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All new Cata Druid talent tree
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Post by
109094
This post was from a user who has deleted their account.
Post by
292580
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Post by
curlymon
AFAIK Maul isnt gonna be on the gcd, isnt it? there is certainly no CD listed on this site for it.
I will be on the GCD. It has no CD though.
BTW... for those of you who actually LOOKed at my tanking builds you should /smack me... I failed to place points in Naturalist every time....
Post by
129046
This post was from a user who has deleted their account.
Post by
bwirum
AFAIK Maul isnt gonna be on the gcd, isnt it? there is certainly no CD listed on this site for it.
I will be on the GCD. It has no CD though.
BTW... for those of you who actually LOOKed at my tanking builds you should /smack me... I failed to place points in Naturalist every time....
We're just being over
bear
ing
I bet we're still gonna see 1 or 2 overhauls for the talent trees.
Of course we are, but the main lines are probably set now. I guess we'll see tweaking and squeeking, but not too many major changes.
Post by
LookOut
AFAIK Maul isnt gonna be on the gcd, isnt it? there is certainly no CD listed on this site for it.
Maul will be on the GCD, and so will Rune Strike, Cleave and every other on-next-attack ability the other tanking classes have. These abilities will now act as a rage/threat dump. The cost (and damage) will depend on how much rage/runic power you have at the time (I think). I think I read somewhere the max cost for Maul will be 30? Could be wrong.
Hence why you should never, EVER mention Swipe in the single target anymore when Cata comes out, Maul will take its place as filler ...
discus "thinking" as captcha xD
Post by
bwirum
Direct difference. Though I must point out the it was originally stated that you only gained a boost to these up to 51 points spent into a tree. WH may not have upper bounds set for the tree's.
Physical Damage: 0.79%
Melee Crit: 0.79%
Bleed Damage: 1.96%
Damage Reduction: 0.79%
Vengeance: 0.25%
Savage Defense: 3.14%
With mastery boosting SD and Bleed damage...
This
if you want stat inflation. :P
After looking some around, among other places in the google spread linked in this post on ej:
http://elitistjerks.com/f15/t29453-combat_ratings_level_80_a/p22/#post1647726
, it seems we'll only get the last three mastery bonuses as bears, whereas the first three are for cats. Also it say max is 51 points, so that changes it a little again.
Post by
LookOut
After looking some around, among other places in the google spread linked in this post on ej:
http://elitistjerks.com/f15/t29453-combat_ratings_level_80_a/p22/#post1647726
, it seems we'll only get the last three mastery bonuses as bears, whereas the first three are for cats.
The mastery bonuses will only be active in the corresponding form. But we'll still get all 6 bonuses when speccing feral. At least that's what I expect Blizz to do, because how else will they manage the different mastery bonuses for feral?
Post by
Aadramelekh
From what I remember, the thing about Maul and that 30 rage was something like this:
Maul will cost a certain amount of rage (say 15 with talents) and will consume up to an
additional
30 rage (if available), the extra rage being converted into damage (much like Ferocious Bite currently consumes up to 30 extra energy for additional damage).
So it will not be exactly spammable due to its potentially high final cost, but the fact that melee swings will not be overwritten by Maul anymore (and considering the Fury Swipes mechanic for extra melee swings) will mean rage generation will be also improved over its current state.
About the Mastery bonuses and their relation to talent points invested, I also remember reading that 51 points into a talent tree will grant the maximum mastery bonus. As such, any extra points will not have any impact on mastery.
I was thinking at a spec like
THIS
for tanking. I skipped Imp. Feral Charge for Imp. Leader of the Pack. With the uber stamina inflation, that 8% of total HP heal will be pretty nice. I used glyphs of Mangle (duh, more threat) and Survival Instincts and Frenzied Regeneration for survivability.
For pussy cat DPS, I think
THIS
would be my spec. All the bread and butter talents plus some survivability and utility (Survival Instincts, Brutal Impact and Imp. Leader of the Pack).
And yes, with 51 points (minimum) into the feral tree, all six mastery bonuses will be available. Only that the DPS bonuses will only activate when in Cat Form, the tanking bonuses when in Bear Form. It's as simple as that. And I said it before, but I'll say it again. This thing alone will make fera druids even more powerful than they are now in terms of hybrids, since not only they can shift from Bear to Cat and back on the fly and perform a great job at the other role, but they'll also benefit from the corresponding masteries. As such, a Pussy Cat that only takes Survival of the Fittest" will be pretty much at least 90% as effective as a pure tank spec Druid when changing to Bear Form, thus an excellent "on the fly" off tank. Vice versa for a Bear that takes, say, Shredding Attacks and Tiger's Fury. He'll be at least 90% as capable as a pure DPS Cat druid.
More power to the Ferals! Rarrrr!
Post by
LookOut
Vice versa for a Bear that takes, say, Shredding Attacks and
Tiger's Fury
KotJ
.
Fixed ^_^
Post by
Aadramelekh
Vice versa for a Bear that takes, say, Shredding Attacks and
Tiger's Fury
KotJ
.
Fixed ^_^
blablblblluugulluugg - yeah yeah 't was just a babble ^_^;;
Post by
curlymon
I know nothing is final but I'm really getting excited about the new talent system in general :P I think a cap at 51 talent points might potentially cause cookie cutter specs to be a bit more prevalent then they think but it is a good way to make sure people do multi spec at the least.
Post by
ljudsnubbe
I think a cap at 51 talent points might potentially cause cookie cutter specs to be a bit more prevalent then they think but it is a good way to make sure people do multi spec at the least.
What do you mean by "cap at 51 talent points"?
Post by
129046
This post was from a user who has deleted their account.
Post by
ljudsnubbe
@ljusnubble
Cap would be a point where putting more points into a tree would not yield extra benefits to mastery.
Ok, it was what I thought it was. Still, I cant see any disadvantages about having it that way. I cant see any specc in any class that wont go for at least 51 points in their main tree, and as you says:
(it) lessens the need to put all points to feral tree.
Are there people who doesnt like the cap-idea?
Post by
ljudsnubbe
Just noticed one thing, Ive missed it earlier:
Brutal impact, rank 2:
"Increases the stun duration of your Bash and Pounce abilities by 1 sec, decreases the cooldown of Bash by 10 sec,
decreases the cooldown of Skull Bash by 50 sec
, and causes victims of your Skull Bash ability to have 30% increased mana cost for their spells for 10 sec. "
Holy cow, 50 secs reduced cooldown on a charge/interupy/spell-lock-ability with a 1 min CD? 10 secs CD, and we also have Feral charge on a 15 sec CD. We will be flying all over the place in cata, lol
Post by
129046
This post was from a user who has deleted their account.
Post by
Falkor
tool tip mistake on pred. strikes? 1/2 gives 50% crit bonus to ravage when target is 90% or above, 2/2 is only 25%. whether its a mistake or not wouldnt at least one point be worth taking considering new cat leap?
i was planning something like:
http://cata.wowhead.com/talent#0Zig0fRcbtobub0dMxobxctb
still 5 spare points too but all of the straight dps talents are there unless i missed something (it is getting late)
& didnt check the 1st too pages if pred. strikes thing was already mentioned
Post by
129046
This post was from a user who has deleted their account.
Post by
ljudsnubbe
Correct me if I am wrong, but I though skull bash was melee ability
Skull bash:
"You
charge
and skull bash the target, interrupting spellcasting and preventing any spell in that school from being cast for 5 sec."
I dont know, naturally havnt tested it (not in beta etc), but why would they write
charge
in the tooltip if it wasnt an actuall charge? the important thing to me: IF its a charge, would it still work at melee-range? or would we need to back up a bit to use it? that would make it quite useless on bossfight..
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