Rogue talents have already been out.
Several blessings are getting reformated to the 'hand' system so that they can be used in snap cases without overwriting the current blessing. Its sad that they added Salvation as a 'snap save' ability with Blessing of Protection, Blessing of Sacrifice, and Blessing of Freedom.
Poor shamans. Freedom to use their totems for everyone and they're gonna be relegated to dropping Tranquil Air totems.
Depending on what is defined as an 'exotic pet' it might be worthwild to go deep BM just to get that pet. I've always wanted to tame a dragon whelp and have it gnaw on the kneecaps of my enemies. The 5 extra 'talent points' might also be interesting to see depending on how the pet trees look like.
Shiro is a dirty BM hunter who doesn't see the charm of Aspect Mastery. It's quite a shame really. The reason why it's in the BM tree is because:
1) All Aspects are BM skills. That's why early talents focus on them and they're on the BM pages of you skill/spell book
2) It provides BM hunters a nice RAP boost that rivals that gained from Lightning Reflexes and Trueshot Aura. At 5/5 it will give you an additional 150 RAP when you're using Aspect of the hawk.
2 huge buffs for non-MM hunters would be the moving of Careful Aim from deep in the tree to the upper tiers and buffing it from 45% to 100% of your int as well as the shuffle of mortal shots once again to a higher position.
The change from the individual slaying talents to the tracking mastery talent is also a very nice DPS boost for hunters. 5% extra damage on anything we can track and/or mark (since marking automatically tracks something) is pretty sexy and very versitile since we've move to the new tracking system.
The deep MM ultimate talent looks impressive at first glance, but after poking at it a bit it's a very PvP orientated talent which is saddening for hunters. A Viper/Chimera combination with 5/5 improved stings will drain roughly 5226 mana off the target (4020 from the sting and 1206 for the chimera) but it will only refund the cost of both stings in the process (Viper 610 and Chimera 540 = 1150) which makes it rather useless as a regenerative tool so the only reason you'd want to use it in place of 'killing things faster' would be if you just wanted to piss off another player. The sheer cost in mana is what makes it a vastly weaker DPS tool than just shooting pointy objects at the enemy, however the reverse shield wall ability (damage reduced by 60%/40%/20% on next 3 attacks) does have promise, but its far too pin point to be reliable to save someone.
Wild Quiver and Imp Steady Shot are both proc based and the fact that wild quiver is proc based off autoshot only makes it pretty much an improved version of concussive shots and only an improvement in that it actually does damage. Both Marked for death and Piercing shots are nice talents when taken thinking about a shot rotation (which will probably change when we hear more about 'kill shot' which is mentioned several times).
All in all the MM talents seem...disappointing deep in the tree.
Deep in the Survial tree Point of No Escape is gimmicky and pointless. PoNE seems PvP orientated and completely negates sniper training since you need to be close to trap consistantly and far away to get the sniper benefits. Not only that, but freezing is a one shot break and bear is like entangle so the crit bonus isn't good for much or for long.
Hunting Party, Potent Venom, and Explosive Shot are the really shiney and purty talents in the Survival tree, thought ExpShot is a puzzling addition. Hunters finally get a spamable (well with a short cooldown) AoE shot...and its deep Survival. Boo! The party assistance of getting 2% mana, 10 energy/runic power, and 4 rage every crit and the +3% damage done while affected with Serpent Sting makes survival hunters top dogs for support roles once more.
On the caster side there has been a radical chage:
Quote:
All items and effects which grant bonuses to spell damage and spell healing are being consolidated into a single stat, Spellpower. This stat will appear with the same values found on items which grant “increased spell damage and healing” such as on typical Mage and Warlock itemization.
For classes which do not heal, they should see no change in the character sheet other than new tooltip wording.
Healing characters will see their bonus healing numbers on the character sheet decrease, however, all healing spells have been modified to receive more benefit from spellpower than they received from bonus healing, with a net effect of no change to the amount healed by their spells. Some talents have had to be rebalanced to accommodate this change, but the amount healed will remain roughly the same. In addition, some talents will provide only healing spell power.
|
No more healing gear and damage gear. Now you just have spell power gear and let all your casters fight over it. O.o