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11/05/05, 6:58 PM
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#1
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Piston Honda
Night Elf Druid
Mal'Ganis
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After seeing how the druid talent rehaul went, I've been wondering what Shamans and Paladins (the other two hybrid classes) want out of their talent reviews. Seeing how there are probably more shamans than paladins on these forums I decided to ask for what shamans wanted, but I'm still be interested in seeing what paladins want as well, so if any paladins read this (newladin) give me some insight into your situation.
The quality of the new druid talents is astonishing. They help reinforce the hybrid nature of the druid while allowing druids to specialize at the same time. Take Heart of the Wild as an example: it primarily buffs feral forms, but also gives +20% intellect which is a great boost to the raid viability of feral druids (when healing) and allows for greater utility over all. The revamped balance tree completely amazed me as well. Moonglow takes 9% of the cost of healing touch, regrowth and rejuvenation off. Natural Weapons, Omen of Clarity, and natural shapeshifter, all three of which I got for my moonkin spec on the test realm, allow for feral forms to still be viable, even if the druid is specced heavily into balance. And the restoration tree has Furor (+10 rage when going into bear and +40 energy when going into cat) and Improved Enrage which allows druids specced heavily into restoration some feral viablity (although I think furor should perhaps give a slight discount on the cost of shifting into moonkin form).
Granted, Shamans and Paladins are not exactly the same type of hybrids druids are (or even the same type of hybrid as each other), but I'm wondering, is this what shamans and paladins want? Do you want increased over-all viability while still specializing, or do you want more powerful specialization at the cost of flexibility? And, of these two options, which do you think is most likely the choice Blizzard will make?
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11/05/05, 7:07 PM
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#2
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Soda Popinski
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I can only do this for Shamans since I've only specced them, not Pallys, but here is a good summation of all of the problems with shaman talents:
You can go in cold, never have played a Shaman before, and I could tell you to spec 30 in Restoration and 21 in Enhancement or Elemental, and you would know exactly how to spec because of the amount of worthless talents there are in seemingly every tree. The improved totem talents are garbarge (except MAYBE Totemic Focus, but only because you need to put 4 points somewhere to get to Purification.)
Mana Tide would be an awesome talent, but requiring 5 points in a talent that increases the duration of your Healing and Mana Steam Totems, PLUS 5 more points in a talent that increases the effect of your Mana Stream totem by 10% (a whole 1.2 MP upgrade!) makes it worthless, because you have to either skip the good talents in the tree, or spec so hard in Resto that your other trees basically have enough to let you use 2h Weapons.
The Enhancement tree has a 30 point talent that raises the Agility from GOA by 15%, and another 30 point talent that acts like a Windfury Totem, plus the excellent! bonus of giving your target 20% nature vuln for 2 attacks.
The list goes on and on, and I could make fun of a lot of talents in a lot of trees, these are just two glaring "what the hell were they thinking?" examples.
Basically, the Devs were drunk when they designed half of the Shaman talents, and had bursts of genius when designing the other half. You could take the dumbest person in the world (in this case, me), who knows nothing about the dynamics of the game and he still would laugh at 2/3 of the Shaman talents.
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11/05/05, 9:42 PM
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#3
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Soda Popinski
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I'd love some talents that actually improve our utility more in raids. We shouldn't be as good at healing as priests so we should get more ways of augmenting/buffing other raidmembers. One thing I like the idea of is a 21 or 31 point enhancement talent that improves Windfury totem to be 2 bonus attacks instead of one. Totems like Manaspring and Healing Stream need to be improved to a percentage value so that they scale, as does Manatide. They need to get rid of all the stupid worthless talents like Improved Stoneclaw, Searing, Stoneskin and Healing Stream/Mana Spring and replace them with new totems or better improvements to useful totems like Strength of Earth, Grace of Air and the Resist Totems.
So something like
Enhancement
Improved Totems: 1/2 Increases Radius of all Beneficial Totem effects by 5/10 Yards
Improved Strength of Earth: 1/2/3 Increases Strength bonus from totem by 10/20/30%
Improved Grace of Air: 1/2/3 Party members gain an additional 1/2/3% chance to crit with Melee and Ranged attacks.
Improved Windfury Totem: 1 Party members now gain 2 additional attacks from Windfury Totem.
Improved Resistance totems: 1/2 Increase the resistance bonus from Fire/Frost/Nature totems by 10/20.
Restoration
Manatide Totem: 1 Summons a totem that restores 7% mana every 3seconds over 12seconds to party members.
Generic Healing spell threat reduction talent: 1/2/3/4/5 Reduces threat generated by healing spells by 4/8/12/16/20%
Elemental
Storm Totem(whatever): Increases spell damage of party members by 5% and reduces threat generated from offensive spells by 5%.
Lightning Focus: 1/2/3 Gives you a 25/50/75% chance to avoid interruption when casting Lightning bolt and Chain Lightning and allows 10/20/30% mana regen to continue while casting Lightning spells. (this one is for me ok)
These are a few I came up with and they'd be pretty sweet. Obviously some would have to be high up in the trees so that say you couldn't get NS, Improved Windfury and Storm Totem at the same time.
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11/05/05, 11:35 PM
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#4
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Oh man this is so awesome!!!
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All of these posts are too long for me to read. :(
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11/06/05, 12:39 AM
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#5
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Soda Popinski
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I suspect a lot of talents will be combined and/or take less points.
One thing the devs said a long time ago was that they didn't want you to be able to put a talent point in improving an ability that you were too low level to obtain. This is why improved grace of air is where it is currently in the tree, not because it's a super powerful talent, but because you'd if it was any earlier you'd be able to spend points improving an ability you don't have yet.
However, this is easily corrected by combining talents. Instead of Improved strength of earth and improved grace of air, they'll replace it with "Totemic might" that improves both of them and is fairly early in the tree. I'm sure they'll do something similar with the improved healing/mana stream talents.
One thing you'll also be likely to see is better talents that improve healing wave. For example, they may replace the talent that reduces the mana cost on all heals by 1/2/3/4/5% to a talent that reduces the mana cost on healing wave by 3/6/9/12/15%.
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11/06/05, 1:12 AM
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#6
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Glass Joe
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Understanding what is wrong with the Paladin talents requires no more than a cursory glance at our talent trees. For instance: placement. Anticipation (+2, 4, 6, 8, 10 def) and Deflection (+1, 2, 3, 4, 5% parry) are halfway up the Retribution tree, Divine Strength (+2, 4, 6, 8, 10% strength) is near the end of the Holy Tree, etc. At times it seems like the talent trees were designed with absolutely no overall vision for the class in mind. In fact, I think that was the case.
Of course, there are also worthless talents. Seal of Justice, though quite useful for it’s judgment, is useless as a Seal unless you are in a race with another paladin to see who can have a stun-immune target faster. If that’s the case, you’ll want Improved Seal of Justice to increase the chance of the two-second stun procing. Unfortunately, you must put five points into this talent to access the top-tier protection talent. In the end, though, most of the paladin talents are actually pretty good. They are just horrendously placed.
The real problem with the class, though, isn’t in the talents. The talent trees merely reinforce the core issues. For example, Blizzard has tried to cover up the lack of depth in Paladin combat (Cast Seal, maybe judge, maybe don’t, auto attack for 30 seconds, repeat) by forcing us to spam buffs constantly on a raid due to a 5 minute duration. As a buffer, Paladins are the most versatile in the game. Unfortunately, we pay for this versatility with our sanity.
But wait, maybe talents will give us new options! No. How about Reckoning? Overpowered? Inarguably so, and especially versus rogues. What does it require us to do? Get hit. Auto attack will take care of the rest. Blessing of Kings. Fantastic buff, same five minute duration. There are plenty more, but I’m already pushing the limit of what anyone is willing to read regarding paladins, which isn’t much.
Basically, in 1.9 Blizzard needs to do more than just revamp talents. Seals need to be more interactive / combinable / useful in general. Talent trees need to be reorganized with additional, interesting talents added that actually give paladins the options they need to play their class like the hybrid it is supposed to be. As it is we are a secondary tank who doesn’t tank, a secondary melee who can’t do crap for damage without sacrificing group viability, and a secondary healer that is quite good, meaning that is all we can really do endgame. My idea of a hybrid class is one that can specialize in one aspect in ways that are unique enough that there are viable reasons for them to fill that roll in a raid as a primary tank/healer/dps when needed. A hybrid should really shine, though, in their ability to swap roles on the fly. A warrior goes down mid-fight? Send in a paladin to take over, etc. Of course, now we get into the issues hybrids face with no armor swapping while in combat in a game where gear defines progression and role viability, but that’s a whole different discussion.
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11/06/05, 1:52 AM
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#7
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Don Flamenco
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Originally Posted by Coag,November 6th, 2005 @ 1:12AM
Understanding what is wrong with the Paladin talents requires no more than a cursory glance at our talent trees. For instance: placement. Anticipation (+2, 4, 6, 8, 10 def) and Deflection (+1, 2, 3, 4, 5% parry) are halfway up the Retribution tree, Divine Strength (+2, 4, 6, 8, 10% strength) is near the end of the Holy Tree, etc. At times it seems like the talent trees were designed with absolutely no overall vision for the class in mind. In fact, I think that was the case.
Of course, there are also worthless talents. Seal of Justice, though quite useful for it’s judgment, is useless as a Seal unless you are in a race with another paladin to see who can have a stun-immune target faster. If that’s the case, you’ll want Improved Seal of Justice to increase the chance of the two-second stun procing. Unfortunately, you must put five points into this talent to access the top-tier protection talent. In the end, though, most of the paladin talents are actually pretty good. They are just horrendously placed.
The real problem with the class, though, isn’t in the talents. The talent trees merely reinforce the core issues. For example, Blizzard has tried to cover up the lack of depth in Paladin combat (Cast Seal, maybe judge, maybe don’t, auto attack for 30 seconds, repeat) by forcing us to spam buffs constantly on a raid due to a 5 minute duration. As a buffer, Paladins are the most versatile in the game. Unfortunately, we pay for this versatility with our sanity.
But wait, maybe talents will give us new options! No. How about Reckoning? Overpowered? Inarguably so, and especially versus rogues. What does it require us to do? Get hit. Auto attack will take care of the rest. Blessing of Kings. Fantastic buff, same five minute duration. There are plenty more, but I’m already pushing the limit of what anyone is willing to read regarding paladins, which isn’t much.
Basically, in 1.9 Blizzard needs to do more than just revamp talents. Seals need to be more interactive / combinable / useful in general. Talent trees need to be reorganized with additional, interesting talents added that actually give paladins the options they need to play their class like the hybrid it is supposed to be. As it is we are a secondary tank who doesn’t tank, a secondary melee who can’t do crap for damage without sacrificing group viability, and a secondary healer that is quite good, meaning that is all we can really do endgame. My idea of a hybrid class is one that can specialize in one aspect in ways that are unique enough that there are viable reasons for them to fill that roll in a raid as a primary tank/healer/dps when needed. A hybrid should really shine, though, in their ability to swap roles on the fly. A warrior goes down mid-fight? Send in a paladin to take over, etc. Of course, now we get into the issues hybrids face with no armor swapping while in combat in a game where gear defines progression and role viability, but that’s a whole different discussion.
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omg, its coag.
/wave
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All of these posts are too long for me to read.
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/signed
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all your base, are belong to us!
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11/06/05, 1:54 AM
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#8
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Piston Honda
Draenei Warrior
Mal'Ganis
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Coag is best pally.
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Don't drink downstream from the horde. Moo!
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11/06/05, 10:10 AM
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#9
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Essence
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Our shaman discuss new ideas for talents all the time. I've got a couple ideas:
Resto:
Improved Chain heal: reduces the penalty for each additional target healed by: 5/10/15/20/25%
These next two would be a 31pt talent that you would have to get 2 different prereqs to get so that you couldn't get both with only 32 points.
Healing Ward Totem: Summons a totem that restores 5% health every 3 seconds for 15 seconds. 3min cooldown.
AND
Mana Tide Totem: Summons a totem that restores 7% mana every 3 seconds for 15 seconds. 5 min cooldown.
Enhancement:
Requires 3 points in improved lightning shield:
Lightning ward: Cast Lightning shield on another target. Only one lightning ward may be cast at any time. Ward has three charges.
Elemental Arms: Increase the damage and procrate of your flametounge and frostbrand weapon and totems by 15/30%
31pts: Bloodlust: Casts a spell that causes the target to be filled with frenzy. Cooldowns are reduced by half, 30% reduced spellcasting/attack speed. Lasts 3 minutes. 10min cooldown.
New spell: Frostbrand totem/Rockbiter totem
Elemental
31 pts: Earthquake. 3sec cast. Massive radius AoE that slows all targets effected by 25% and deals 185 nature damage every 3sec over 12 seconds. 3min cooldown
I'd move improved lightning up the tree and add in:
Reflection: Gives your Chain heal and Chain lightning a 5/10/15/20/25% chance to bounce to an additional target after the last for a 50% loss over the first.
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11/06/05, 11:35 AM
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#10
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Piston Honda
Night Elf Druid
Mal'Ganis
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So basically, Shamans just want to replace some worthless talents and Paladins want to have their entire combat system revamped.
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11/06/05, 12:22 PM
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#11
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Essence
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As far as healing talents go, Paladins have by far the best single talent.
Crit heals are FREE and cause miniscule aggro. I would give all my restoration talents for that. Shame your other mechanics are unwiedly.
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11/06/05, 12:58 PM
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#12
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Glass Joe
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Well I'm not going to try to speak for all paladins and those comments are my own personal opinions of the class which I have played exclusively since open Beta. I've always envisioned paladins as the quintessential hybrid/support class. That seems to be the original design, but it has been slowly warped since release. Basically we need to be able to support the raid in multiple ways, not merely in the single way we’ve been guided into (backup healer and cleanser extraordinaire). Additionally, a little more interactivity would be more than welcome.
But yeah, Illumination and Divine Favor are off the hook, and at the start of the holy tree to boot. Too bad the end of that tree is so abysmal.
Oh, and /wave Newladin, Legato, and Elfan
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11/06/05, 1:44 PM
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#13
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Glass Joe
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Originally Posted by Legato,November 6th, 2005 @ 1:54AM
Coag is best pally.
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/signed :D
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11/07/05, 4:55 AM
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#14
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Soda Popinski
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Not only do we want non-shit talents, we want to have all these useless totems (Windwall Totem, anyone?) reworked or just removed or SOMETHING. Mana spring is marginally useful, Healing Stream I don't even have on my bars, etc. There's just a LOT of garbage, and stuff that we just can't replicate that a Paladin can do (and that's fine and all, but when you get hunters having essentially infinite mana on a raid boss, it gets to be a bit crazy).
Oh, and Shaman melee is auto-attack and pray for WF. It generally always goes off at least once per fight, but standing still just waiting for WF to go off is boring as hell. The only actual attack skill we can get is Stormstrike, which is the 31 point enhancement talent, and well, it sucks. So we're sort of in the same boat, in that respect. They really need to do something to make melee combat for both of us somewhat less monotonous. I have shocks but they're on a 6 second timer and are best saved for when you need them (i.e., to interrupt).
After that, it's not like I'm going to start casting lightning bolt or something. It's all auto-attack, which is boring. I can literally get up in the middle of a fight with some random mob (the ogres in blasted lands, for example) and do something else for a bit, come back, and the result will generally be the same as if I had sat there diligently the entire time. That's just stupid, really. I shouldn't be able to just let auto-attack do EVERYTHING. :kaubel:
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How can you help?
I can shoot things and then make my pet move toward them.
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11/07/05, 2:21 PM
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#15
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Sixty Coffee Beans
Blood Elf Priest
Mal'Ganis
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Well, Gonkish, shamans aren't melee-orientated class. Windfury just improves DPS, making fights go by faster. They aren't warriors or rogues.
"Jack of all trades, master of none."
PS Bring back beta orc windfury totem -- 6 extra attacks on proc, yeow!
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