Players will be given an option at that point of choosing between three hopefully comparable talents. Only one talent can be chosen from each level of talents, so a player can't go back and choose another one of the three that are available at, say, level The plan for now is that talents will be as easily changed around as glyphs.
Tied into this new system is the fact that there will no longer be ranks of abilities and no mandatory talents. There are a couple of ways to activate your Talents window. One method is to click the Talent icon on the Micro Menu of the interface bar at the bottom of the screen assuming you are using the default UI. This pops up the Talent interface which features the main Talent window showing the tree and Talents. It also features three tabs along the bottom which can be clicked to flip between each of the three trees.
You can also activate the Talent interface by pressing the N key if you haven't unbound it or bound the key to a different action. Don't panic! Players have the ability to unlearn all their talents and start over. Your Class Trainer , for a modest fee increases by 5 g each use, to a maximum 50 g , however the first time you do this you will only be charged 1 g , a freebie of sorts , will let you recover all Talent Points spent up to this point.
You can then reassign all your points. Keep in mind that all points are removed from ALL trees, and you'll also unlearn higher ranks of the spells achieved through a talent point expenditure. Fortunately, as of patch 2. You can avoid accidentally clicking the wrong talent by enabling talent confirmation. This is an option in the Features tab of the options pane. Since patch 1. Note: Although the official patch notes continue to say that the minimum is 10 g , subsequent official posts on the WoW forums have confirmed that that is a mistake, and the cost will only be reduced to a minimum of 15 g.
Occasionally, Blizzard will restructure a class's talent tree. If the change is significant, they may reset that class's tree, allowing you to respec for free. Talent changes do not always give a free respec: for example, in patch 2. This change did not give mages a free respec, but it required those mages specced for Ice Block to go to a trainer and buy that spell.
Prior to every Expansion, Blizzard has and will reset the talent tree incase the player wished to change before the new expansion.
In patch 3. Unlike players the pets start earning talent points at level 20 and then gain a point every 4 levels. So by the time your hunter reaches level 80, the pet will have 16 spendable points, unless the hunter has the Beast Mastery talent, which adds 4 more points. Cataclysm This section concerns content exclusive to Cataclysm. To resolve this, we're reducing each tree to point talents. With this reduction in tree size we need to make sure they're being purchased along a similar leveling curve, and therefore will also be reducing the number of total talent points and the speed at which they're awarded during the leveling process.
As a result, we can keep the unique talents in each tree, particularly those which provide new spells, abilities or mechanics. What will change are all of the filler talents you had to pick up to get to the next fun talent, as well as most talents that required 5 of your hard-earned points.
We are also taking a hard look at many of the mandatory PvP talents, such as spell pushback or mechanic duration reductions. While there will always be PvP vs. We want to focus the talent trees towards your chosen style of gameplay right away. That first point you spend in a tree should be very meaningful. Basically, talents have been changed from trees to tiers. Since Blizzard saw that most players chose the same talent points for particular specs, they turned most of those talents into base attributes of the class and specialization.
It's a matter of trust and prior performance. If for an example in a raid I am a healer who "never has to move" or that the "movement I do doesn't really need any fancy augmentation from a talent" then offering me three "movement" talents won't seem interesting.
That's why throughput "increasers" seem more interesting to people because at least they can see the utility because for the most part. It does not reset any Fire or Arcane ability, want to take a guess how often any Fire or Arcane mage takes that? Or flip it around, want to take a guess how often any Frost mage doesn't take it? Agreeing with this sentiment more and more as I peruse the new warrior tree. None of the talent choices are exciting at all relative to the other two choices in the tiers.
It really does feel like I can just pick whatever without any real impact on my performance. GC you take so much heat. Props to you man, for weathering a very turbulent storm daily. The difference is that right now there's a way you spec your character, and then there's maybe a handful of "Ok now you can do whatever you want with these 4 leftover points.
You don't really even need to spend them to do well. It's not a good system, and the few leftover 'choices' don't feel awesome because With the new system we give you everything you really need automatically, and talents are going to be more interesting 'style' and utility choices than a bunch of stat and damage increases. The choice comes, hopefully, from choosing talents that appeal to how you like to play or what you think would be particularly useful for a specific boss, fight, or encounter, and the ability to swap around points freely while out in the world help reinforce that.
We still fully expect for people to devise optimum builds for specific situations, but there's a difference between optimum and no choice at all. We think once you see the majority of talent choices you'll understand a bit more why these choices aren't really going to be bombarded by optimum build mentality.
The choices just don't have a clear optimal because most of the choices don't lead to direct output increases. If that doesn't seem to be the case then we need to work on it more. Philosophies and Goals In Cataclysm , we made some pretty radical adjustments to the talent trees. Some of those changes worked out really well, while others didn't really help us achieve the goals we set out to reach. We really liked offering players a choice of class specialization at level 10, for example, and how streamlining each of the talent trees made room for meaningful choices and greater character customization.
We didn't like that there was still a lot of "bulk" left in the talent trees despite our clean-up efforts, though, and that it remained possible for players to "miss" really important performance talents. For Mists of Pandaria , we want to move toward something that feels more flexible, yet eliminates many of the flaws of the old system at the same time.
More importantly, we want players to gain access to important class performance abilities easily while ensuring that the more engaging utility abilities, where all the choices a player makes are meaningful, are front and center. Getting there will take some major changes. The New Class Talent System Perhaps the most exciting of these changes is the removal of the old talent tree system. Rather than each class having three separate trees, one for each specialization, players will now choose talents from individual sets which are awarded every 15 levels.
Each class will have its own selection of talents, and the entire list will be available to all characters of that class regardless of specialization. Each talent set is comprised of three talents which fall into a clear "theme.
Currently, the goal is to avoid making any particular talent mandatory or to have them play a role in ability rotations directly. Instead, they're intended to give players interesting ways to customize their characters according to their preferred playstyle. In total, there will be six talent sets, with players unlocking a new set every 15 levels. This means that there will be fewer talents overall, but each talent you choose has the potential to have a much more dramatic effect on your gameplay.
Examples of possible talents for paladins in Mists of Pandaria Another big change being made is how talents are selected. Instead of "purchasing" talents with a predetermined number of points earned as you level , talent selection will be toggle-based. For each set of three talents players unlock, they will get to choose one talent to activate, for a total of six active talents at level Talent ranks have been completely removed.
Similar to current functionality, talents selections will be finalized by clicking "Learn" at the bottom of the talent pane; however, a big benefit of removing talent points is that it allows us to let players "re-talent" with more flexibility. Even after players have activated their talents, they won't be completely locked into their choices as they are now. If at any point a player feels that another talent may be more appropriate or fun, he or she can simply select that talent from their tree and click "Learn" again.
This can be done on a talent-by-talent basis or, if the situation demands it, all talents can be changed out at once. As a result, talents can be changed out when switching specs, as well as when running dungeons, raids, and battlegrounds. While re-talenting will most likely be disabled during combat and will incur a small fee either in the form of gold or a reagent , it will still give players more opportunities to adapt their characters to better meet the challenges they expect to face while playing.
Examples of possible talents for rogues in Mists of Pandaria Class Talents vs. Specialization Abilities So what does this mean for important spec-based spells and abilities like Hammer of the Righteous and Circle of Healing?
At level 10, players will still select a specialization and unlock an iconic class specialization ability. As players level up, they will then automatically learn both class-based and specialization-specific abilities at set intervals. The specialization abilities you learn will be largely comprised of old talents we feel players should have, as well as core class abilities that not every spec needs.
One of the problems we're specifically trying to address with the new talent system is getting back a little to the sense that there are 10 classes in the game soon 11 instead of 30 soon A common complaint we saw about the Cataclysm talent design was that hybridization was greatly downplayed.
We also just want to keep the total number of talents under control, since the intent is that they have pretty big effects. A little of that keeps gameplay feeling fresh, but too much of it can be overwhelming. If each of the three mage specs, for example, had different talent choices, then we would have total talents in the game instead of Even is a lot to learn.
We also have the suspicion that coming up with really awesome talents will be much more challenging. Talent tree in "MoP" - I don't understand how it works. Post by Jankovic So I've been looking at how the talent trees are going to look like the Mists of Pandaria, but I don't understand! Do you only spec in lvl 15, 30, 45, 60, 75 and 90?
Can't I even spec in lvl 10 anymore? I'm so confused! Post by ThaKeeper From what i've gotten so far, you choose your spec at level 10, and after that you choose one skill in the levels 15, 30, 45, 60, 75 and Mostly all of the old points you'd spend while you level up will become passive abilities you'll learn instead. Post by Jankovic Okay, that suck!
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