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  1. #1
    Immortal Pua's Avatar
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    Exclamation Legion warrior talents: A first look.

    Here's a first look at our datamined talents, courtesy of Wowhead. There's a lot to talk about, and I'm not sure of the talent rows, but there's enough information to be getting on with.

    I've removed a lot of the damage coefficients for this post, mainly because it's concept we want to talk about at the moment and not tuning. I've linked the source for this post at the bottom for those interested.

    So, here it is:

    ------------------------

    Changed

    Berserker Rage: (Fury) You go berserk, removing and granting immunity to Fear, Sap and Incapacitate effects for 6 sec. Also Enrages you for 6 sec.
    Charge: Charge to an enemy, rooting it for 1.50 sec. Generates 20 Rage.
    Deep Wounds: Your Mortal Strike, Bloodthirst, Devastate and Thunder Clap cause the target to bleed 5 physical damage over 15 sec. This effect is cancelled if the target reaches full health.
    Defensive Stance: A tanking combat stance that decreases damage taken by 20%, increases threat generated, and causes you to generate Rage from damage taken instead of dealt.
    Hamstring: Maims the enemy for 5% Physical damage, reducing movement speed by 50% for 15 sec.
    Headlong Rush: Haste reduces your global cooldown, and the cooldown of Shield Slam and Thunder Clap.
    Heroic Leap: Leap through the air toward a targeted location, slamming down with destructive force to deal Physical damage to all enemies within 8 yards.
    Heroic Strike: Instantly deals 105% Physical damage. This ability is not on the global cooldown.
    Heroic Throw: Throw your weapon at the enemy, causing 50% Physical damage. Generates high threat.
    Intervene: Run at high speed toward an ally within 25 yards, intercepting the next melee or ranged attack within 10 sec while the target remains within 10 yards.
    Intimidating Shout: Causes the targeted enemy to cower in fear, and up to 5 additional enemies within 8 yards to flee. Targets are disoriented for 8 sec.
    Parry: Gives a chance to parry enemy melee attacks.
    Spell Reflection: Raise your shield, reflecting spells cast on you and reducing magical damage taken by 30%. Lasts 5 sec or until a spell is reflected.
    Taunt: Taunts the target to attack you, and increases threat that you generate against the target for 3 sec.
    Victory Rush: Instantly attack the target, causing damage and healing you for 30% of your maximum health. Can only be used within 20 sec after you kill an enemy that yields experience or honor.

    Removed

    Commanding Shout: Increases the Stamina of all party and raid members within 100 yards by 10% for 1 hour. Targets may only have one Shout active on them per Warrior.
    Battle Stance: An aggressive combat stance that generates increased Rage from autoattacks.
    Battle Shout: Increases the attack power of all raid and party members within 100 yards by 10% for 1 hour. Targets may only have one Shout active on them per Warrior.
    Sweeping Strikes: Your next melee weapon swing strikes an additional nearby opponent.
    Shattering Throw: Throws your weapon at the enemy causing damage or removing any invulnerabilities.
    Opportunity Strike: Deals 100% Physical damage.
    Rend: Wounds the target, causing bleed damage over 18 sec, and a final burst of bleed damage when the effect expires.
    Shield Barrier: Raise your shield, absorbing damage for the next 6 sec. Consumes up to 40 additional Rage to increase the amount absorbed.
    Shield Charge: Raise your shield and charge a short distance to your target, increasing the damage of Shield Slam, Revenge, and Heroic Strike by 25% for 7 sec.
    Enhanced Rend: Each of your autoattacks causes additional Physical damage from your Rend on the target.
    Siegebreaker Off-Hand: Use your full strength to slam the target with your weapon dealing 450% damage, and knocking them back and down for 1 sec. Replaces Intimidating Shout.

    Talents and Specializations (Arms)

    Cleave: A sweeping attack that strikes all enemies in front of you for 75% Physical damage. For each target up to 5 hit, your next Whirlwind will deal 20% more damage.
    Tactician: Slam, Whirlwind, and Execute have a 20% chance per target hit to reset the cooldown on Colossus Smash.
    Defensive Stance: A defensive combat state that reduces damage taken and damage done by 25%. Lasts until cancelled.
    Fervor of Battle: Cleave and Whirlwind generate 2 Rage for each target that they hit.
    Mortal Combo: Mortal Strike has 2 charges.
    Titanic Might: Increases the duration of Colossus Smash by 200%, but halves its effectiveness.

    Talents and Specializations (Fury)

    Enrage: Bloodthirst critical strikes or activating Berserker Rage will Enrage you, increasing attack speed by 100% and damage taken by 30% for 6 sec.
    Enraged Regeneration: Instantly heals you for 50% of your maximum health, but requires and consumes Enrage. Usable while stunned.
    Rampage: Unleash a series of 5 brutal strikes over 2 sec for a total of (100% + 100% + 100% + 200% + 200%) Physical damage. Rampage always deals damage as if you were Enraged.
    Whirlwind: In a whirlwind of steel you attack all enemies within 8 yards, causing Physical damage to each enemy. [Fury (Level 58) For 6 sec after using Whirlwind, your Raging Blow will strike 4 additional targets.]
    Furious Charge: You take 20% less damage for 5sec after Charging.
    Endless Rage: You generate 50% additional Rage.
    Enraging Blows: Raging Blow now generates 10 Rage, instead of costing Rage.
    Frenzy: Furiously slash at the target, dealing Physical damage, and increasing your Haste by 5% for 10 sec. Stacks up to 5 times.
    Heroic Strike: Instantly deals 130% Physical damage. Heroic Strike gains double the normal damage bonus from Enrage. This ability is not on the global cooldown.
    Carnage: Rampage deals 20% additional damage, and consumes all of your remaining Rage to further increase its damage, proportional to Rage spent.
    Reckless Abandon: Reduces the cooldown of Recklessness by 50%, and causes it to generate 100 Rage.
    Unquenchable Thirst: Bloodthirst generates an additional 10 Rage.

    Talents and Specializations (Protection)

    Ignore Pain: Fight through the pain, ignoring 90% of the next (Total health * 25 / 100) (based on maximum health) total damage that you take, from any sources.
    Renewed Fury: Ignore Pain also enrages you, increasing damage done by 10% for 6 sec.
    Intercept: Run at high speed toward an ally or enemy. When targeting an enemy, Intercept will root them for 1.50 sec. When targeting an ally, Intercept will intercept the next melee or ranged attack against them within 10 sec while the target remains within 10 yards. Generates 20 Rage.
    Indomitable: Increases your maximum health by 25%.
    Heavy Repercussions: Shield Slam extends the duration of Shield Block by 2 sec. Shield Block increases the damage of Shield Slam by an additional 30%.

    Talents and Specializations (General)

    Overpower: Instantly overpower the enemy causing 125% Physical damage. Cannot be blocked, dodged or parried. Overpower has a 60% increased chance to be a critical strike. Your attacks have a chance to activate Overpower.
    Sweeping Strikes: Mortal Strike (Arms), Raging Blow (Fury) and Execute (Arms, Fury, Protection) hit a second nearby target.
    Bounding Strike: Heroic Leap's cooldown is reduced by 15 sec, and it also increases your run speed by 70% for 3 sec.
    Seething Rage: Enraged Regeneration no longer requires or consumes Enrage, and its cooldown is reduced by 60 sec.
    Dauntless: Your abilities cost 20% less Rage.
    Imposing Roar: Commanding Shout also increases Leech by 20%.
    Best Served Cold: Revenge generates 2 additional Rage for each target that it hits.
    Never Surrender: Ignore Pain will ignore up to 30% more damage, based on your missing health.
    Heroic Strike: Instantly deals 130% Physical damage. Heroic Strike gains double the normal damage bonus from Colossus Smash. This ability is not on the global cooldown.
    Vengeance: Ignore Pain reduces the Rage cost of your next Heroic Strike by 30%. Heroic Strike reduces the Rage cost of your next Ignore Pain by 30%.
    Into the Fray: You gain 5% Haste for each enemy within 10 yards, up to 5 enemies.
    Crackling Thunder: Increases the radius of Thunder Clap by 100%.
    Opportunity Strikes: Your melee abilities have an up to 30% chance, based on target's missing health, to trigger an extra attack that deals 200% Physical damage.
    Booming Voice: Demoralizing Shout also generates 50 Rage, and increases damage you deal to affected targets by 20%.

    Changes (All Specializations)

    Anger Management: Every 10 rage that you spend reduces the remaining cooldown of Last Stand, Shield Wall (Fury), Recklessness (Arms), Last Stand and Shield Wall (Protection) by 1 sec. [This is obviously incorrect.]
    Avatar: Transform into a colossus for 20 sec, dealing 20% increased damage and removing all roots and snares.
    Bladestorm: Become an unstoppable storm of destructive force, striking all targets within 8 yards. You are immune to movement impairing and loss of control effects, but can only use Taunt and other defensive abilities. Channeling Bladestorm does not prevent avoiding attacks
    Bloodbath: For the next 12 sec, your melee damage abilities and their multistrikes deal 30% additional damage as a bleed over 6 sec. While bleeding, targets move 50% slower.
    Double Time: Increases the maximum number of charges of Charge (Arms, Fury) or Intercept (Protection) by 1.
    Dragon Roar: Roar explosively, dealing damage to all enemies withing 8 yards and increasing your damage done by 20% for 6 sec. Damage ignores all armor and always critically strikes.
    Impending Victory: Your Slam has a 40% chance to restore 10% of your health.
    Juggernaut: You can Charge every 12 sec instead of every 20 sec.
    Mass Spell Reflection: Reflects the next spell cast on you and on all party and raid members within 20 yards for 5 sec. Replaces Spell Reflection.
    Ravager: Throw a whirling weapon at the target location that inflicts damage to enemies within 6 yards every 1 sec. Lasts 10 sec. Also increases your chance to parry by 30% for 11 sec.
    Safeguard: Run at high speed toward a party or raid member, intercepting the next melee or ranged attack made against them, reducing damage taken by them by 20% for 6 sec. Replaces Intervene.
    Second Wind: Whenever you are below 35% health, you gain 25% Leech, healing yourself for a percentage of damage you deal.You gain 6% health every 1 sec, when you haven't taken damage in the last 5 sec.
    Shockwave: Sends a wave of force in a frontal cone, causing damage and stunning all enemies within 10 yards for 4 sec. Cooldown reduced by 20 sec if it strikes at least 3 targets.
    Storm Bolt: Hurls your weapon at an enemy, causing 60% Physical damage and stunning for 4 sec. Deals quadruple damage to targets permanently immune to stuns.
    Sudden Death: Your autoattack hits have a chance to make your next Execute cost no initial Rage and be usable on any target, regardless of health level. (Approximately 2.50 procs per minute).
    Vigilance: Protect a party or raid member for 12 sec, reducing damage they take by 30% and allowing you to use Taunt with no cooldown.
    Warbringer: Your Intercept now deals 0 damage to all enemies within 5 yds, and stuns them for 1.50 sec.

    Arms

    Colossus Smash: Smashes the enemy's armor, dealing 150% Physical damage, and increasing damage you deal to them by 20% for 6 sec.
    Die by the Sword: Increases your parry chance by 100% and reduces damage taken by 30% for 8 sec.
    Execute: Attempt to finish off a foe, causing 135% Physical damage to the target, and consuming up to 30 additional Rage to deal up to 405% additional damage. Only usable on enemies that have less than 20% health.
    Mastery: Colossal Might: Increases the damage of your Colossus Smash by 20%, and causes it to increase damage you deal to the target by an additional 20%.
    Mortal Strike: A vicious strike that deals 225% Physical damage and reduces the effectiveness of healing on the target for 10 sec.
    Commanding Shout: Let loose a battle cry, granting all party or raid members within 30 yards 15% increase to maximum health for 10 sec. After this effect expires, the health is lost.
    Recklessness: Let loose a battle cry, granting your special attacks an additional 100% chance to critically strike for 5 sec.
    Rend: Wounds the target, causing bleed damage over 15 sec.
    Seasoned Soldier: While wielding a two-handed melee weapon, all damage dealt is increased by 10%.
    Siegebreaker: Use your full strength to slam the target with your weapon, dealing 450% damage, and knocking them back and down for 1 sec.
    Slam: Slam an opponent, causing 150% Physical damage.
    Taste for Blood: Each time Rend deals damage, you gain 3 Rage.
    Thunder Clap: Blasts all enemies within 8 yards for damage and reduces their movement speed by 50% for 10 sec.
    Whirlwind: In a whirlwind of steel you attack all enemies within 8 yards, causing Physical damage to each enemy.

    Fury

    Bloodthirst: Attack the target in a bloodthirsty craze, dealing 175% Physical damage, generating 10 Rage, and restoring 5% of your health. Bloodthirst has an additional 40% chance to be a critical strike.
    Die by the Sword: Increases your parry chance by 100% and reduces damage taken by 30% for 8 sec.
    Execute: Attempt to finish off a wounded foe, causing Physical damage. Only usable on enemies that have less than 20% health.
    Mastery: Unshackled Fury: Increases damage done while Enraged by 11%.
    Meat Cleaver: Dealing damage with Whirlwind increases the number of targets that your Raging Blow hits by 4, stacking up to 0 times.
    Piercing Howl: Snares all enemies within 15 yards, reducing their movement speed by 50% for 15 sec.
    Raging Blow: A mighty blow with both weapons that deals a total of (200% + 200%) Physical damage. Only usable while Enraged.
    Commanding Shout: Let loose a battle cry, granting all party or raid members within 30 yards 15% increase to maximum health for 10 sec. After this effect expires, the health is lost.
    Recklessness: Let loose a battle cry, granting your special attacks an additional 100% chance to critically strike for 5 sec.
    Siegebreaker: Use your full strength to slam the target with both weapons, dealing 450% damage, and knocking them back and down for 1 sec.
    Single-Minded Fury: When you dual-wield one-handed weapons, all damage is increased by 30%, and your off-hand weapon will deal an additional 20% damage. Increases the damage of Execute by 15%.
    Whirlwind: In a whirlwind of steel you attack all enemies within 8 yards, causing Physical damage to each enemy.
    Wild Strike: A quick strike with your off-hand weapon that deals 375% Physical damage and reduces the effectiveness of healing on the target for 10 sec. Bloodthirst has a 0% chance of granting 0 charges of Wild Strike that cost no Rage.

    Protection

    Bastion of Defense: Increases your block chance by 15% and your dodge chance by 2%. Reduces the cooldown of your Shield Wall by 1 min.
    Bladed Armor: Increases your Attack Power by 100% of your Bonus Armor.
    Demoralizing Shout: Demoralizes all enemies within 0 yards, reducing the damage they do to you by 20% for 8 sec.
    Devastate: A direct strike, dealing 265% Physical damage. Devastate has a 30% chance to reset the cooldown of Shield Slam.
    Execute: Attempt to finish off a wounded foe, causing Physical damage. Only usable on enemies that have less than 20% health.
    Heavy Repercussions: Shield Slam deals 30% additional damage while Shield Block or Shield Charge is active.
    Last Stand: Increases current and maximum health by 30% for 15 sec.
    Mastery: Critical Block: Increases your chance to block by 4% and your chance to critically block by 12%. Also increases your attack power by 8%.
    Revenge: Swing in a wide arc, dealing damage to all enemies in front of you. Generates 4 Rage. Your successful dodges and parries reset the cooldown of Revenge (cannot occur more often than once every 3 sec).
    Riposte: You gain Parry equal to 100% of your Critical Strike from gear.
    Shield Block: Raise your shield, blocking every melee attack against you for 6 sec. These blocks can be critical blocks. Shield Slam deals 30% additional damage while Shield Block is active.
    Shield Slam: Slam the target with your shield, causing Physical damage. Generates 6 Rage.
    Sword and Board: Your Devastate critical strikes have a 50% chance to reset the cooldown of Shield Slam.
    Thunder Clap: Blasts all enemies within 8 yards for damage and reduces their movement speed by 50% for 10 sec.
    Unyielding Strikes: Devastate reduces the Rage cost of Heroic Strike by 5 for 5 sec, stacking up to 6 times. Once this effect reaches 6 applications, its duration will no longer refresh.

    Perks Changes (Protection)

    Improved Block: Increases your block chance by 10%.
    Improved Defensive Stance: Defensive Stance now increases your armor by 10% and reduces damage taken by an additional 5%.

    All Major Glyphs Removed

    --------------------

    I'll try and tidy this up as I go, and I've linked the page this data comes from. In general, we've now got a pretty good idea how our rotations are lining up... And there are some pretty important changes.

    There are, however, also some clear errors - don't go mad if something doesn't look right; it probably means it isn't right!

  2. #2
    Void Lord Breccia's Avatar
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    Wait...no Commanding Shout, no Battle Shout? Warriors don't bring buffs anymore? I find that suspect.

    EDIT: Yeah, they've also removed Horn of Winter, Mark of the Wild from bears, Blessing of Might, Blessing of Kings...I find it very odd they're just flat-out removing buffs.
    Last edited by Breccia; 2015-11-21 at 04:20 PM.

  3. #3
    Immortal Pua's Avatar
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    Quote Originally Posted by Breccia View Post
    Wait...no Commanding Shout, no Battle Shout? Warriors don't bring buffs anymore? I find that suspect.

    EDIT: Yeah, they've also removed Horn of Winter, Mark of the Wild from bears, Blessing of Might, Blessing of Kings...I find it very odd they're just flat-out removing buffs.
    It is a bit odd, but one assumes if they flat-out cut buffs then everything will be tuned accordingly. It is still the first pass, of course.

    Still too early to tell, but I'm not convinced it's that big a deal.

  4. #4
    Void Lord Breccia's Avatar
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    It seems further odd they'd add Imposing Shout then...but yes, this is a hodgepodge of hastily-gathered data. I don't think they actually plan to remove buffs from everyone but Resto druids.

  5. #5
    Deleted
    Seems fine.

  6. #6
    Quote Originally Posted by Breccia View Post
    Wait...no Commanding Shout, no Battle Shout? Warriors don't bring buffs anymore? I find that suspect.

    EDIT: Yeah, they've also removed Horn of Winter, Mark of the Wild from bears, Blessing of Might, Blessing of Kings...I find it very odd they're just flat-out removing buffs.
    all buffst 10% ap 10% 5 % crit etc are being remvoe in Legion

  7. #7
    Second Wind: Whenever you are below 35% health, you gain 25% Leech, healing yourself for a percentage of damage you deal.You gain 6% health every 1 sec, when you haven't taken damage in the last 5 sec.

    Impending Victory: Your Slam has a 40% chance to restore 10% of your health.

    Die by the Sword: Increases your parry chance by 100% and reduces damage taken by 30% for 8 sec.

    Mortal Combo: Mortal Strike has 2 charges.

    Defensive Stance: A defensive combat state that reduces damage taken and damage done by 25%. Lasts until cancelled.

    Opportunity Strikes: Your melee abilities have an up to 30% chance, based on target's missing health, to trigger an extra attack that deals 200% Physical damage. (not bad dmg )

    Hm, looks interesting. I also like that Dragonroar and Ravager become some side effects. Well I cant say much more before we see the talent rows and get more information. Also who knows how updated all these information are. I thought abilities like execute would be a warrior thing, still in this build hunter, paladin, shadow priest and so on still have their execute ability.

  8. #8
    I found it quite amusing that they basically took what CS does for Arms and gave it to Dragon Roar which is Fury only, and also gave it a 20s CD compared to 45 for CS.

    However, in the interest of a proper rotation - I think we might just be going back to MoP Fury as DR is basically the new CS, Heroic Strike talented, Raging Blow talented to generate Rage and you basically spam Rampage and Heroic Strike inside the damage debuff window. It's an interesting thought.

  9. #9
    Quote Originally Posted by Kaljurei View Post
    I found it quite amusing that they basically took what CS does for Arms and gave it to Dragon Roar which is Fury only, and also gave it a 20s CD compared to 45 for CS.
    Yes this seems very odd. Also it seems Fury looks more "finished" than arms in regards of talents and unique abilities, meaning that most of the new ones are fury specific.

  10. #10
    Quote Originally Posted by Breccia View Post
    It seems further odd they'd add Imposing Shout then...but yes, this is a hodgepodge of hastily-gathered data. I don't think they actually plan to remove buffs from everyone but Resto druids.
    Going to assume they're just going to remove buffs. They don't really serve much of a purpose at this point anyway beyond ensuring a minimal class diversity.

    - - - Updated - - -

    Quote Originally Posted by Koboldius View Post
    Yes this seems very odd. Also it seems Fury looks more "finished" than arms in regards of talents and unique abilities, meaning that most of the new ones are fury specific.
    CS is improved by the Arms Mastery, Dragon Roar isn't.

  11. #11
    Herald of the Titans GodlyBob's Avatar
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    I want to believe that arms will be fun again. I want to so bad...but I've just been hurt so many times before. I don't know if I can trust you anymore, baby.

  12. #12
    Deleted
    Quote Originally Posted by Segus1992 View Post
    Going to assume they're just going to remove buffs. They don't really serve much of a purpose at this point anyway beyond ensuring a minimal class diversity.

    - - - Updated - - -



    CS is improved by the Arms Mastery, Dragon Roar isn't.
    Also, CS makes attacks ignore armor, DR doesn't. That's pretty massive.

  13. #13
    Herald of the Titans GodlyBob's Avatar
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    Quote Originally Posted by Kaljurei View Post
    I found it quite amusing that they basically took what CS does for Arms and gave it to Dragon Roar which is Fury only, and also gave it a 20s CD compared to 45 for CS.

    However, in the interest of a proper rotation - I think we might just be going back to MoP Fury as DR is basically the new CS, Heroic Strike talented, Raging Blow talented to generate Rage and you basically spam Rampage and Heroic Strike inside the damage debuff window. It's an interesting thought.
    It could be possible that dragon roar is intentionally there as a talent to enable you to play MoP fury if you wanted to. I'm probably being too optimistic though about the whole "choice" aspect of it though.

  14. #14
    Quote Originally Posted by Sanguinelol View Post
    Also, CS makes attacks ignore armor, DR doesn't. That's pretty massive.
    CS only increase damage by 20% + mastery ,no longer ignore armor (atlest thats what new tooltip say)

  15. #15
    Quote Originally Posted by Segus1992 View Post
    Going to assume they're just going to remove buffs. They don't really serve much of a purpose at this point anyway beyond ensuring a minimal class diversity.
    Going to miss that 5% crit early expansion, they should keep that one around because bloodthirst is a spell.

  16. #16
    So far overall I'm seeing some pretty cool stuff, but can't say much else until I see it in action, and of course, beta is beta bla bla etc etc.

    But so far so good, I look forward to seeing the future of Warriors.

  17. #17
    Think we have enough buttons already. Got at least 6+ after that have to start using alt and control. Dont think you can pick every talent at once though.

  18. #18
    Quote Originally Posted by HeroJez View Post
    Apparently, according to Celestalon (Twitter) some things haven't made the cut -- so we should take this with a pinch (read: pitcher) of salt!

    Even so, there's some promising design decisions here. Not surprising, considering they said they were going to amplify Warrior (DPS) rotations with talents more than for most classes.

    The good news is that there's more buttons to press. The bad news is that Archi and Collision will likely graffiti red pen over everything, leaving us with a super-build that we can't avoid. EVEN SO... the Fury stuff - especially the Rage Cost/Management talents - look like they could smooth some edges off of what could be a sharp, RNGish rotation. So I'm optimistic. I think there'll be a couple of ways to spice up the rotation and, as Blizzard have said, there are no Tomes any more... so swapping talents out per encounter is more than likely encouraged.

    As an aside, Aviemore, I reckon it'd be worth breaking down the abilities in each section into mini-sections (stating whether or not they're talents, spec-specific, passives, and so on).. but that's obviously quite a bit of work, although probably worth it as things change over the Beta. At the moment, talents, passives, baseline abilities, and so on are all bundled together in each section.
    There's your contradiction.

    Basically they are trying to avoid the problem of the "one build to rule them all!" by making it extremely easy to swap talents and tailor to each fight.

    I'm not sure how I feel about that. On the one hand it's complexity, which the game has been throwing overboard like tea in Boston for quite a while, on the other hand it's a pain to swap your playstyle so much between AoE and single target and only gets worse when you have a lot of alts.

  19. #19
    Going to be hard to make multiple builds that differ from each other but are also on par with each other, because with WoW, we have these really good professional players that are going to be able to find the one rotation that does better than the other in some shape or form, and we'll likely roll with that. It's going to be hard to work around that.

    Other than that though, this looks really good. I'm liking the direction this is going after seeing the talents and such, not bad at all. Pretty excited to see what else is coming.

  20. #20
    The opportunity strikes talent looks like something which will end up being 10-15% @ 100% before live.

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