View Full Version : I present...THE LEAKS
pogozorro
08-23-2006, 09:24 PM
True or not, I present expansion information.
This is information from the Burning Crusade FnF (Friends and Family) Alpha that began yesterday. Tooltips are copied as exactly as possible, with some further explanations for oddly worded or incomplete tooltips.
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.
pogozorro
08-23-2006, 09:27 PM
Paladin New Skills:
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 (68): 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%
pogozorro
08-24-2006, 07:46 AM
https://beta.worldofwarcraft.com/expansion/
The FnF Alpha has definitely started.
Similarly, some of the new spells for the druid can be found in Thottbot under the "Test" database.
pogozorro
08-24-2006, 07:49 AM
Apparently the rogue talent link was changed at some point (no doubt due to the HUGE bandwidth it consumed).
It has been removed.
Yes, the link was changed and I was unfortunate enough to click on it here at work.
pogozorro
08-24-2006, 08:56 AM
At least it wasn't blocked! :(
FoeKilla
08-24-2006, 09:24 AM
where are you finding this stuff?
what link is broken?
pogozorro
08-24-2006, 09:38 AM
Some of the skills are checking out in thottbot (the ones I have tried).
A majority of the notes come from threads on guild websites and the WoW forums. More than one site has received a Cease and Desist email from Blizzard, which makes me think a lot of the possible notes are true. They are plausible, and further emphasize the hybrid roles of the two classes thus far.
As I said, these are only heresay at the moment, but we'll see. I'll keep posting information as it becomes available.
Foe, the link originally showed the bottom of the three rogues trees as expanded in the expansion up to the 41 point talents. Sometime between my posting and this morning, that link was redirected to show naughty things.
pogozorro
08-24-2006, 09:48 AM
And mages:
State of the current testing:
[23:18] : limited to blood elf 1-20 right now
[23:18] : to test the starting area
[23:18] : in like 2 weeks it'll be draenei 1-20
[23:18] : then like 2 weeks after that it'll be everything 60-70
MAGES:
Post-60 Spells:
[17:24] : Looking at new mage spells
[17:25] : you're getting invisibility http://www.wcradio.com/forums/style_emoticons/default/tongue.gif
[17:25] : level 68
[17:25] me: what's the catch?
[17:25] : can only see other invisible targets and people who can see invisible targets
[17:25] : lasts 20 secs, 5 min cooldown
[17:26] : seems like an escape ability mostly
[17:26] me: what else?
[17:26] : arcane blast
[17:26] : this is interesting
[17:26] : rank 1 is at level 64, dunno if there's more ranks
[17:26] : starts out as a 2.5 sec cast, 190 mana cost
[17:26] : does 463 to 537 arcane damage
[17:26] : but
[17:27] : each time you cast it
[17:27] : within 8 seconds of each other
[17:27] : the cast time goes down and the mana cost goes up
[17:27] me: cool
[17:27] : and at level 70
[17:27] : you get spellsteal
[17:27] : instant cast, 52 mana cost
[17:27] : Steals a beneficial magic effect from the target. This effect lasts a maximum of 2 min.
[17:28] me: sweet
[17:28] me: work in pve?
[17:28] : dunno
[17:28] : but imagine stealing like
[17:28] : Blessing of Freedom http://www.wcradio.com/forums/style_emoticons/default/tongue.gif
[17:28] me: does it dispell them of the buff?
[17:28] : dunno, I assume so
[17:29] : looks like the AQ20 ranks are trainable at level 62
[17:29] me: well of course
[17:29] me: only makes sense
[17:29] : yea
[17:29] : well it means you can still get them early
[17:29] : but not much point
[17:29] me: yeah
[17:29] me: do you see this in patchnotes or something?
[17:30] : no I'm looking at it at the mage trainer http://www.wcradio.com/forums/style_emoticons/default/tongue.gif
[17:29] : ooh
[17:29] : molten armor
[17:29] : level 62
[17:30] : causes 60 to 90 fire damage when hit and reduces the chance you are critically hit by melee attacks and spells by 10%
[17:32] : ice lance
[17:32] : level 66
[17:32] : 1.5 sec cast, 150 mana
[17:32] : deals 219 to 281 frost damage to an enemy target. Damage is increased by 200% against frozen targets.
Talents:
[23:27] : first of all, the new talents start right alongside the current 31-point talents
[23:28] me: yeah?
[23:28] me: you allowed to get 21/31 talents etc?
[23:28] : so the first ones are all in the same tier as like arcane power
[23:28] : it looks like you'll be able to do that yeah
[23:28] : arcane talents
[00:58] : tier 5
[00:58] : improved blink: reduces mana cost of blink by 25/50%
[00:58] : tier 6:
[00:58] : arcane potency: increases the critical strike damage bonus of your Arcane spells by 33/66/100%
[23:28] : tier 7
[23:28] : student of magic: reduces the mana cost of all arcane spells by 5/10/15%
[23:29] : prismatic cloak: reduces all damage taken by 1/2/3/4/5%
[23:29] : tier 8
[23:29] : mind mastery: increases spell damage by up to 5/10/15/20/25% of your total intellect O_O
[23:30] : tier 9 (41-point): 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
[23:30] : fire talents
[00:59] : tier 5
[00:59] : Playing with Fire: Increases all spell damage caused by 1/2/3% and all spell damage taken by 2/4/6%
[01:00] : tier 6 for fire is badass:
[01:01] : 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.
[23:30] : tier 7
[23:31] : Burnout: increases the damage and mana cost of all spells by (I'm guessing) 2/4/6% after you hit a Dazed opponent with a Fire spell
[23:32] : Molten Blood: Increases your chance to resist Bleed and Poison effects and effectiveness of Molten Armor by 6/12/18/24/30%
[23:32] : Kinda weird
[23:32] : Tier 8
[23:32] : Empowered Fireball: Your Fireball spell gains an additional 2/4/6/8/10% of your bonus spell damage effects
[23:32] : 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
[23:33] : Frost talents
[01:02] : Tier 5:
[01:02] : Frozen Core: Reduces the damage taken by Frost and Fire effects by 2/4/6%
[01:02] : Tier 6:
[01:03] : Ice Floes: Reduces the cooldown of your Cone of Cold, Cold Snap, Ice Barrier and Ice Block spells by 10/20%
[23:33] : Tier 7
[23:34] : Cold Hearted: Increases damage of all spells against wounded targets by 10/20/30%
[23:34] : I have no idea what a wounded target is
[23:34] me: <20%, mage execute lol?
[23:34] : Ahh nice
[23:34] : Arctic Winds: Reduces the chance melee and ranged attacks will hit you by 1/2/3/4/5%
[23:34] : Tier 8
[23:34] : Empowered Frostbolt - identical to empowered fireball
[23:35] me: ah
[23:35] : Tier 9: Summon Water Elemental, summons a water elemental to fight for the caster, that's all it says =(
[23:35] me: badass
[23:35] me: anything else?
[23:35] : not that I can tell
WARLOCKS:
[21:36] : looking at new warlock spells
[21:36] : Soulshatter (66): Reduces threat by 30% for all enemies. (2 health, Soul Shard, 5 min. cooldown.)
[21:37] : lol ok
[21:47] : Locks getting two new dots... one that does 310 dmg +gear if it gets dispelled, one that does 1110-1290 damage in a 15 yard aoe if it isn't dispelled
[22:12] : 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.)
ROGUES:
[22:43] : they get an ability called Deadly Throw
[22:43] : which is basically an eviscerate, except it's ranged and does thrown damage + an amount
[22:44] : 5-point DT is thrown damage + 468-564
[22:44] : Mutilate, 60 energy, daggers, instantly attacks with both weapons and gives 2 combo points
[22:45] : Shiv, instant off-hand attack that gives a 100% chance for the offhand poison to be applied, energy cost depends on weapon speed
[22:45] : anasthetic poison, 30% chance of reducing threat by a moderate amount, 120 charges
PALADINS:
[22:48] : paladins get some weird stuff
[22:48] : 10% of all healing done to them by other people is given to them as mana
[22:48] : I would assume to help tanking
[22:48] : blessing of spell warding, makes the target immune to magical attacks but they're silenced
[22:49] : crusader aura, increases mounted speed of all party members within 40 yards by 20%
[22:50] : 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
[22:51] : and Avenging Wrath, which is pretty much just Deathwish
EXTRA SHIT:
[23:40] : oh btw there's this totally sick herb in the BE starting area
[23:40] : called bloodthistle
[23:40] me: yeah?
[23:40] : it increases your spell damage and healing by a small amount for 10 minutes
[23:40] : but
[23:40] : when it wears off
[23:40] me: the herb does this?
[23:40] : yeah
[23:40] : but when it wears off you get a 15 min debuff called "bloodthistle withdrawal" that reduces your spirit by 5 http://www.wcradio.com/forums/style_emoticons/default/tongue.gif
[23:40] : BE's = potheads
pogozorro
08-24-2006, 10:27 AM
For what it is worth, the rogue information above is copacetic with the screenshots I saw of the rogue talents. Granted, it may all be a sham, but multiple sources are posting similarly worded information.
Kermit
08-24-2006, 10:30 AM
I like the idea of "crusader aura, increases mounted speed of all party members within 40 yards by 20%"
That makes me a little more helpful in PvP chasing down escapees. Other that that, it would make running to places like SM a tad quicker which is nice too.
get the skinny on priests please!!! :)
Creole Ned
08-24-2006, 02:38 PM
Due to pressure from conservative Christian groups, Priests will now be referred to officially as Healers.
Tai's account, accordingly, will be permanently locked.
Due to pressure from conservative Christian groups, Priests will now be referred to officially as Healers.
Tai's account, accordingly, will be permanently locked.
Lol :bg: Just for that, I'm going back to playing solo. screw you all.
Circuit
08-24-2006, 07:02 PM
"Going back"?
pogozorro
08-24-2006, 10:21 PM
rogues ( I have the ss for it)
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.
pogozorro
08-24-2006, 10:28 PM
Warlock Transcriptions (SS here as well)--
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.
pogozorro
08-24-2006, 10:33 PM
Warriors (no SS available)
Protection
Tier 1:
Tactical Mastery (moved from tier 2 arms).
Tier 2:
Shield Specialization (moved from tier 2 proc).
Iron Will removed (moved to tier 2 arms tree)
Improved Bloodrage no longer a requirement for Last Stand
Tier 3:
Defiance
Rank 0/3
Requires 10 points in Protection
Increases the threat generated by your attacks by 5% while in Defensive Stance.
Tier 6:
Shield Mastery
Rank 0/3
Requires 25 points in Protection
Increases the amount of damage absorbed by your shield by 10%
Tier 7:
Improved Defensive Stance
Rank 0/3
Requires 30 points in Protection
Reduces all spell damage taken while in Defensive Stance by 2%
Focused Rage
Rank 0/3
Requires 30 points in Protection
Reduces the rage cost of all your offensive abilities by 1.
Tier 8:
Vitality
Rank 0/5
Requires 35 points in Protection
Increases your Stamina by 2%
Tier 9:
Devastate
Rank 0/1
Requires 40 points in Protection
15 rage 5 yard range
Instant
Requires One-Handed Melee Weapon
An instant weapon attack that causes 50% of weapon damage plus and additional threat for each application of Sunder Armor on the target. In addition, this attack will renew the duration of tthe Sunder Armor effect.
Fury
Tier 7:
Precision
Rank 0/3
Requires 30 Points in Fury Talents
Increases your chance to hit with melee weapons by 1%
Improved Whirlwind
Rank 0/2
Requires 30 Points in Fury Talents
Reduces the rage cost of your whirlwind ability by 2.
Tier 8:
Improved Pummel
Rank 0/2
Requires 35 Points in Fury Talents
Increases the duration of your Pummel ability by 1 sec and gives it a 25% chance to daze the target.
Tier 9:
Rampage
Rank 0/1
Requires 1 point in Bloodthirst
Requires 40 Points in Fury Talents
15 Rage
Instant 3 min cooldown
Warrior goes on a rampage, causing most successful melee attacks to increase the warriors attack power by 12. This effect will stack up to 10 times. Lasts 30 sec.
Arms:
Tier 2:
Iron will (moved from protection tree)
Tier 3:
Deep wounds
No longer has 3/3 Improved Rend Preq
Anger management no longer has a preq
Tier 6:
Improved Disciplines
Rank 0/3
Requires 25 points in Arms Talents
Reduces the cooldown on your Retaliation, Recklessness and Shield Wall abilities by 4 min and increases their duration by 2 sec.
Tier 7:
Second Wind
Rank 0/3
Requires 30 points in Arms Talents
Whenever you are struck by Daze, Stun, or Immobilize effect you will generate 10 rage over 10 sec
Tier 8:
Blood Frenzy
Rank 0/5
Requires 35 points in Arms Talents
Your Rend and Deep Wounds abilities also increase all melee damage taken by that target by 1%
Tier 9:
Endless Rage
Rank 0/1
Requires 40 points in Arms Talents
30 Rage
Instant 5 min
Reduces the rage cost of all abilities by 100% for 10 sec.
New Spells:
Intervine
10 rage 8-25 yard
Instant 30 sec cooldown
Requires Defensive stance
Run at high Speed towards a party member, intercepting the next melee or ranged attack made against them.
Spell Reflection
25 Rage
Instant
Requires Shields
Requires Battle Stance, Defensive Stance.
Raise your shield, reflecting the next spell cast on you. Lasts 5 sec.
Commanding Shout
10 rage
Instant
Increases total health of all party members within 20 yards by 450. Last 2 min.
Victory Rush
10 rage
instant 5 sec cooldown
Requires Battlestance, Beserker Stance
Relish your victory after killing an enemy that yields experience or honor, increasing your chance to critically strike by 5% for 30 sec.
pogozorro
08-24-2006, 10:38 PM
Keep in mind the Belf testing is supposed to be occuring now, and with the character transfer being up in the air, I am suspect about the druid and warrior talents. The rogue and warlock have screenshots, so I am fairly pleased with their viability. Mage? Who knows.
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