Originally Posted by Rynok
This was my thought exactly. I'm very interested to see what they're doing with the baseline mechanics in order to compensate for the changes to talent trees.
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They tried to emphasize strongly at the panels that the key abilities would just be baked into the specialization skills or baseline skills you gain and that only really fluff talents (which they already pruned most of already) would be removed completely. I'd expect to see passive fluff like War Academy, and Cruelty that really don't need to be there just getting eliminated and the effectiveness of the skills they changed being improved to compensate for all specs.
What interests me is some of the talents that used to be modified by talents/masteries when they were skills. They said something along the lines that what you see is what you get with the talents now so they either baked in the additional effects or they dropped them completely. This really makes some of the talents pretty lackluster (mostly for other classes).
Theres some interesting things out there though. I'm finding the offering of Bladestorm and Shockwave hard to not just always go for Shockwave in unless the Fury Bladestorm is going to strike with both weapons.
It will be interesting to see how the lack of cross speccing might affect things too. Take Deep Wounds for example. That is either going to need to be baked into multiple specs (baseline, which means prot would get it too) or Arms is going to be the only one walking around with it.
It will also be interesting to see how glyphs are affected by the cross talent stuff now too. If the glyphs for them remain for certain classes then it is possible that your talent choices may be influenced by glyph slot limitations.
I'm also wondering how they will handle SMF and TG, if it will let us mix weapons and how that would possibly create interesting play.... Maybe they could provide some sort of parity bonus for doing that. Offhand Rage Builder anyone?