So, firstly, my opinion on the setup of the new talent trees.
- I like that they're not spec-bound now. Being able to pick and choose which talent I like without being bound to a tree is pretty neat.
- I would like the change to be a bit more. There are currently 18 talents per tree (6 lots of 3). Something like 24 or even 30 would be nicer (6 lots of 4 or 5), but then you have the problem of making sure all the talents are cool.
- The biggest problem, I think, is that, in trying to add customisability, they're removing it. It looks right now like there's one talent that's best for each situation and I'm not sure I like that.
And now, a talent by talent look, but first a disclaimer: I know these talents aren't final and are subject to change. It's also somewhat difficult to look at these talents in a vacuum. I assume skills will be changing, or else some of them are just useless.
So! Straight into it! (Images all courtesy of MMO-Champion)
Tier 1 (Level 15)
Juggernaut
You can Charge every 12 sec, instead of 20 sec.
Double Time
Instant
20 sec cooldown
You can use Charge twice before incurring its cooldown.
Warbringer
Your Charge also roots a target for 5 sec.
Firstly, this makes me wonder if Intercept is being removed and they're making Charge usable in combat for everyone. That's be a kinda nice change, and the Juggernaut and Double Time talents support it. Warbringer is clearly a PvP talent, unless there's some raid encounter that requires a root for tanking, so for tanking, I'd go Juggernaut or Double Time. They're both pretty even.
Tier 2 (Level 30)
Enraged Regeneration
Instant
3 min cooldown
You regenerate 30% of your total health over 10 sec.
Can only be used while Enraged.
Second Wind
Whenever you are struck by a Stun or Immobilize effect you generate 20 Rage and 5% of your total health over 10 sec.
Whenever you take direct damage, you have a 10% chance to regenerate 3% of your total Health over 5 sec.
Impending Victory
You can use Victory Rush at any time but with a 30 sec cooldown and at a 20 rage cost.
Hmm. I never liked Enraged Regeneration as an ability, it was always pretty lacklustre unless combined with Last Stand. So, unless Victory Rush changes, I'd get that. Stuns and Immobilizes don't really happen often enough in PvE to justify taking it, but if I'm wrong, it'd be worth taking (Since you can't avoid while stunned)
Tier 3 (Level 45)
Throwdown
15 Rage
Melee Range
Instant
45 sec cooldown
Requires Melee Weapon
Knocks the target to the ground and stuns it for 5 sec.
Piercing Howl
10 Rage
Instant
Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec.
Cripple
Your autoattack hits and Rend ticks maim your target, reducing movement speed by 50% for 15 sec.
Cripple is again, a PvP thing and makes me think we're not gonna get any sort of Blood and Thunder :( Shame, I liked that talent. This one's pretty clear cut too. Piercing Howl if you need to kite, otherwise, Throwdown if you're attacking anything stunnable. Also, makes me wonder if we're losing Concussion Blow.
Tier 4 (Level 60)
Gag Order
Your Pummel and Heroic Throw have a 100% chance to silence the target for 3 sec.
Rude Interruption
Successfully interrupting a spell with Pummel increases your damage by 5% for 30 sec.
Disrupting Shout
10 Rage
Instant
40 sec cooldown
Interrupts all spellcasting within 10 yards and prevents any spell in that school from being cast for 4 sec.
Hmm. A bit less clear cut. Gag Order is nice for anything silenceable, while Rude Interruption would be better if it's not. Disrupting Shout has a few potential niches, AoE tanking caster mobs, so really, pick the best for the situation.
Tier 5 (Level 75)
Deadly Calm
Instant
2 min cooldown
You enter a battle trance, causing your next 3 Heroic Strike or Cleave attacks to cost no rage. Lasts 15 sec.
Death Wish
Instant
3 min cooldown
You attack with reckless abandon for the next 10 sec, which Enrages you and causes you to generate additional rage from damage received.
While under the effects of Death Wish, you take 5% additional damage.
Bull Rush
Your Charge and Intervene Enrage you for 6 sec.
First thoughts here, unless Glyph of Death Wish stays, Death Wish is pretty bad for prot, which kinda sucks because it's also the spec that could potentially get the most out of its new form. Bull Rush is nice for threat on the pull (And reinforces my "Intercept is going away" theory), while Deadly Calm could be nice.
Tier 6 (Level 90)
Bladestorm
25 Rage
Instant
1.5 min cooldown
Requires Melee Weapon
You become a whirling storm of destructive force, instantly striking all nearby targets for 150% weapon damage and continuing to strike all nearby targets every 1 sec for 6 sec.
During a Bladestorm, you are immune to movement impairing and loss of control effects, but can be Disarmed, and you can only perform shout abilities.
Shockwave
15 Rage
Instant
20 sec cooldown
Sends a wave of force in front of you, causing 497 damage and stunning all enemy targets within 10 yards in a frontal cone for 4 sec.
Avatar
Instant
1 min cooldown
You transform into an unstoppable colossus for 10 sec, which increases your damage dealt by 20% and causes your attacks to generate extra rage.
While transformed you are immune to movement impairing effects.
Ooh, Avatar finally! I kinda pegged that for MoP, actually. But boo, losing Shockwave until level 90 :(
So, my thoughts here, Bladestorm will be useless for prot unless you can still avoid while spinning (Its damage may well be worse than Shockwave for prot too, but that's subject to numbers tweaking). In which case, Shockwave for AoE, Avatar for single target.
So! Looks interesting so far. I'm quite keen to see how exactly it pans out, and looking forward to the rest of the class previews!
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