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Cataclysm Talent Trees (Nutshell Version)

Thanks to Zevia over at Saate.net for this stripped down version of what we have to look forward to with the talent tree changes.

• When you reach level 10, you’ll be asked to select a talent tree. When you do, the other two trees will be locked out for use, but you will be given the associated defining skills right away. For example, if you’re a warrior and you select arms, you’ll get mortal strike at level 10. Discipline priests will get penance at level 10. Enhancement shaman will get dual wield and lava lash at 10 – and so on.
• The other trees don’t open up until you’ve put 31 points into your selected tree.
• Instead of gaining a talent point every level, you will gain one every 2 levels. This means you won’t have access to your secondary tree until 70, and you will only get 41 points to spend by level 85.
• The Mastery system is being reworked. Now the passive bonuses associated with putting points into a tree will just be automatically given to you when you pick your specialization. These will be flat percentages instead of values that increase as you put more points in. The unique ability from the previous Mastery system will now be learned from your class trainer, and improved by the Mastery stat, found on Cataclysm items from level 78 on.

On a side note, are you interested in achieving that long, drawn out title that will forever put your name in the books as totally Insane? Then you might want to head over to Saate.net anyway, it’s the most definitive guide I’ve found on the internet covering every step of the process to achieve that title.

Nihonga

Posted in Achievements, Class, Development.


Cataclysm Preview: Twilight Highlands

Cataclysm Preview: Twilight Highlands

Zarhym
Zarhym

The Twilight Highlands have a perilous history. This region is home to the vicious black dragonflight, the cursed fortress of Grim Batol, and dangerous elemental disturbances.

Now, the land will play host to a new danger. The Twilight’s Hammer cult has claimed the highlands as its new seat of power — and all of Azeroth will be shaken by the change.

Visit this page to learn more about the history, rivalries, and factions of the Twilight Highlands, a new high-level zone to explore in World of Warcraft: Cataclysm.

http://www.worldofwarcraft.com/cataclysm/features/twilighthighlands.html

Azeroth’s inhabitants endure a lifetime of struggle and conflict. They’re subject to violence from neighboring enemies and rampaging beasts at an early age, and must learn to take up arms to defend themselves against predators. Regularly forced to cope with the deaths of friends, family, and members of their tribes, clans, cities, and guilds, these scarred survivors become stronger by reinforcing their walls, banding together with new allies, and raising sharp, careful, resilient children. They adapt. They change.

Few places on Azeroth exemplify this ever-changing dynamic more than the Twilight Highlands of the Eastern Kingdoms.

The highlands have undergone constant upheaval throughout their history, with races and factions thriving, collapsing, and changing seemingly without pause. The fortress-city of Grim Batol has played host to no fewer than three potent factions: the Wildhammer dwarves, who abandoned their home after a Dark Iron curse left it uninhabitable; the red dragonflight, which was forced to fight for the Horde in the captivity of the Dragonmaw orcs during the Second War; and, of course, the Dragonmaw themselves, who were driven from Grim Batol when the red dragonflight was finally freed from their grasp.

The Dragonmaw now cling to the edges of the highlands. They’re no less wild and difficult to deal with than when they ruled Grim Batol, but their knowledge of dragons and warfare is of unquestionable importance, especially amidst the chaos of the Cataclysm. The Wildhammer dwarves dwell in forested outposts among the highlands’ mountains; though long friendly with the Alliance, they have only now begun to consider casting their lot in with Stormwind and Ironforge thanks to the entreaties of their cousins, the Bronzebeard clan. Even the mighty red dragonflight has suffered greatly in recent months: its members have been decimated by a frenzied, newly aggressive black dragonflight attacking relentlessly from the petrified Obsidian Forest.

Amidst this upheaval, a new power has come to possess the highlands.

Though the environment has been given many names throughout its history, it’s only been dubbed “Twilight” thanks to the dominance of its current masters. The fanatical Twilight’s Hammer cultists appreciate the name, but there are more functional features to the swath of land they’ve chosen as their headquarters. It’s rimmed by massive mountain peaks that scrape at the sky like fingernails, making invasion by land nearly impossible, and the highlands’ black-glass beaches ensure that marine assaults are fraught with terror; ships docking on the peninsula risk running aground.

More important to the cult, however, is the promise of worldly extinction and change that permeates the land. In the dimness of the highlands, shadows are deeper. The sun and the rest of Azeroth seem distant. The elements themselves are more pronounced: fires burn hotter; rain forces its way into the ground; and the heaves and shudders of the land call to mind some colossal being stirring beneath the earth. This doesn’t frighten the members of the Twilight’s Hammer; it lulls them to sleep.

Their dark work is done here in a manner that could never have been realized in Silithus. The devoted of the Twilight’s Hammer train in the halls of mighty fortresses, not tiny compounds and outposts. They summon dangerous, mercurial elementals who loathe each other to the point of outright war but still pause their feuds momentarily to work towards the destruction of the other races. Outside the highlands, the cult is fractious and divided. Here, it is guided on its mission of destruction by some of the cruelest and bloodiest names in history, yet the names associated with this cabal belie the true extent of its leadership.

These dark whisperers chose the highlands as their base of operations for a reason. They can feel the presence of the Old Gods in the air and see their victory in the darkness. The shifting landscape, battling factions, and wicked elements embody the cult’s vision of what its world will become as it is finally purged of life and order. The rest of Azeroth will follow the Twilight Highlands into oblivion, one way or another.

Nihonga

Posted in Cataclysm, Development.


Cataclysm Class & Mastery Systems Update

Cataclysm Class & Mastery Systems Update

Zarhym
Zarhym

When we first announced our design goals for class talent trees back at BlizzCon 2009, one of our major stated focuses was to remove some of the boring and “mandatory” passive talents. We mentioned that we wanted talent choices to feel more flavorful and fun, yet more meaningful at the same time. Recently, we had our fansites release information on work-in-progress talent tree previews for druids, priests, shaman, and rogues. From those previews and via alpha test feedback, a primary response we heard was that these trees didn’t incorporate the original design goals discussed at BlizzCon. This response echoes something we have been feeling internally for some time, namely that the talent tree system has not aged well since we first increased the level cap beyond level 60. In an upcoming beta build, we will unveil bold overhauls of all 30 talent trees.

Talent Tree Vision

One of the basic tenets of Blizzard game design is that of “concentrated coolness.” We’d rather have a simpler design with a lot of depth, than a complicated but shallow design. The goal for Cataclysm remains to remove a lot of the passive (or lame) talents, but we don’t think that’s possible with the current tree size. To resolve this, we’re reducing each tree to 31-point talents. With this reduction in tree size we need to make sure they’re being purchased along a similar leveling curve, and therefore will also be reducing the number of total talent points and the speed at which they’re awarded during the leveling process.

As a result, we can keep the unique talents in each tree, particularly those which provide new spells, abilities or mechanics. We’ll still have room for extra flavorful talents and room for player customization, but we can trim a great deal of fat from each tree. The idea isn’t to give players fewer choices, but to make those choices feel more meaningful. Your rotations won’t change and you won’t lose any cool talents. What will change are all of the filler talents you had to pick up to get to the next fun talent, as well as most talents that required 5 of your hard-earned points.

We are also taking a hard look at many of the mandatory PvP talents, such as spell pushback or mechanic duration reductions. While there will always be PvP vs. PvE builds, we’d like for the difference to be less extreme, so that players don’t feel like they necessarily need to spend their second talent specialization on a PvP build.

The Rise of Specialization

We want to focus the talent trees towards your chosen style of gameplay right away. That first point you spend in a tree should be very meaningful. If you choose Enhancement, we want you to feel like an Enhancement shaman right away, not thirty talent points later. When talent trees are unlocked at level 10, you will be asked to choose your specialization (e.g. whether you want to be an Arms, Fury or Protection warrior) before spending that first point. Making this choice comes with certain benefits, including whatever passive bonuses you need to be effective in that role, and a signature ability that used to be buried deeper in the talent trees. These abilities and bonuses are only available by specializing in a specific tree. Each tree awards its own unique active ability and passives when chosen. The passive bonuses range from flat percentage increases, like a 20% increase to Fire damage for Fire mages or spell range increases for casters, to more interesting passives such as the passive rage regeneration of the former Anger Management talent for Arms warriors, Dual-Wield Specialization for Fury warriors and Combat rogues, or the ability to dual-wield itself for Enhancement shaman.

The initial talent tree selection unlocks active abilities that are core to the chosen role. Our goal is to choose abilities that let the specializations come into their own much earlier than was possible when a specialization-defining talent had to be buried deep enough that other talent trees couldn’t access them. For example, having Lava Lash and Dual-Wield right away lets an Enhancement shaman feel like an Enhancement shaman. Other role-defining examples of abilities players can now get for free at level 10 include Mortal Strike, Bloodthirst, Shield Slam, Mutilate, Shadow Step, Thunderstorm, Earth Shield, Water Elemental, and Penance.

Getting Down to the Grit

Talent trees will have around 20 unique talents instead of today’s (roughly) 30 talents, and aesthetically will look a bit more like the original World of Warcraft talent trees. The 31-point talents will generally be the same as the 51-point talents we already had planned for Cataclysm. A lot of the boring or extremely specialized talents have been removed, but we don’t want to remove anything that’s going to affect spell/ability rotations. We want to keep overall damage, healing, and survivability roughly the same while providing a lot of the passive bonuses for free based on your specialization choice.

While leveling, you will get 1 talent point about every 2 levels (41 points total at level 85). Our goal is to alternate between gaining a new class spell or ability and gaining a talent point with each level. As another significant change, you will not be able to put points into a different talent tree until you have dedicated 31 talent points to your primary specialization. While leveling, this will be possible at 70. Picking a talent specialization should feel important. To that end, we want to make sure new players understand the significance of reaching the bottom of their specialization tree before gaining the option of spending points in the other trees. We intend to make sure dual-specialization and re-talenting function exactly as they do today so players do not feel locked into their specialization choice.

A True Mastery

The original passive Mastery bonuses players were to receive according to how they spent points in each tree are being replaced by the automatic passive bonuses earned when a tree specialization is chosen. These passives are flat percentages and we no longer intend for them to scale with the number of talent points spent. The Mastery bonus that was unique to each tree will now be derived from the Mastery stat, found on high-level items, and Mastery will be a passive skill learned from class trainers around level 75. In most cases, the Mastery stats will be the same as the tree-unique bonuses we announced earlier this year. These stats can be improved by stacking Mastery Rating found on high-level items.

To Recap

When players reach level 10, they are presented with basic information on the three specializations within their class and are asked to choose one. Then they spend their talent point. The other trees darken and are unavailable until 31 points are spent in the chosen tree. The character is awarded an active ability, and one or more passive bonuses unique to the tree they’ve chosen. As they gain levels, they’ll alternate between receiving a talent point and gaining new skills. They’ll have a 31-point tree to work down, with each talent being more integral and exciting than they have been in the past. Once they spend their 31′st point in the final talent (at level 70), the other trees open up and become available to allocate points into from then on. As characters move into the level 78+ areas in Cataclysm, they’ll begin seeing items with a new stat, Mastery. Once they learn the Mastery skill from their class trainer they’ll receive bonuses from the stat based on the tree they’ve specialized in.

We understand that these are significant changes and we still have details to solidify. We feel, however, that these changes better fulfill our original class design goals for Cataclysm, and we’re confident that they will make for a better gameplay experience. Your constructive feedback is welcomed and appreciated.

Nihonga

Posted in Cataclysm, Class, Development.


UI Upgrade for Cataclysm

WoW.com posted numerous pictures of new windows for Cataclysm, here’s a few of them:

Character pane. The side stat window will make this easier on my eyes.

New “You Leveled” pane. I like the new abilities available portion.

New Professions pane. Fluffy prettiness.

New Spellbook pane

New PVP pane

New Quest pane

New Trainer pane

Nihonga

Posted in Cataclysm, Development.


Cataclysm Beta: Professions

MMO-Champion has a great roundup of the new tradeskill items available at this time for Cataclysm Beta. Follow the below links to your favorite professions:

Nihonga

Posted in Cataclysm, Development, Professions.


Guild Talents Still Alive?

Although Guild Talents are gone WoW.com is reporting the perks are active. Here’s the list as seen in the current beta build:

  • Cash Flow (Rank 1): Each time you loot money from an enemy, an extra 5% money is generated and deposited directly into your guild bank.
  • Cash Flow (Rank 2): Each time you loot money from an enemy, an extra 10% money is generated and deposited directly into your guild bank.
  • Reinforce (Rank 1): Items take 5% less durability loss when you die.
  • Reinforce (Rank 2): Items take 10% less durability loss when you die.
  • Hasty Hearth: Reduces the cooldown on your Hearthstone by 15 minutes.
  • Chug-A-Lug (Rank 1): The duration of buffs from all guild cauldrons and feasts is increased by 50%.
  • Chug-A-Lug (Rank 2): The duration of buffs from all guild cauldrons and feasts is increased by 100%.
  • Working Overtime: Increases the chance to gain a skill increase on tradeskills by 10%.
  • The Quick and the Dead: Increases health and mana gained when resurrected by a guild member by 50% and increases movement speed while dead by 100%. Does not function in combat or while in a Battleground or Arena.
  • Guild Mail: In-game mail sent between guild members now arrives instantly.
  • Everyone’s A Hero (Rank 1): Increases Heroism points gained by 5%.
  • Everyone’s A Hero (Rank 2): Increases Heroism points gained by 10%.
  • Mobile Banking: Summons your guild bank. 1 hour cooldown.
  • Honorable Mention (Rank 1): Increases Honor points gained by 5%.
  • Honorable Mention (Rank 2): Increases Honor points gained by 10%.
  • Bartering (Rank 1): Reduces the price of items from all vendors by 5%.
  • Bartering (Rank 2): Reduces the price of items from all vendors by 10%.
  • Bountiful Bags: Increases the quantity of materials gained from Mining, Skinning, Herbalism, and Disenchanting by 15%.
  • Have Group, Will Travel: Summons all raid or party members to the caster’s current location. 2 hour cooldown.
  • Mass Resurrection: Brings all dead party and raid members back to life with 35 health and 35 mana. Cannot be cast when in combat. No cooldown.

Nihonga

Posted in Cataclysm, Development.


New Class Skills, Spells, Talents

MMO-Champion has the full run down on all the new information, follow the links below to your favorite class:

Nihonga

Posted in Cataclysm, Class, Death Knight, Development, Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Warrior.


Cataclysm Beta Live, Patch Notes

NDA is lifted, Cataclysm Beta is live…

Here are the patch notes, subject to change until beta is over.

Cataclysm Beta Patch Notes – 7.1.10

Zarhym
Zarhym

World of Warcraft: Cataclysm Beta Patch Notes

Welcome to the World of Warcraft: Cataclysm beta test! Patch notes listed here are not comprehensive and will be changed throughout the testing process.

General

  • The Alliance starting experience for worgen is available. Venture through the cursed lands of Gilneas to discover your true path! Currently the female worgen character is not available for testing.
  • The Horde starting experience for goblins is available. Beginning on the Isle of Kezan in a goblin paradise, players will face a treacherous road ahead!
  • The level cap for all characters is 82.
  • Players may use our Character Copy feature for copying existing characters to beta realms, or may choose from high-level pre-made template characters.

Zones

  • Mount Hyjal and Vashj’ir, two new level 78-82 zones, are available for testing. Players may find their way to these zones by speaking with temporary teleportation NPCs located in any major city.
  • The level ranges of Gilneas and the Lost Isles are in the process of being adjusted slightly. Creature, quest, and quest reward levels are all being altered so that players finish questing in these zones roughly by level 12. Further fine tuning will continue in future content updates.
  • Several zones have had quest maps integrated.
  • Eastern Kingdoms
    • Arathi Highlands, Blasted Lands, The Cape of Stranglethorn, Dun Morogh, Duskwood, Elwynn Forest, Hinterlands, Loch Modan, Northern Stranglethorn, Northshire, Tirisfal Glades, Westfall and Redridge Mountains are ready for testing.
  • Kalimdor
    • Most zones in Kalimdor are available for testing, though work continues on polishing the quest experience and flow, as well as zone aesthetics.

Dungeons & Raids

  • Teleportation NPCs in Stormwind, Orgrimmar, and Dalaran can transport players to any available new dungeons, including players who are ghosts.
  • Blackrock Caverns, a new level 79-81 five-player dungeon, is available for testing.
  • Throne of the Tides, a new level 79-81 five-player dungeon, is partially available for testing.

Classes: General

  • Ammo has been removed from the game.
  • The character levels at which classes gain new spells and abilities have changed.
  • The glyph system is in the process of being altered. Existing glyphs may not be fully supported or functional.
  • Many item and class stats have been changed or removed.
  • Rage has been normalized.
  • Spells and abilities no longer have multiple ranks and now scale with character level.
  • Talents trees have changed and are still in the process of being reworked.

Death Knights

  • A dedicated tanking tree has been implemented.
  • The way in which runes recharge has changed.

Druids

  • A new Eclipse mechanic has been added for druids. The feature is functional, but the interface art is still a work in-progress.

Hunters

  • Five pets can now be stored with the hunter at all times. Any one of these five pets can be summoned via the Call Pet ability.
  • Focus has replaced mana as a new resource.
  • Hunters now start with a pet at level 1.
  • The Stable will now store 20 pets. If a pet is moved into the Stable, its talents are wiped.

Warlocks

  • Soul Shards have been removed from the game as items. Instead, they now exist as a resource system necessary for using, or altering the mechanics of certain spells.

User Interface

  • The ability to use third-party addons has been temporarily disabled for the test environment.
  • The Arena Teams pane has been improved.
  • Auto-quests have been added to the game. Players will automatically be given an auto-quest by entering specific areas in the game world. This alert will appear distinctly in the Objectives pane via the Advanced Quest Tracking feature. These quests will still be given to players with full Quest Logs, but will count toward the 25 total allotted quests if the log is not full.
  • The Character pane has been redesigned. Character stats can now be shown or hidden via the Show All Details/Hide All Details button on the bottom left. When shown, all character stats will be visible in a window to the right of the pane. Stat sections can be reorganized by clicking and dragging them up or down the pane.
  • The Professions panes now have more filtering and search functionality, as well as buttons to easily link recipes in the chat frame.
  • Many of the yellow System Messages that would display in the chat frame when leveling up have been removed.
  • New text animations now alert players as they level up, also providing information on when new talents, spells and abilities are available.
  • Professions and Class Trainers windows have been altered to more clearly display available and upcoming purchases.
  • The Spellbook interface has been improved for greater ease-of-use and visual appeal.

Graphics

  • Experimental support for DX11 (can be enabled by passing ‘-d3d11’ on the command line or adding SET gxApi “d3d11″ to the Config.WTF file).
  • OpenGL Hardware Cursor support (can be enabled on the Video Resolution Panel).
  • Improved water and lava rendering system (enabled by the Liquid Detail slider on the Video Effects Panel)
    • 0 = Classic Water
    • 1 = New Water (fake reflections)
    • 2 = New Water (ocean has real reflection for terrain)
    • These values are likely to change during Beta.
  • Dynamic Sunshafts effect (enabled by the Sunshafts option on the Video Effects Panel).

Known Issues

  • Selecting high Liquid Detail when using Geforce 6 & 7 series video cards will currently prevent lava and water from rendering properly. You can temporarily restore liquid to the world by reducing the Liquid Detail setting via the Video Effects Panel, or by typing “waterDetail 0” in your Config.WTF file.

Nihonga

Posted in Blue Tracker, Cataclysm, Patch Notes.


Extended Maintenance – Select Realms 6/29/10

We will be performing extended maintenance on the realms listed below on Tuesday, June 29th, beginning at 12:01 AM PDT. The maintenance is scheduled for 24 hours as we prepare for the upcoming expansion. These realms will be playable again at approximately 12:01 AM PDT on Wednesday, June 30th.

All realms not listed below will undergo scheduled maintenance beginning at 5:00am PDT and will be available for play at approximately 11:00 AM PDT

Agamaggan
Aggramar
Alexstrasza
Alleria
Argent Dawn
Arthas
Azgalor
Azshara
Baelgun
Balnazzar
Blackhand
Bleeding Hollow
Bloodhoof
Burning Blade
Burning Legion
Cho’gall
Dark Iron
Destromath
Dethecus
Detheroc
Drakkari
Durotan
Earthen Ring
Elune
Emerald Dream
Eonar
Eredar
Garona
Gilneas
Gorefiend
Gorgonnash
Greymane
Gul’dan
Hellscream
Illidan
Kael’thas
Kalecgos
Kargath
Kirin Tor
Laughing Skull
Lightninghoof
Lightning’s Blade
Llane
Lothar
Madoran
Maelstrom
Magtheridon
Malfurion
Malygos
Mannoroth
Medivh
Moonrunner
Nazjatar
Quel’Thalas
Ragnaros
Ravencrest
Sargeras
Shadowmoon
Shattered Hand
Skullcrusher
Spinebreaker
Staghelm
Stormrage
Stormreaver
Thunderhorn
Thunderlord
Trollbane
Twisting Nether
Ursin
Warsong
Whisperwind
Wildhammer
Zul’jin

Thank you for your Patience.

Nihonga

Posted in Blue Tracker, Maintenance.


Icecrown Citadel Raid Buffs Active – Mistake Corrected

Icecrown Citadel Raid Buffs Active

Zarhym
Zarhym

We have increased the potency of the Strength of Wrynn and Hellscream’s Warsong buffs in Icecrown Citadel by an additional 5%. These buffs now increase total health, healing done and damage dealt by 25%. In addition, the number of attempts allotted for all final bosses on Heroic difficulty has been increased to 55.

Number of attempts is still 50. Sorry for any confusion.
Nihonga

Posted in Blue Tracker, Dungeons and Raids.



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