a href="http://cata.wowhead.com/spell=49194">Unholy Blight</a> and <a href="http://cata.wowhead.com/spell=49599">Dirge</a> are the same as ever and  certainly worth taking. (I still wish UB were flashier, I won&#8217;t lie). Strangely  enough, <a href="http://cata.wowhead.com/spell=49611">Magic Suppression</a> still holds a place in tree. I would have expected it to have been removed from  the class, or sent to blood. Instead, it&#8217;s not only remaining as a magic damage  absorption talent, but <a href="http://cata.wowhead.com/spell=49224">the  language on the first level of the talent&#8217;s tooltip</a> suggests that you must  take it in order to get any runic power back from <a href="http://cata.wowhead.com/spell=48707">Anti-Magic Shell</a> at all. That  seems like a sad nerf to what was a pretty fun and unique death knight boss  survival trick. Whether or not we&#8217;ll see death knights actually take the skill  would seem to depend primarily on whether the extra runic power gain will  translate to more damage overall that Blood-Caked Blade. It may be closer than  you&#8217;d expect, since we&#8217;ll essentially have to &#8220;waste&#8221; two points in Butchery to  get it. Then again, Butchery may pump us up with the runic power we&#8217;ll miss from  AMS. Either, I&#8217;m sort of hoping this talent gets scrapped or changed to be more  solidly DPS-friendly.</p>
<p>On the fifth tier, <a href="http://cata.wowhead.com/spell=55667">Desecration</a>, <a href="http://cata.wowhead.com/spell=63560">Ghoul Frenzy</a> and <a href="http://cata.wowhead.com/spell=51052">Anti-Magic Zone</a> have about the  same function and power they have on live, but just as they currently have  little place in a PvE DPS build, I don&#8217;t expect that to change much. You&#8217;ll  probably primarily grab <a href="http://cata.wowhead.com/spell=50392">Improved  Unholy Presence</a> from here for the extra move speed and move on, unless Ghoul  survivability&#8217;s nerfed enough that Frenzy&#8217;s heal becomes a good investment of a  talent point and a GCD.</p>
<p>The sixth tier provides <a href="http://cata.wowhead.com/spell=51161">Ebon Plaguebringer</a>, which still  provides the full disease powers it does on live, but without the need to spend  points in Crypt Fever first. <a href="http://cata.wowhead.com/spell=49530">Sudden Doom</a>&#8216;s been moved here  from the blood tree as well, but strangely enough, the free Death Coil is once  again no longer auto cast. Presumably, Blizzard believes the need rune rotation  system will leave us enough free time to spend the procs. Time and testing will  tell if they&#8217;re right about that. <a href="http://cata.wowhead.com/spell=49206">Gargoyle</a> tops off the tree.</p>
<p>As far as a secondary tree goes for unholy, the struggle here is whether  you go full out and grab Blood-Caked Blade from blood, or if you save some  points for Runic Empowerment in frost. If we have as many free GCDs as Blizzard  seems to want us to have with the new rune system, again, being able to conjure  up a new rune will be tempting. It&#8217;s also worth noting that Scourge Strike is  currently a one-unholy-rune strike. If that remains, it will mean that the  unholy rotation will have two extra frost runes. If that pans out, it&#8217;s possible  that Improved Icy Touch might beat out Blood-Caked Blade for damage. Again,  testing will be needful.</p>
<p><strong>The  lowdown</strong></p>
<p>Again, death knights have a long way to go until these  trees are done. Know for a fact that things will change. Still, we&#8217;re getting a  general idea of how Blizzard will shrink and rearrange the trees. Here are my  thoughts for the next few iterations.</p>
<ul>
<li>Get another few good, low-tier talents for frost to make it a desirable  secondary tree. I suggest adding some more general damage boosting to Improved  Icy Touch, or make Annihilation work on Heart and Blood Strike as well.</li>
<li>Let Rime be a prerequisite for Howling Blast rather than Hungering Cold, in  order to give frost death knights more choice and flexibility in their build.</li>
<li>Remove or revamp Butchery so it doesn&#8217;t feel like wasted points to DPSers  going for Blood-Caked Blade. This point may be needless if we turn out to need  the extra runic power Butchery provides.</li>
<li>Swap Morbidity and Epidemic for the sake of the tanks, and replace Dark  Command with a talent that provides more DPS rather than somewhat superfluous  leveling utility.</li>
<li>Remove Magic Suppression and Anti-Magic Zone, or send them to blood (maybe  in exchange for Abomination&#8217;s Might?), or tweak them to make them more useful  for DPS purposes &#8212; and seriously, can&#8217;t Anti-Magic Shell still give RP as  baseline? That was a pretty fun death knight mechanic.</li>
</ul>
<p>To get a good  idea of where we&#8217;re going, we probably need a few more patches of shuffling and  a lot of testing to figure out numbers and how talents interaction, but it&#8217;s an  interesting first step. I look forward to seeing how things shape up.</p>
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<p>Related posts:<ol><li><a href='http://freewowguide.org/wow-cataclysm-beta-warrior-talents-and-specializations/' rel='bookmark' title='Permanent Link: WoW Cataclysm Beta: Warrior talents and specializations'>WoW Cataclysm Beta: Warrior talents and specializations</a> <small>by Matthew Rossi Right off the bat, of course, we...</small></li>
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		<title>WoW Cataclysm Beta: Restoration shaman talents and specialization</title>
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		<pubDate>Wed, 28 Jul 2010 02:22:27 +0000</pubDate>
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		<description><![CDATA[by Joe Perez Specializations at level 10 are now implemented in the game. When you reach level 10, before you can put your first talent point in any tree, you first have to select which tree you are going to specialize in. Behind that choice are the all-new, lean and mean 31-point talent trees. When [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/joe-perez/">Joe Perez</a></strong></p>
<p>Specializations at level 10 are now implemented in the game. When you reach  level 10, before you can put your first talent point in any tree, you first have  to select which tree you are going to specialize in. Behind that choice are the  all-new, lean and mean 31-point  talent trees. When you pick your specialization, you are locked into your  chosen tree until 31 points have been spent in your talent tree. After that, the  other two trees become available to you to spend your remaining talent points.  Don&#8217;t think you can cheat the system and hit respec and shuffle points as you  want; I tried this last night on the PTR, and you reset the specialization  choice as well when you respec, starting you right back at zero.</p>
<p>The new  system is not without its benefits, though. By choosing a tree, you gain access  to mastery specializations, as well as having some talents now become baseline  abilities. The masteries replace some of the baked-in talents that we have been  used to taking and instead gives them to us just for choosing to specialize in  that tree.</p>
<p><span id="more-11192"></span><br />
<strong>What is  missing?</strong></p>
<p>Well, quite a few things have been removed from the  talent trees, and much of everything else has been moved around.</p>
<p><a href="http://www.wowhead.com/spell=49284">Earth Shield</a> has been removed as a  talent; subsequently, <a href="http://www.wowhead.com/spell=51561">Improved  Earth Shield</a> has also been removed. Instead of choosing restoration as your  specialization at level 10, you gain access to this spell. The spell itself  already comes with nine charges built into it, making it right on par with where  we left it. Gaining access to it at level 10 is a big deal as it will make  leveling easier as restoration, and since it was a talent every restoration  shaman took, it just made sense to make it a base spell.</p>
<p><a href="http://www.wowhead.com/spell=16232">Healing Focus</a> is also missing in  action from the talent trees. Instead it has been moved to one of the masteries  and will increase as you stack the mastery stat.</p>
<p><a href="http://www.wowhead.com/spell=16213">Purification</a> has also been moved  from being a stand-alone talent; it has joined Healing Focus as a mastery.  Really it merely renames the mastery they already had in place that formerly  increased healing based on the amount of points spent in the restoration tree  before moving it to a flat percentage.</p>
<p><a href="http://www.wowhead.com/spell=16209">Improved Reincarnation</a> is just  flat-out gone. That makes a certain amount of sense, as I don&#8217;t know too many  people who actually utilized that talent. I mean after all, we&#8217;re shaman &#8212; we  should never plan on dying!</p>
<p><a href="http://www.wowhead.com/spell=16221">Tidal Mastery</a> has been removed as  well. This removes 5% crit from our healing, and it does not give it back in any  shape or form.</p>
<p><a href="http://www.wowhead.com/spell=55198">Tidal  Force</a> is also gone. While this was a 3-minute cooldown, it was one of the  abilities we have had that was used in a regular rotation. It really is nowhere  to be found. When I logged in, I checked the trainers, but it really is gone.  This was sort of a shotgun for resto shaman, and I can tell you already I miss  it when healing in instances.</p>
<p><a href="http://www.wowhead.com/spell=30866">Focused Mind</a> did not make the cut  and has been removed. Not terribly shocked at this one; it was not something you  saw regularly taken, even in PvP.</p>
<p><a href="http://www.wowhead.com/spell=29202">Healing Way</a> has gone the way of  the dodo bird here, taken into extinction, nowhere to be found. I expected this  to get cut, honestly. With all the other passive bonuses built into the tree,  this would have been a bit of overkill. Also take into consideration the fact  that a lot of end-game raiding resto shaman will usually be carrying enough  haste to push Healing Wave close to a one-second cast time, and it this talent  that becomes dangerous to balancing heals in <em>Cataclysm</em>. It also falls  in line with the design focus Blizzard has for healing by making it a bit  harder. <a href="http://cata.wowhead.com/spell=82982">Empowered Healing</a> is  also removed, likely for the same reasons Healing Way was taken  away.</p>
<p>Quite a bit of trimming there, don&#8217;t you think?</p>
<p><strong>What has  changed?</strong></p>
<p>Well, just because things stayed in the tree does not  mean they were left unaltered. Let us take a look at what made the cut but what  has changed.</p>
<p>Spark of Life is a new first-tier talent in the restoration  tree. It comes with three ranks and at maximum investment gives us the  following:</p>
<blockquote><p>Spark of Life<br />
Rank 3/3<br />
Increases your healing done by 6% and your  healing received by 15%</p></blockquote>
<p>I&#8217;ll be honest; this one has me  scratching my head just a little bit. The designers did say they wanted to get  rid of talents that give percentages, but here is one that does just that. It  gives all of our healing a boost, but at the same time, it increases the healing  we receive. At this time it does affect Earth Shield, <a href="http://www.wowhead.com/spell=58757">Healing Stream Totem</a> and all of  our other heals. I found it very useful while questing and even in the first  instances. It helped keep me up a little bit by buffing my passive healing and  made it a little easier to focus on the group by taking a little stress off  healing myself. I can also see this talent being useful for heal-tanking, which  I still endeavor to make an Olympic sport.</p>
<p><a href="http://www.wowhead.com/spell=16198">Improved Water Shield</a> now only  carries two ranks. The effect remains the same with max ranks, though, so not  much change there. I am intrigued to see that <a href="http://cata.wowhead.com/spell=77472">Greater Healing Wave</a> is not  included on list of triggers for Improved Water Shield. This could be a tooltip  error, and I will have to investigate this further.</p>
<p><a href="http://www.wowhead.com/spell=16217">Tidal Focus</a> is now a tier 1 talent  as well and has an increased effect with fewer talent points needing to be  spent. It is changing from 5/5 talent points needed for maximum effect to 3/3.  It has also gained a 1% improvement, netting us a total of 6% mana reduction in  the cost of our healing spells over the 5% we originally received. Not a big  change yet, but 1% could wind up counting for quite a bit in the end game.</p>
<p><a href="http://www.wowhead.com/spell=51558">Ancestral Awakening</a> has  undergone just a little bit of a change here. First of all, we can pick it up  much sooner than before. This is a good thing, especially early in a restoration  shaman&#8217;s career as a healer. Now while the effect stays the same, the wording on  the talent has changed. Instead of specifying <a href="http://www.wowhead.com/spell=49276">Lesser Healing Wave,</a> <a href="http://www.wowhead.com/spell=49273">Healing Wave</a> and <a href="http://www.wowhead.com/spell=61301">Riptide</a>, it now says &#8220;when you  critically heal with a single-target direct heal.&#8221; While this seems like a minor  thing, it may become important later on. It seems that this is a distinction  that is being made more and more in the beta, so one has to wonder what they may  have planned for it and spells like it.</p>
<p><a href="http://www.wowhead.com/spell=16206">Restorative Totems</a> has also been  tweaked just a bit. The effect is the same, but instead of being a three-point  choice, it now only requires two talent points to receive the full effect.</p>
<p><a href="http://www.wowhead.com/spell=51566">Tidal Waves</a> gets a  facelift as well. Currently on the live servers, at maximum rank it has the  following effect:</p>
<blockquote>
<div>Tidal Waves Rank 5<br />
When you cast Chain Heal or Riptide, you have a 100%  chance to lower the cast time of your Healing Wave spell by 30% and increase the  critical effect chance of the Lesser Healing Wave spell by 25%, until two such  spells have been cast. In addition, your Healing Wave gains an additional 20% of  your bonus healing effects and your Lesser Healing Wave gains an additional 10%  of your bonus healing effects.</div>
</blockquote>
<p>Compare that to what it is on  the current beta build:</p>
<blockquote>
<div>Tidal Waves Rank 3<br />
When you cast Chain heal or Riptide, you gain the  Tidal Waves effect, which reduces your cast time of your Healing Wave and  Greater Healing Wave spells by 30% and increases the critical effect chance of  your Lesser Healing Wave spell by 12%. 2 charges.</div>
</blockquote>
<p>So we have a  smaller investment of talent points, coming in at only three, to gain max rank  and a slight tweak to the talent&#8217;s performance. HW and GHW both gain the 30%  reduction in cast time, but the critical effect it grants LHW is less than half  of what it was before. If you also notice, there is no longer an additional  bonus to the healing effects of the spells when this talent is triggered. This  can wind up being a huge deal, as the decrease in critical and the loss of bonus  healing will start to add up.</p>
<p><a href="http://www.wowhead.com/spell=30869">Nature&#8217;s Blessing</a> has also  transformed a bit. On the live server, it increases healing done by 15% of your  intellect. In the current beta build, it increases the effectiveness of your  direct heals on Earth Shield targets by 15%. Pretty big change and helps make up  for some of the lost spellpower boost, at least when tank healing or  single-target healing, as long as they have Earth Shield. This is similar to how  <a href="http://www.wowhead.com/item=41535">Glyph of Lesser Healing Wave</a> affects LHW on Earth Shield targets.</p>
<p>There are also some non-restoration  tree changes to look forward too as well.</p>
<p><a href="http://www.wowhead.com/spell=29080">Elemental Weapons</a> is now a tier 1  talent in the enhancement tree and only requires two talent points to achieve  the full effect. This can be easily picked up if desired after spending your 31  points in restoration to unlock the other talent trees.</p>
<p><a href="http://cata.wowhead.com/spell=17487">Ancestral Knowledge</a> was actually  buffed. In the prior build, it was only offering and additional 9% maximum mana  at maximum rank. In this build it has been upped to 15%. This still only  requires a maximum investment of three talent points and remains a tier 1  talent.</p>
<p><a href="http://cata.wowhead.com/spell=77562">Ancestral  Swiftness</a> has also been tweaked a little bit. Not only does it increase your  basic run speed by 15% but it makes <a href="http://www.wowhead.com/spell=2645">Ghost Wolf</a> instant-cast. It also  has been reduced from a three-point talent to a two-point talent. This may be a  good pickup for some extra mobility, as now it is usable indoors. I can think of  a few fights where I wish I could have popped this for a little extra speed. It  also replaces the need for boot enchants that increase movement speed, which  have become standard requirements for most end-game raiding, and may open up the  slot to more beneficial foot enchants in the future. It will be a judgment call  on this one for everyone, though.</p>
<p><strong>Concerns with  crit</strong></p>
<p>In the end, the changes aren&#8217;t terribly surprising, but the  lack of crit is a bit concerning. A lot of our abilities rely on crit to proc,  and the current shaman models relies heavily on our passive crit to trigger  Improved Water Shield and to help keep mana regeneration up. I plan on testing  this to see exactly how these changes affect mana consumption and healer  longevity, but at a glance, it seems like it is going to be a bit tougher to  keep the mana flowing. It will also depend on how helpful Meditation is in  recovering that lost mana regeneration. The level cap has been raised to 83, so  we&#8217;re one step closer to that elusive level cap of 85, which is where I think  the vast majority of these changes will see a shaking out, so to speak. There is  still no word on Spirit Link, but I will keep hoping it shows up at some  point.</p>
<p>Keep in mind this is still a beta, and all of this information is  subject to change.</p>
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		<title>WoW Cataclysm Beta: Enhancement Shaman talent preview</title>
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		<pubDate>Tue, 27 Jul 2010 02:19:03 +0000</pubDate>
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		<guid isPermaLink="false">http://freewowguide.org/?p=11190</guid>
		<description><![CDATA[by Rich Maloy The way things stand now, leveling as enhancement doesn&#8217;t feel like enhancement until the 30s, when we get Windfury, or 40s, when we currently get Dual Wield. That stretch of 20s and 30s really is rough right now, if you are true to the path of enhancement. But no more! We will [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/rich-maloy/">Rich Maloy</a></strong></p>
<p>The way things stand now, leveling as enhancement doesn&#8217;t feel like enhancement  until the 30s, when we get Windfury, or 40s, when we currently get Dual Wield.  That stretch of 20s and 30s really is rough right now, if you are true to the  path of enhancement.  But no  more! We will be enhancement from the beginning with dual wield plus hit, attack  power conversion to spellpower and an off-hand attack!</p>
<p>The talent tree is  highly streamlined, but with only 41 talent points to spend, we won&#8217;t be  painting the trees with points. I don&#8217;t see any tough choices in the enhancement  tree, and getting down to Feral Spirit should be easy with something like <a href="http://www.wowtal.com/#k=-wkGtBN.9mn.shaman">0/31/0</a>. The last 10  points could look something like <a href="http://www.wowtal.com/#k=Zwwk9IY4.9mn.shaman">8/33/0</a>, but that remains  to be seen.</p>
<p><span id="more-11190"></span></p>
<p><strong>Ancestral  Swiftness</strong></p>
<p><a href="http://cata.wowhead.com/spell=16287">Ancestral  Swiftness</a> will be amazing. On the recent Raid Warning <a href="http://www.raidwarning.net/2010/07/the-warcraft-shaman-round-table-totem-recall/">shaman  roundtable</a> podcast, Rouncer and Juggy &#8212; two enhancers who I respect a lot  &#8212; both emphasized the importance of run speed. We were talking about these  things before the revised trees were released; at that time, Improved Ghost Wolf  and Ancestral Swiftness were separate talents. They both said they&#8217;d max both  out, even if it meant sacrificing points in passive damage components. The new  combined talent is a perfect example of removing talent tree bloat and making  each talent point impactful.</p>
<p><strong>Mana  regen</strong></p>
<p><a href="http://cata.wowhead.com/spell=51522">Primal  Wisdom</a> will be our big mana-returning talent. With this, we&#8217;ll be gulping  down goblets of mana squeezed from the pain we inflict on our foes. Drink it up,  brothers and sisters, drink it up. Will our cup runneth over?</p>
<p>On a  recent enhance simulation using the latest <a href="http://enhsim.codeplex.com/">EnhSim</a>, I had 110 procs per minute (PPM)  for white damage, with 13.44% melee haste from gems and gear, before raid buffs.  With a 40% chance to proc, that would give me 44 PPM of Primal Wisdom. Since I&#8217;m  not in the beta *<strong>coughBlizzardinvitemepleasecough</strong>*, I&#8217;ll just use my  current mana levels to finish the calculation. I&#8217;m at 5,976 base mana, 5% of  which is 299, which means at 44 PPM I&#8217;ll have 13,156 mana return per minute.  With no intellect on melee gear, we can expect our mana levels to stay around  baseline; thus at those levels, we should be able to refill our mana pools 2.2  times per minute with continuous attacks.</p>
<p>Comparing <em>Wrath</em> to beta is not the ideal way to sim this  stuff out, but with Primal Wisdom, Mental Quickness reducing the cost of  instant-cast spells and Shamanistic Rage still in full force, our little blue  bars should stay full.</p>
<p><strong>Rotation</strong></p>
<p>Our  rotation hasn&#8217;t been simplified yet, though. From all I can, tell we&#8217;ll still be  cooldown-starved at all times. Don&#8217;t get me wrong, I love that about  enhancement; it&#8217;s one of my favorite things. Even in those rare moments when  absolutely everything that could be on cooldown is on cooldown, even then I have  something to do: refresh Lightning Shield or Magma Totem.</p>
<p>It looks like  we&#8217;ll drop from our rotation:</p>
<ul>
<li><a href="http://www.wowhead.com/spell=58734">Magma Totem</a> replaced with  Searing Totem</li>
<li><a href="http://www.wowhead.com/spell=61654">Fire Nova</a> does not work  with Searing Totem</li>
</ul>
<p>And adding to the selection of spells for  enhancement:</p>
<ul>
<li><a href="http://www.wowhead.com/spell=58704">Searing Totem</a>, as noted  above</li>
<li>Maelstrom Weapon Lava Bursts</li>
<li><a href="http://cata.wowhead.com/spell=73680">Unleash Elements</a></li>
<li>Spirit Walker&#8217;s Grace to use on the move</li>
</ul>
<p>By my math, X &#8211; 2 + 4 =  more than what we have now. Obviously we&#8217;re months away from release, so we&#8217;ll  see what comes of it.</p>
<p>One talent that has piqued my curiosity is <a href="http://cata.wowhead.com/spell=30674">Elemental Precision</a>. The spirit  portion of this talent is a waste for us, but would the extra hit for fire,  frost and nature spells boost our damage more than Call of Flame? It&#8217;s too early  to tell, and no doubt we&#8217;ll have many revisions between now and  then.</p>
<p><strong>PvP</strong></p>
<p>Lastly,  I&#8217;ll speculate a bit about enhancement in PvP, though I am admittedly not much  of a PvPer these days. As I&#8217;m experimenting with builds, I wonder if <a href="http://cata.wowhead.com/spell=77657">Searing Flames</a> and <a href="http://cata.wowhead.com/spell=77702">Improved Lava Lash</a> will be worth  taking at the sacrifice of some defensive abilities. Also, how many points  should we put in <a href="http://cata.wowhead.com/spell=77693">Totemic  Vigor</a>? Will one point be enough to prevent drive-by totem killing, or will  be need a full two points? An enhancement PvP spec could look something like <a href="http://www.wowtal.com/#k=W8fy4jpx.9mn.shaman">7/34/0</a>.</p>
<p>Also, did  you notice <a href="http://www.wowhead.com/spell=63374">Frozen Power</a> is  gone? No more snare? Sure, we&#8217;ll get an additional slow from Unleashed Weapon:  Frostbrand, but we lose the damage buff and root effect. Plus Frostbrand is  still not included in Elemental Weapons. This needs more development; I will  surely miss the loss of the snare effect.</p>
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		<title>WoW Cataclysm Beta: Elementary, my dear shaman</title>
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		<pubDate>Tue, 27 Jul 2010 02:16:16 +0000</pubDate>
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		<guid isPermaLink="false">http://freewowguide.org/?p=11188</guid>
		<description><![CDATA[by Matt Sampson First off, the overall tree bonuses, abilities and the description: The elemental shaman is a spellcaster who harnesses the destructive forces of nature and the elements. A fairly apt, if short description. For abilities, we get two passive abilities in addition to Thunderstorm. Eye of the Storm combines the old Lightning Mastery [...]


Related posts:<ol><li><a href='http://freewowguide.org/wow-cataclysm-beta-enhancement-shaman-talent-preview/' rel='bookmark' title='Permanent Link: WoW Cataclysm Beta: Enhancement Shaman talent preview'>WoW Cataclysm Beta: Enhancement Shaman talent preview</a> <small>by Rich Maloy The way things stand now, leveling as...</small></li>
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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/matt-sampson/">Matt Sampson</a></strong></p>
<p>First off, the overall tree bonuses, abilities and the description: <em>The  elemental shaman is a spellcaster who harnesses the destructive forces of nature  and the elements.</em> A fairly apt, if short description. For abilities, we get  two passive abilities in addition to Thunderstorm. Eye of the Storm combines the  old Lightning Mastery bonus of 0.5 seconds off the cast time for Lightning Bolt,  Chain Lightning and Lava Burst with the normal 70% pushback resistance. We also  get the 100% crit damage bonus of Elemental Fury by default.</p>
<p><strong>Talents</strong></p>
<p>Making an unexpected appearance at the top of the tree is an unchanged  Elemental Devastation, obviously there for the Enhancement shaman to get as part  of their sub-spec. Convection drops to two points for a 5/10% mana cost  reduction, while Concussion gets an extra percentage point of damage, going up  to 6% at three points rather than the old 5%. It&#8217;s a fairly easy choice to make  here, <a href="http://www.wowtal.com/#k=wuuu.9mn.shaman">3/3 Concussion, 2/2  Convection</a>.</p>
<p><span id="more-11188"></span></p>
<p>The second tier is comprised of Improved Fire Nova,  Elemental Warding, Elemental Precision and Call of Flame. The first two haven&#8217;t  changed at all, and Call of Flame goes to a 10/20% bonus for fire totems (and  fire nova) with a 5/10% bonus to Lava Burst. As expected, Elemental Precision  has its standard 1/2/3% hit, with the 33/66/100% spirit to hit rating  conversion. Another fairly easy choice: <a href="http://www.wowtal.com/#k=wuul0.9mn.shaman">3/3 Precision and 2/2 Call of  Flame</a>.</p>
<p>The first surprise change of the tree is Reverberation. For  those that have never used it at all (which is nearly everyone), it will come as  pleasant surprise to see it made a bit more useful. Just how useful it is  remains to be seen, as it now reduces your shock cooldown by 0.5/1 second and is  sufficiently high in the tree that it&#8217;s impossible for enhancement shaman to  grab it. Elemental Focus remains the same, as does Elemental Reach. The problem  with this tier is that after the first three points, you&#8217;re left with no obvious  choices to make. The most likely answer will be either Improved Fire Nova, or my  personal preference, <a href="http://www.wowtal.com/#k=wuCwd2.9mn.shaman">two  points in Elemental Warding</a>. I find that there isn&#8217;t too much of a demand  for AoE damage when you have the other casters around, and Earthquake is now  channelled so the extra cooldown reduction is probably wasted. Still, it&#8217;s one  of those talents you can chose to use or not.</p>
<p>Next up we have an  unchanged Unrelenting Storm, which begs the question of exactly how  mana-intensive things are going to be at 85. Still, getting spellpower, crit and  MP5 from one stat isn&#8217;t a bad thing. Elemental Oath and Lava Flows both remain  unchanged. Of course, this time around we go <a href="http://www.wowtal.com/#k=wuCwStZ.9mn.shaman">2/2 Oath and 3/3 Lava  Flows</a>.</p>
<p>Tier 5 is an unchanged combination of Storm, Earth and Fire  Elemental Mastery and the updated Totem of Wrath. No surprises that <a href="http://www.wowtal.com/#k=wuCwSUw.9mn.shaman">we take all of these</a>. The  sixth tier, on the other hand, has a reworked Shamanism giving 7/14/20%  additional spellpower to Lightning Bold, Chain Lightning and Lava Burst for  three points. Beside it is a two-pointer Lava Surge, with the 10/20% chance to  reset your Lava Burst cooldown we&#8217;ve seen before. Whether it is any use in PvE  <a href="http://binkenstein.wordpress.com/2010/07/06/a-preliminary-post-on-lava-surge/">remains  to be seen</a>. For the moment we&#8217;ll take it, and our 31-point talent of  Earthquake rounds out our <a href="http://www.wowtal.com/#k=wuCwSU4.9mn.shaman">initial 31  points</a>.</p>
<p>Moving on to the sub-specs now that they are available &#8230; In  the enhancement tree, Elemental Weapons increases Flametongue spell damage by  15/30%, and Ancestral Knowledge increases mana by 5/10/15%. Ancestral Swiftness  rounds out the rest of the tree for us with a 0.5-second cast time reduction on  ghost wolf (remember it can be used indoors now), as well as a 7/15% run speed  bonus. This leaves <a href="http://www.wowtal.com/#k=kzsN6-sc.9mn.shaman">three  points remaining</a>.</p>
<p>There are virtually no useful talents in the  restoration tree for us, unless you want to reduce damage taken, improve your  healing done and received or reduce your healing costs. This means you&#8217;ll spend  them back in elemental into Improved Fire Nova, Reverberation or Unrelenting  Storm, depending on what you prefer.</p>
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		<title>WoW Cataclysm Beta: The latest on shadow priests</title>
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		<pubDate>Mon, 26 Jul 2010 02:09:49 +0000</pubDate>
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		<description><![CDATA[by Fox Van Allen I wasn&#8217;t always this excited for the Cataclysm-ic changes to shadow priests. When I got my first look at the leaked Cataclysm talents, I was disappointed. Thankfully, the latest build of the beta integrates a new 41-point talent system that&#8217;s wiped almost all my concerns off the table. I can either [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/fox-van-allen/">Fox Van Allen</a></strong></p>
<p>I wasn&#8217;t always this excited for the <em>Cataclysm</em>-ic changes to shadow  priests. When I got my  first look at the leaked <em>Cataclysm</em> talents, I was disappointed.  Thankfully, the latest build of the beta integrates a new 41-point talent system  that&#8217;s wiped almost all my concerns off the table. I can either choose to  believe that everyone else was right and that I was too pessimistic, or I can  believe that my criticism of the new talents and talent trees made an impact.  Being an unrepentant egotist of the highest order, I choose the latter. But  narcissistic personality disorders aside, the change to the talent system  represents a huge change for the game as a whole. Was it a hit, or did Blizzard  miss (again)?</p>
<p><strong>Shadow priesting  now begins at level 10</strong></p>
<p>We get a few neat new abilities on the  journey from level 80 to 85, but the biggest change to the shadow priest  experience in <em>Cataclysm</em> is going to be felt in leveling. The way things  are now, you level as a hybrid priest, taking a few holy talents here, a few  disc talents there, while still spending the bulk of your points in shadow.  After a few key milestones (say, levels 40 and 80), you pay to have your talent  tree reset and re-evaluate your choices.</p>
<p><span id="more-11185"></span></p>
<p>In <em>Wrath of the Lich  King</em>, shadow priesting <a href="http://www.wowhead.com/spell=15473">begins  at level 40</a>. In <em>Cataclysm</em>, shadow priesting will start at  10.</p>
<p>Once you hit level 10, <em>Cataclysm</em> forces you to make a choice  between the three priest trees. It&#8217;s a pretty high-stakes choice. Once you  choose, you&#8217;re going to be locked out of the other two trees until you&#8217;re spent  your first 31 talent points. No more waffling &#8212; either embrace the light, or  embrace the shadow. <a href="http://en.wikipedia.org/wiki/Highlander_%28franchise%29">There can be only  one.</a></p>
<p>It&#8217;s a tough choice, <em>especially</em> for someone playing a  first character. Thankfully, the game rewards you appropriately. Choose the  &#8220;sinister&#8221; shadow specialization at level 10, and you&#8217;re gifted with the ability  to use <a href="http://www.wowhead.com/spell=15407">Mind Flay</a> &#8212; no talent  point required. With <a href="http://www.wowhead.com/spell=8092">Mind Blast</a>,  <a href="http://www.wowhead.com/spell=589">Shadow Word: Pain</a> and now Mind  Flay at your disposal, a level 10 shadow priest will actually start feeling like  a shadow priest.</p>
<p><strong>The big  picture</strong></p>
<p>We&#8217;ll get a little bit more specific about our new shadow  priest talent tree shortly, but before we do, let&#8217;s start out with a few general  thoughts. There&#8217;s a lot about our new tree that I like. There&#8217;s some stuff about  it I don&#8217;t. Let&#8217;s take a quick look at some pros and cons.</p>
<ul>
<li><strong>Pro:</strong> Blizzard has weeded out a lot  of the &#8220;filler&#8221; talents. Talents like <a href="http://www.wowhead.com/spell=17323">Shadow Reach</a>, <a href="http://www.wowhead.com/spell=15328">Shadow Focus</a>, and <a href="http://www.wowhead.com/spell=33215">Focused Mind</a> are gone. These were  necessary talents, but the never really felt &#8220;fun&#8221; to take any of them. Each  point you spend feels more important now.</li>
<li><strong>Con:</strong> Some &#8220;filler&#8221; talents, like <a href="http://www.wowhead.com/spell=15310">Darkness</a>, are still there. That&#8217;s  exactly the type of talent that the game developers said they wanted to get rid  of.</li>
<li><strong>Pro:</strong> Five-point talents have been  eliminated. Darkness, Twisted Faith and <a href="http://www.wowhead.com/spell=15316">Improved Mind Blast</a> are now  three-point talents. <a href="http://www.wowhead.com/spell=33225">Shadow  Power</a> maxes out at two. They seem to max out at their old 2/5 and 3/5  levels, but not to worry &#8212; shadow priests have yet to undergo their balancing  process.</li>
<li><strong>Con:</strong> <a href="http://www.wowhead.com/spell=15332">Shadow Weaving</a> is gone. Sure, it&#8217;s  a filler-esque ability, but isn&#8217;t it still more interesting than Darkness? In my  opinion, they dumped the wrong talent.</li>
<li><strong>Pro:</strong> The discipline tree has also  redone such that there are non-shadow talents worth taking in the first two  tiers.</li>
<li><strong>Con:</strong> I&#8217;m going to miss getting a  talent point per level. It was a nice bonus to look forward to on dinging a  level.</li>
<li><strong>Pro:</strong> Useful stuff is available  sooner. Case in point: <a href="http://www.wowhead.com/spell=15473">Shadowform</a>. In <em>Wrath of the  Lich King</em>, it was located on the seventh tier, meaning you had to wait  until level 40 to grab it. In <em>Cataclysm</em>, it&#8217;s a third-tier ability,  which means you can get it at level 30.</li>
<li><strong>Con:</strong> Gnomes are able to benefit  from the new talent tree just the same as the rest of us.</li>
</ul>
<p><strong>Spirit Tap and  the first-tier shadow talents</strong></p>
<p><a href="http://www.wowhead.com/spell=15336"><br />
Spirit Tap</a> is seeing a major  change in <em>Cataclysm</em>, and it&#8217;s definitely for the better. As it  currently stands, the talent gives you a boost to your spirit upon killing an  enemy that yields experience or honor. In <em>Cataclysm</em>, killing an <a href="http://cata.wowhead.com/spell=15336">enemy will instantly reward you with  5/10/15% of your max mana</a>. And, if that wasn&#8217;t enough, you&#8217;ll get a  10/20/30% buff to your mana regen rate for the next 15 seconds after. That&#8217;s a  huge boost to levelers in PvE, who will no longer need to drink after every  pull. Players who prefer PvP will no doubt see dividends from it as  well.</p>
<p>In other news, <a href="http://www.wowhead.com/spell=15338">Improved Spirit Tap</a> is gone  (yawn), and <a href="http://www.wowhead.com/spell=15317">Improved Shadow Word:  Pain</a> is now a first-tier ability. That&#8217;s pretty yawn-worthy too, since it&#8217;s  a tiny buff to an ability that few newbie priests should be using while solo.  Darkness is still around, but as I said earlier, you don&#8217;t have to put five  points in it anymore.</p>
<p><strong>The second shadow  tier (level 20)</strong></p>
<p><a href="http://www.wowhead.com/spell=15448">Improved Psychic Scream</a>, Improved  Mind Blast and <a href="http://www.wowhead.com/spell=15311">Veiled Shadows</a> are all part of this tier, which really isn&#8217;t much of a change from the way  things are now. True, you <em>can</em> take the Veiled Shadows talent sooner in  <em>Cataclysm</em> than you can now, but I&#8217;m not quite sure why you&#8217;d want  to.</p>
<p><strong>Shadowform and  the third shadow tier (level 30)</strong></p>
<p>The third talent tier represents  a major &#8220;win&#8221; for leveling shadow priests, and it&#8217;s filled with  <strong>major</strong> changes. Shadowform has been moved up, meaning it&#8217;s now  available at level 30. <a href="http://www.wowhead.com/spell=47570/">Improved  Shadowform</a> loses its spell push back protection (that appears to be a  passive part of shadow specialization now), but it does provide a 5% party-wide  boost to crit. <a href="http://www.wowhead.com/spell=63627">Improved Devouring  Plague</a> has been moved up to be available at an earlier level too. This is  nice &#8212; it gives the spell a much needed extra bite for the solo  grind.</p>
<p><strong>Mind Melt and the  fourth shadow tier (level 40)</strong></p>
<p>The fourth tier is the new home of  <a href="http://cata.wowhead.com/spell=33371">Mind Melt</a>, which has  essentially become an entirely new talent. In <em>Wrath</em>, it was a boost to  the crit chance of certain spells. Now, it&#8217;s a stacking buff to boost our burst  damage. That change, I like.</p>
<p>What I don&#8217;t like is that <a href="http://www.wowhead.com/spell=15286">Vampiric Embrace</a> is now a level 40  talent now instead of a level 30 one. I also don&#8217;t like that <a href="http://www.wowhead.com/spell=27840">Improved Vampiric Embrace</a> is gone  entirely. That&#8217;s a major nerf to one of our defining abilities.</p>
<p>Other  than that, the fourth tier is the new home of Shadow Power. <a href="http://www.wowhead.com/spell=15487">Silence</a> is located in this tier  too, which actually means that you have to wait <em>longer</em> to get it. And  you still need to invest in Improved Psychic Scream as a prerequisite. If every  talent point is now twice as valuable, Silence is now twice as hard to justify  taking. Lame.</p>
<p><strong>Shadowy  Apparition, VT and the rest of tier five (level 50)</strong></p>
<p>The big news  with <a href="http://www.wowhead.com/spell=34917">Vampiric Touch</a> is that  there&#8217;s no news with Vampiric Touch. It remains a level 50 talent. It also still  returns 1% of max mana per five seconds via Replenishment &#8212; something we were  told would be nerfed.</p>
<p>The other two tier 5 talents are new to  <em>Cataclysm</em>, but we&#8217;ve discussed them in Spiritual Guidance before. <a href="http://cata.wowhead.com/spell=78204">Shadowy Apparition</a> is a really  fun-feeling ability that allows us to deal bonus damage on fights that involve  movement. The only new information we have is the proc rate: a 2/4/6% chance per  tick of SW:P if you&#8217;re motionless, 20/40/60% if you&#8217;re on the move.</p>
<p>Also  in tier 5 is <a href="http://cata.wowhead.com/spell=78228">Empowered Shadow  Orbs</a>, a buff to the new (albeit somewhat passive) Shadow Orb  mechanic.</p>
<p><strong>The sixth and  seventh shadow tiers</strong></p>
<p>There&#8217;s nothing really that new to report  about tier 6 &#8212; just minor shuffling. <a href="http://cata.wowhead.com/spell=64044">Psychic Horror</a> and <a href="http://cata.wowhead.com/spell=47582">Pain and Suffering</a> are now level  60 talents, up from 50. <a href="http://cata.wowhead.com/spell=47578">Twisted  Faith</a> got an overhaul &#8212; it now converts spirit to hit (instead of  spellpower).</p>
<p><a href="http://cata.wowhead.com/spell=47585">Dispersion</a> still holds as the final talent in the shadow tree. It remains  unchanged.</p>
<div><img id="vimage_3172118" src="http://www.blogcdn.com/www.wow.com/media/2010/07/wowscrnshot3.jpg" border="1" alt="" hspace="4" vspace="4" /></div>
<p><strong>Dipping your toes  into discipline</strong></p>
<p>I had one major concern with the last talent tree  build out of the <em>Cataclysm</em> beta: The last few talent points we had to  invest didn&#8217;t feel useful. Granted, that iteration of the talent tree was a  mess, and it likely wasn&#8217;t drawn up with shadow priests in mind. This latest  version gives us some options.</p>
<p>With the way the new specialization system  is designed, we can only go two tiers deep (at most) into discipline, and again,  only after investing 31 points in shadow. My observations on those last nine  talent points:</p>
<ul>
<li>There&#8217;s nothing worth taking for DPS-minded shadow priests in the holy tree.  (No surprise there.)</li>
<li><a href="http://cata.wowhead.com/spell=14751">Inner Focus</a> is no longer  usable by shadow priests. It&#8217;s a third-tier disc talent.</li>
<li>Most shadow priests will look at <a href="http://www.wowhead.com/spell=47588">Twin Disciplines</a> and the  mana-saving <a href="http://www.wowhead.com/spell=14781">Mental Agility</a> as  their first-tier disc choices. <a href="http://www.wowhead.com/spell=14768">Improved Power Word: Shield</a> is  another valid choice for those who spend a lot of time soloing, though it now  only maxes out at two points.</li>
<li>The only real viable shadow priest talent in tier two appears to be <a href="http://cata.wowhead.com/spell=14771">Improved Inner Fire</a>.</li>
</ul>
<p>If  you&#8217;re currently sitting at level 80, a lot of this isn&#8217;t going to mean much to  you. It&#8217;s easy to tell which talents are going to be DPS boosts and which ones  aren&#8217;t. And we&#8217;re still not looking at much variation in the way end-game shadow  priests spend their talent points: 99.9% of us will wind up with Shadowy  Apparition and Vampiric Embrace, and I&#8217;ll bet that 90% of shadow PvE raiders  will wind up with identical builds, right down to the last talent.</p>
<p>That  being said, this talent tree really isn&#8217;t for the shadow priest expert. These  new talent trees &#8212; shadow included &#8212; are about making the game more accessible  to even the casual players. The ridiculously long tooltip for Shadowform is  gone. You don&#8217;t need to do heavy research to figure out what talents you want.  That&#8217;s good news for some, bad news for others.</p>
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