New skills and talents in TBC [leaked from private Beta]

OP
G

Guest

Guest
Slow: reduces targets movement speed by 50% and attack/casting speed by 20% for 15 sec
[23:37] : 20sec cooldown on that btw
[23:37] : now that I look at slow
[23:38] : it only costs 68 mana, is instant cast, and has no cooldown

lol? :p

(and give log of hunter spells/abilities plx :D)
 

Ayu

You need help.
Staff member
Aug 26, 2005
15,256
From Druid forums:

Take all this with a grain of salt.

This is leaked and not confirmed in anyway, so take it for what it's worth. Will be a good read at least :)

General info:

Fact: Blood elf starting area is damn cool.
Total spell damage bonus is now displayed in the UI.
Frenzied Regeneration now scales with stamina. For Rank 3, each point of rage is now converted to 17 health plus some percentage of your stamina (looks like 1%).
Moonfury's tooltip now reads increases damage to all Balance damage spells, which means it probably is now applied after bonus spell damage effects.
Travel Form model has been changed to a stag.
No word about Stormcrow Form, but I wouldn't rule it out as a level 70 flying mount.


Balance Talents

Tier 5
Gusting Winds: Increases the damage done by your Cyclone and Hurricane spells by 10/20/30%.

Tier 6
Dreamstate: Gives you a 33/66/100% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage.

Tier 7
Improved Moonkin Form: Requires 1 point in Moonkin Form. Increases all spell damage caused by 1/2/3% and reduces the base mana cost of Moonkin Form by 5/10/15%. Note: This means Moonkin now costs as much as Travel and Aquatic Forms.
Strength of the Moon: Increases spell damage by up to 5/10/15/20/25% of your total intellect.

Tier 8
Empowered Starfire: Your Starfire spell gains an additional 2/4/6/8/10% of your bonus spell damage effects.

Tier 9
Force of Nature (Rank 1): The force of nature radiates from the Druid, silencing enemies within 10 yards for 2 sec. and causing 192-212 Nature damage. Note: 2 minute cooldown.


Feral Combat Talents

Tier 5
Feral Recovery: All healing effects on you are increased by 10/20%. In addition, the act of shapeshifting has a 25/50% chance to remove one harmful effect.

Tier 6
Primal Instinct: Increases your chance to resist stun, charm, and trap effects by 3/6/9/12/15%.

Tier 7
Animal Reflexes: Increases your agility by 2/4/6/8/10% while in Cat, Bear, and Dire Bear forms.
Predatory Will: Reduces the cooldown of Growl and increases the duration of Tigers Fury by 1/2 sec.

Tier 8
Heightened Senses: Increases your attack power by up to 10/20/30/40/50% of your intellect.

Tier 9
Scent of the Pack: Reduces damage taken in Bear Form and Dire Bear Form by 0.4%, and increases damage done in Cat Form by 0.6% for every party or raid member within 45 yards with Mark of the Wild or Gift of the Wild active.


Restoration

Tier 6
Natural Resilience: Increases your mana regeneration while in all forms by 10/20/30%.

Tier 7
Healing Mastery: Increases the critical effect chance of your healing spells by 1/2/3/4/5%.
Improved Innervate: Reduces the cooldown of Innervate by 20/40/60 sec.

Tier 8
Nature's Reprieve: Gives you a 20/40/60/80/100% chance to gain Mana equal to the base cost of your spell after healing a wounded target with Healing Touch, Regrowth, or Swiftmend.

Tier 9
Harmonize: Distributes damage taken by party members within 30 yards between the party while in effect. Note: Its a self cast buff that lasts up to 30 seconds.

New Base Spells

Cyclone (Balance): Throws your target into the air, disorienting the target and causing Nature damage over 3 seconds but making the target immune to other damage during that time.
Mangle (Cat Form): Stuns the enemy and deals damage per combo point.
Feral Strike (Bear Form): An attack that deals damage and converts each extra point of rage into damage and causes a high amount of threat.
Enervate (Restoration): Drains mana, energy, or rage every second for 20 seconds.
Control Beast (Balance): Controls a beast up to level 77 but increases the time between attacks by 25%. Lasts up to 1 min.
 

Anshrr

#1 LFR Feral for his ILVL
Oct 7, 2005
1,308
CERTAINLY NOT DENMARK EWW
Due to Stag travel form, Mangle, and Control Beast, I deem these made up. :<

Also, the "gain ap from party/raidmember with MotW" seems a bit advanced. The AP from Int thing is a good idea though.
 

Hom

Member
Aug 30, 2005
843
Warlock stuff

http://i72.imagethrust.com/images/17PP/ .... -tree.html
http://i72.imagethrust.com/images/17QE/ .... -tree.html
http://i72.imagethrust.com/images/17Qs/ .... -tree.html

Transcriptions--

Affliction
Tier 5:
Shadow Embrace - 0/5 - Your Corruption, Curse of Agony, Siphon Life, and Seed of Corruption spells also cause the Shadow Embrace effect, which reduces physical damage caused by 1%.

Tier 6:
Lasting Afflictions - 0/2 - Increases the duration of your Corruption and Unstable Affliction spells by 3 secs, the duration of your Curse of Agony spell by 2 secs and reduces the chance your Affliction spells will be dispelled by an additional 15%.

Tier 7:
Dark Pact - 0/1 - Drains 150 of your pet's Mana, returning 100% to you.

Contagion - 0/5 - Increases the damage of your Curse of Agony, Corruption, and Seed of Corruption by 3%.

Tier 8:
Malediction - 0/3 - Increases the damage bonus effct of your Curse of Shadows and Curse of Elements spells by an additional 1%.

Improved Howl of Terror - 0/2 - Reduces the casting time of your Howl of Terror spell by 0.5 sec.

Tier 9:
Unstable Affliction - 0/1 - Requires 5 points in Contagion. 270 mana, Instant Cast, 30 yard range - Shadow energy slowly destroys the target, causing 660 damage over 18 sec. In addition, if the Unstable Affliction is dispelled it will cause 990 damage to the dispeller.


Destruction
Tier 6:
Emberstorm - 0/5 - Increases the damage done by your Fire spells by 2%.

Nether Protection - 0/3 - After being hit with a Shadow or Fire spell, you have a 20% chance to become immune to Shadow and Fire spells for 4 sec.

Tier 7:
Soul Leech - 0/3 - Gives your Shadow Bolt, Shadowburn, Soul Fire, Incinerate, Searing Pain, and Conflagrate spells a 10% chance to return health equal to 10% of the damage caused.

Conflagrate - 0/1 - Requires 5 in Improved Immolate. 165 mana, 30 yard range, instant cast, 10 sec cooldown - Ignites a target that is already afflicted by Immolate, dealing 240-306 Fire damage and consuming the Immolate spell.

Tier 8:
Shadow and Flame - 0/5 - Your Shadow Bolt and Incinerate spells gain an additional 2% of your bonus spell damage effects.

Tier 9:
Shadowfury - 0/1 - Requires 5 in Shadow and Flame. 440 mana, instant cast, 2 min cooldown - Shadowfury is unleashed around the caster, causing 343-407 Shadow damage and stunning all enemies within 8 yards for 2 sec.


Demonology:
Tier 6:
Mana Feed - 0/3 - When a summoned pet his an enemy with a spell, the Warlock has a 33% chance to gain 3% of total mana.

Tier 7:
Demonic Fortitude - 0/5 - Reduces the chacne you'll be critically hit by melee and spells by 1%.

Improved Spellstone - 0/2 - Increases the damage absorbed by your Spellstone by 15%.

Tier 8:
Demonic Tactics - 0/5 - Increases the damage caused by you and your summoned pet by 1%.

Tier 9:
Summon Fel Guard - 0/1 - 198 mana, 10 sec cast, uses Soul Shard - Summons a Fel Guard under the command of the Warlock
 

Hom

Member
Aug 30, 2005
843
Also

Actually with TBC it looks like they're doing a mini warlock talent review, moreso than the other Blood Elf classes. Changing a lot (most?) of our shitty talents to be more useful. Imp Drain Life changed to 2 talents and had Imp Drain mana thrown in for free, Imp CoA buffed to 2x 5% per rank, Imp CoEx removed and changed to 30% for 1 talent, Intensity effects all destruction spells, Fel Stamina and Int changed to 3 talents, couple of -% agro attached to other talents etc etc. Some decent changes.

Imp CoWeakness still sucks but I dont think many of us were hoping for much there.
 
OP
M

Munkeh

Guest
Anyone able to dig up stuff about the Paladins? very limited on what I can view while at work :cry: just suprised i can view these forums :eek:
 

Hom

Member
Aug 30, 2005
843
Munkeh said:
Anyone able to dig up stuff about the Paladins? very limited on what I can view while at work :cry: just suprised i can view these forums :eek:

Try this :)

All of this is 3rd hand of course so it could be a total fake, make of it what you will.

Spiritual Attunement (66): Gives the Paladin mana when healed by other friendly targets. The amount of mana gained is equal to 10% of the amount healed.

Blessing of Spell Warding (6Cool: A targeted party member is protected from all magical attacks for 10 sec, but during that time they are Silenced. Players may only have one Blessing on them per Paladin at any one time. Once protected, the target cannot be made invulnerable by Divine Shield, Divine Protection, Blessing of Spell Warding, or Blessing of Protection again for 1 min.

Crusader Aura (64): Increases the mounted speed by 20% for all party members within 40 yards. Players may only have one Aura on them per Paladin at any one time.

Seal of Blood (64): All melee attacks deal additional Holy damage equal to 30% of normal weapon damage, but the Paladin loses health equal to 10% of the total damage inflicted. Unleashing this Seal's energy will judge an enemy, instantly causing 409 to 451 Holy damage at the cost of 136 to 151 health.

Avenging Wrath (70): Increases all damage caused by 30% for 20 sec. Causes Forebearance.

New Talents:

Holy

Pure of Heart, requires 20, 3 point talent
Increases the paladin's chance to resist curse/disease by 5(10/15?)%

Purifying Power, requires 25, 2 point talent
Reduces the mana cost of Consecration and Cleanse by 5(10?)%, and increases the critical strike chance of Holy Wrath and Exorcism by 10(20?)%

Blessed Life, requires 30, 5 point talent
All attacks against you have a 2(10?)% chance to cause half damage

Light's Grace, requires 35, 3 point talent
Your Holy Light has a 33(100?)% chance to cause our next Holy Light spell cast within 15 seconds take .5 seconds less casting time.

Holy Guidance, requires 35, 5 point talent
Your damage/healing is increased by 7(35)% of your Int.

Divine Illumination, requires 40, 1 point talent
Reduces mana costs of all spells by 50% for 20 seconds, 2 minute cooldown.

Protection

Improved Resistance Auras, requires 20 points, 2 point talent
Your resistance auras also reduce spell damage by additional 3(6?)%

Improved Divine Shield, requires 25, 2 point talent
Lowers the cooldown for Divine Shield by 30 (60?) seconds, and lowers the attack speed penalty by 50(100?)%.

Ardent Defender, requires 30, 5 point talent
When your health is below 20(100???)%, reduces all damage against you by 10%
Ed: I have no idea which part scales, but a perma defensive stance doesn't seem hideously out of line, and makes deep prot a whole new level of appealing.

Lasting Defense, requires 35, 3 point talent
When struck by a melee attack, you have a 4(12?)% chance to gain 50% of the damage taken in mana.

Weapon Expertise, requires 35, 5 point talent
Increases skill iwth all weapons by 2(10?)

Avenger's Shield, requires 40, 1 point talent
range 8-30 (shooting range), Requires shield, 30 sec cooldown
(Listed are from the talent, it may scale with level, there don't seem to be any ranks on the trainer)
500 mana, 270-330 damage.
Hurls a holy shield at the enemy, dealing listed damage, and then bouncing to additional close targets. Affects 3 targets total.

Retribution

Crusade, requires 20, 3 point talent
Increaes all damage to Humaniod, Undead, Demon and Elemential foes by 1(3?)%

Improved Sanctity Aura, requires 25 and Sanctity Aura, 2 point talent
The amount of healing done to targets affected by Sanctity Aura is increased by 3(6)%

Divine Purpose, requires 30, 5 point
Decrease the chance that melee and ranged attacks will critically hit you by 1(5?)%.

Empowered Judgement, requires 35, 3 point
Gives your Judgement a 33(100?)% chance to refund 50% of the mana cost of th judged spell

Fanaticism, requires 35, 5 point
Increases the critical strike chance of Seal of Command and all damaging Judgements by 2(10)%

Sanctified Crusader, requires 40, 1 point
In addition to the normal effect, your Judgement of the Crusader will increase the critical strike chance of all attacks made vs the judged target by an additional 2%
 

Hom

Member
Aug 30, 2005
843
Rogue

http://home.comcast.net/~henaki/roguetalzh8.jpg



Assassination-
Tier 5:
Fleet Footed - 0/2 - Increases your chance to resist movement impairing effects by 5% and increases your movement speed by 4%. This does not stack with other movement speed increasing effects.
Quick Recovery - 0/2 - All healing effects on you are increased by 10%. In addition, your finishing moves cost 40% less Energy when they fail to hit.

Tier 6:
Master Poisoner - 0/2 - Reduces the chance your poisons will be resisted by 2% and increases your chance to resist Poison effects by an additional 15%.

Tier 7:
Deadened Nerves - 0/5 - Decreases all physical damage taken by 1%.

Tier 8:
Find Weakness - 0/5 - Your finishinv moves increase the damage of all offensive abilities by 2% for 10 sec.

Tier 9:
Surprise Attack - 0/1 - Requires 1 point in Vigor. 30 Energy, 15 second cooldown, Instant. A strike that deals 100% weapon damage. This attack cannot be blocked, dodged, or parried. Awards 1 combo point.


Combat
Tier 7:
Vitality - 0/2 - Increases your total Stamina by 3%.

Nerves of Steel - 0/2 - Increases your chance to resist Stun and Fear effects by an additional 5%.

Tier 8:
Blade Twisting - 0/5 - Gives your Sinister Strike, Backstab, Gouge, and Shiv abilites a 5% chance to DAze the target for 8 sec.

Tier 9:
Shadow Strikes - 0/1 - Requires 1 point in Adrenaline Rush - All melee attacks against Poisoned or Dazed targets cause additional Shadow damage equal to 10% of the weapon damage.


Subtlety:
Tier 7:
Enveloping Shadows - 0/3 - Increases your chance to avoid area of effect attacks by an additional 5%.

Cheat Death - 0/5 - You have a 4% chance to completely avoid and damaging attack that would otherwise kill you.

Tier 8:
Sinister Calling - 0/5 - Requires 1 point in Premeditation. Increases your Agility by 2%.

Tier 9:
Cloak of Shadows - 0/1 - Instant, 2 min cooldown. When activated, you become immune to all spells for 4 sec. This will not remove existing effects, though you will be immune to the effects while Cloak of Shadows is active.
 
OP
M

Munkeh

Guest
Crusader Aura (64): Increases the mounted speed by 20% for all party members within 40 yards. Players may only have one Aura on them per Paladin at any one time.
What can i say <3
Purifying Power, requires 25, 2 point talent
Reduces the mana cost of Consecration and Cleanse by 5(10?)%, and increases the critical strike chance of Holy Wrath and Exorcism by 10(20?)%
8) might be worth using these spells more often then Oo

Holy Guidance, requires 35, 5 point talent
Your damage/healing is increased by 7(35)% of your Int.
Very nice Oo will be nice to look out for items that dont just have +healing on them now :p

If they are true some nice things mentioned but then some seem abit pointless to :(

Anyway thanks for posting that gave me somthing to read for 5mins <3 back to watching films at work now then 8)
 

Anshrr

#1 LFR Feral for his ILVL
Oct 7, 2005
1,308
CERTAINLY NOT DENMARK EWW
Sooo..... warlocks do damage with fear and dots, and people where dispelling dots, so blizzard goes ahead and gives locks a dot that hurts MORE if dispelled? What's the point of the dispell spells then?
And in how many PvE encounters will a mob dispell a dot? Obvious PvP buff, to a class that already pwns in pvp :<

Rogue talents look awesome.
 
OP
M

Mark

Guest
Holy Guidance, requires 35, 5 point talent
Your damage/healing is increased by 7(35)% of your Int.

<3 My Int/Spellcrit Build, i hit about 490 int on one emps try, with all those buffs :)

(Edit: Did the MAth +171.5 Heal WTB [New Trousers])
 
OP
K

kak

Guest
1h a 2h, eh does that mean they will be able to DW 2h :eek:. tbh im still waiting in anticipation to see what the hunter changes are gonna be. if the other classes are anything to go by, then i expect some insane stuff.
 

Anshrr

#1 LFR Feral for his ILVL
Oct 7, 2005
1,308
CERTAINLY NOT DENMARK EWW
It should mean they can dw 2handers (much like barbarians in D2 ^^), with 20% less damage. A 2hander - 20% is probably still more than a 1hander, before considering that 2handers have "twice" the stats, logically.

Can't really remember the numbers, but IF you can get the last arms talent, and Flurry, imagine a warrior with 2xAsscandies :< Or the equivalent from Naxx....
Sick stuff.... but then, less competition for sword rogues I guess ^^
 
OP
G

Guest

Guest
Hunters get 2 pets!!1!! :D

Eskhandar.jpg

<3 Emu and Conor ;)

PS. Eskhandar is rather aggresive :eek: