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08/23/06, 1:43 AM
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#1
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Von Kaiser
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reposted from post on foh forums:
edit: info came from an aim log with someone talking to someone who's currently in the F&F alpha for tbc.
New Mage Talents:
Fire Tree -
Burnout: increases the damage and mana cost of all spells by 2/4/6% after you hit a Dazed opponent with a Fire spell
Tier 8
Empowered Fireball: Your Fireball spell gains an additional 2/4/6/8/10% of your bonus spell damage effects
Tier 9
Dragon's Breath: Targets in a cone in front of the caster take 278 to 322 fire damage and are disoriented for 3 sec
Frost Tree -
Tier 7
Cold Hearted: Increases damage of all spells against wounded targets by 10/20/30%
Arctic Winds: Reduces the chance melee and ranged attacks will hit you by 1/2/3/4/5%
Tier 8
Empowered Frostbolt - identical to empowered fireball
Tier 9
Summon Water Elemental, summons a water elemental to fight for the caster
Arcane Tree -
Tier 7
student of magic: reduces the mana cost of all arcane spells by 5/10/15%
prismatic cloak: reduces all damage taken by 1/2/3/4/5%
Tier 8
mind mastery: increases spell damage by up to 5/10/15/20/25% of your total intellect
Tier 9
Slow: reduces targets movement speed by 50% and attack/casting speed by 20% for 15 sec
68 mana, instant cast.
New Mage Skills (base, not talented):
Molten Armor(lvl 62):
Causes 60 to 90 fire damage when hit and reduces the chance you are critically hit by melee attacks and spells by 10%
Ice Lance(lvl66):
Deals 219 to 281 frost damage to an enemy target. Damage is increased by 200% against frozen targets
1.5 sec cast, 150 mana
Arcane Blast(lvl 64):
Does 463 to 537 arcane damage
When casted within 8 seconds of previous cast, cast time goes down and mana cost goes up.
Starts out as a 2.5 sec cast, 190 mana cost
Spell Steal (lvl 70):
Steals a beneficial magic effect from the target. This effect lasts a maximum of 2 min.
Instant Cast, 52 mana cost.
Invisibility (lvl 68):
Gives invisibility for 20 seconds. can only see other invisible targets and people who can see invisible targets
5 min cooldown
New warlock skills:
Soulshatter (66): Reduces threat by 30% for all enemies. (2 health, Soul Shard, 5 min. cooldown.)
Incinerate (64): Deals 357 to 413 Fire damage to your target and an additional 89 to 104 Fire damage if the target is affected by an Immolate spell. (256 mana, 2.5s.)
New rogue skills:
Mutilate, 60 energy, daggers, instantly attacks with both weapons and gives 2 combo points
Shiv, instant off-hand attack that gives a 100% chance for the offhand poison to be applied, energy cost depends on weapon speed
Anasthetic poison, 30% chance of reducing threat by a moderate amount, 120 charges
New paladin skills:
seal of blood, all the paladin attacks do an additional 30% weapon damage as holy damage, but paladin loses 10% health of the total damage inflicted
blessing of spell warding, makes the target immune to magical attacks but they're silenced
crusader aura, increases mounted speed of all party members within 40 yards by 20%
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08/23/06, 1:49 AM
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#2
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I'm a wizzard
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The Arcane and Fire Tier 9s honestly seem like really weak Raiding talents. Makes one wonder if PoM + Combustion won't be superior for a raiding build(21 arcane, 40 fire). How useful the Water Elemental is will definitely depend on its strengths and whether it can cast any spells or what its abilities will be.
The Fire one though seems like it'd be extremely powerful in pvp, especially combined with Invisibility. Run in, Disorient a whole group, wind up a flame strike, bam, blast wave, invis, disappear. Kind of makes the mage like an aoe-capable rogue.
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<Vontre> I removed the cooldown on evo
<sancus> and what happened?
<Vontre> DPS went down rofl
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08/23/06, 1:52 AM
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#3
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Von Kaiser
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new info on lower tiers
Arcane -
Tier 5
improved blink: reduces mana cost of blink by 25/50%
Tier 6
arcane potency: increases the critical strike damage bonus of your Arcane spells by 33/66/100%
Fire -
Tier 5
Playing with Fire: Increases all spell damage caused by 1/2/3% and all spell damage taken by 2/4/6%
Tier 6
Blazing Speed: Gives you a 5/10% chance when hit by a melee or ranged attack to increase your movement speed by 50% and make you immune to movement impairing effects. This effect lasts 8 seconds.
Frost
Tier 5
Frozen Core: Reduces the damage taken by Frost and Fire effects by 2/4/6%
Tier 6
Ice Floes: Reduces the cooldown of your Cone of Cold, Cold Snap, Ice Barrier and Ice Block spells by 10/20%
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08/23/06, 2:01 AM
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#4
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Von Kaiser
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Originally Posted by Sancus
The Arcane and Fire Tier 9s honestly seem like really weak Raiding talents. Makes one wonder if PoM + Combustion won't be superior for a raiding build(21 arcane, 40 fire). How useful the Water Elemental is will definitely depend on its strengths and whether it can cast any spells or what its abilities will be.
The Fire one though seems like it'd be extremely powerful in pvp, especially combined with Invisibility. Run in, Disorient a whole group, wind up a flame strike, bam, blast wave, invis, disappear. Kind of makes the mage like an aoe-capable rogue.
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hard to say how weak they'll be without seeing the new 25 man raids. if anything, there may be a lot of fights that'll benefit from the control an aoe scatter shot/extra slow can offer.
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08/23/06, 2:09 AM
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#5
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Great Tiger
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The new talents sure sound fun if they are real. I guess we will see when they start beta :)
Any word on the hunter ones? :p
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Originally Posted by masanbol
It probably shouldn't surprise me that the first applications of one of the coolest creature designers ever made is going to be cockmonsters and titwalkers.
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Originally Posted by Zyla
I mean christ, cunnilingus is much like being a resto shaman, you spam the button and let it do the work. So long as you change targets as appropriate you don't need to put any thought into it.
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08/23/06, 2:14 AM
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#6
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Von Kaiser
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I'm a little disappointed with the cooldown on Soul Shatter but it's a welcome addition. I don't suppose you know anything about the proposed Warlock talents? Mage talents seem interesting overall, but nothing mind blowing (other than the summon).
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08/23/06, 2:18 AM
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#7
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Von Kaiser
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nothing else on locks :( but soul shatter does seem pretty nice. i imagine it'll work like fade where if you pull aggro and use it, you'll insta drop by 30% on the aggro list and whatever mob was on you will switch to someone else.
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08/23/06, 2:29 AM
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#8
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Glass Joe
Murloc Warrior
Stormreaver (EU)
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Ughh alot of the mage stuff sure does sound geared towards group pvp with all of these reduce chance to hit and crit and slows and the increase speed + immun to slowing effects. Sure makes me wonder what the melee classes are getting, if anything to counter this.
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08/23/06, 2:38 AM
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#9
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Don Flamenco
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As well as not knowing how those talents will play in a 25 man raid, often the 31(or 41 I guess) point talents are not necessairly the ones that are awesome. Often it is the ones right before that.
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08/23/06, 2:51 AM
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#10
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I'm a wizzard
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Originally Posted by ZProtoss
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Originally Posted by Sancus
The Arcane and Fire Tier 9s honestly seem like really weak Raiding talents. Makes one wonder if PoM + Combustion won't be superior for a raiding build(21 arcane, 40 fire). How useful the Water Elemental is will definitely depend on its strengths and whether it can cast any spells or what its abilities will be.
The Fire one though seems like it'd be extremely powerful in pvp, especially combined with Invisibility. Run in, Disorient a whole group, wind up a flame strike, bam, blast wave, invis, disappear. Kind of makes the mage like an aoe-capable rogue.
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hard to say how weak they'll be without seeing the new 25 man raids. if anything, there may be a lot of fights that'll benefit from the control an aoe scatter shot/extra slow can offer.
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The aoe disorient, maybe, but the arcane slow is single target, which almost assures it's not going to be any use at all in raids. The 25% int to damage talent, though, is pretty nice, so who knows.
With Arcane Potency, and AM and AoE finally being able to crit properly, Arcane might actually become a viable damage spec.
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<Vontre> I removed the cooldown on evo
<sancus> and what happened?
<Vontre> DPS went down rofl
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08/23/06, 3:04 AM
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#11
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In 1st, e-brake activated.
Kytrarewn
Undead Rogue
No WoW Account
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Prediction: Mind Mastery nerfed to affect only arcane damage, if these "leaks" are in fact valid.
EDIT:
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Originally Posted by ZProtoss
Anasthetic poison, 30% chance of reducing threat by a moderate amount, 120 charges
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Idiotic if true. Add mana drain poisons, health leech poisons, low-procrate "purge" poisons...
Threat isn't really an area for us that the expansion should be heavily focused on improving.
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08/23/06, 3:12 AM
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#12
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In 1st, e-brake activated.
Kytrarewn
Undead Rogue
No WoW Account
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Originally Posted by ZProtoss
hard to say how weak they'll be without seeing the new 25 man raids. if anything, there may be a lot of fights that'll benefit from the control an aoe scatter shot/extra slow can offer.
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I hope to god they don't put in fights that require Xmages all specced for X 41 point talent...
Might as well put in a boss that can only take damage from Shield Slam.
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08/23/06, 3:17 AM
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#13
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I'm a wizzard
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Originally Posted by Kytrarewn
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Originally Posted by ZProtoss
hard to say how weak they'll be without seeing the new 25 man raids. if anything, there may be a lot of fights that'll benefit from the control an aoe scatter shot/extra slow can offer.
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I hope to god they don't put in fights that require Xmages all specced for X 41 point talent...
Might as well put in a boss that can only take damage from Shield Slam.
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Require, no, but you can see how an aoe disorient would be useful on an encounter like Gluth - that's probably what he means. Which is why I said that wouldn't apply to a single target slow. There's a billion ways to slow single targets already, that's nothing special. It's only special because it probably has decent range and it's instant cast - but really, that isn't much of a 41-pt talent in the first place.
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<Vontre> I removed the cooldown on evo
<sancus> and what happened?
<Vontre> DPS went down rofl
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08/23/06, 3:18 AM
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#14
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Glass Joe
Murloc Hunter
Laughing Skull
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Grain of salt.
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http://ctprofiles.net/456591
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08/23/06, 3:22 AM
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#15
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Don Flamenco
Human Rogue
Stormrage (EU)
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Mutilate sounds like a very nice CP generator for combat dagger rogues. As long as those skills are not fake.
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