Mists of pandaria which class
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The Monk has three possible talent specs: the Brewmaster, the Mistweaver and the Windwalker. You could choose based on which spec you like. Brewmaster is suitable for tanking. Mistweaver is for healing, while Windwalker is better for melee DPS.
Usually tanks do damages for pulling. But the Brewmaster is lack of strong damage. Yet he does it in a different way. As its name, Brewmaster is a drunken martial art master.
Brewmaster has several abilities for avoidance, which would help bypass damages or redirect damage. Brewmaster can create a shield for absorbing damage towards him.
What's more, the monk Mastery, Elusive Brawler, can delay the incoming damage thus help healers save your monk. The Mistweaver has special healing abilities that differ from the ones we know of priests and shamans. Mistweaver drops statues: Summon Jade Serpent Statue, which helps heal allies nearby. And they bounce between players while wrapping up with healing mists. When we tried this internally, everyone agreed that it just felt off throwing a spell for hundreds of damage when you are used to it doing thousands of damage.
So Now What? Time will tell. There is. Your thoughts on the matter are valuable. This site makes extensive use of JavaScript. Please enable JavaScript in your browser. Live PTR. Classic TBC.
Mists of Pandaria: Class and Specialization Overview. Ghostcrawler We are going to show you all the spells you get for each spec in the spellbook. The problem we had with the previous specialization UI is that it was overwhelming with so many icons scrolling on to multiple pages, many of which you might not get until many levels later. You couldn't get a snapshot of what a given spec was about. It made what was supposed to be a fun choice at level 10 feel like homework as you had to analyze a dozen or more spells and then compare them to the other specs.
Players' leveling experiences were grinding to a halt as they were asked to make this important decision based on tons of information that needed to be processed. We also found that we were making class design decisions solely to clean up the spec UI, which isn't a great reason to make design decisions. Furthermore, some of the core abilities PW: Shield for Disc for example weren't listed at all because they are class-wide spells not spec spells. By comparison think about how little information the game offers you when you pick a class for the first time.
It doesn't tell you what ability warriors will get at level Yet plenty of players still try out warriors and all other classes based on some hints and some assumptions about how the various classes will work. And if you really, really need to see all the available spells to make your decision, they will be there, but in the spellbook instead.
In that situation you are going looking for the information rather than it being poured onto you. TLDR: The spec page is intended to be representational while the spellbook is informational. Ghostcrawler To clarify, the new spellbook has 4 tabs 5 if you have a pet or are a druid. The first tab is general, and contains riding, armor skills, languages and guild perks.
The second tab is your current spec tab. It contains all of the spells -- class and spec, active and passive -- that apply to your character. The other tabs are for other specs. They contain all of the spells class and spec that those specs can use. If you want to know if e. We are currently still sorting spells within a tab by active and then passive, but we may merge them back together if the active vs.
This design is different from the spellbook on live, which classified every spell as belonging to a spec. This made some sense for say mages, whose spells tend to all have fire, frost or arcane theming, but didn't work well for many other classes.
Sinister Strike is on the Combat tab, but Dispatch is on the Assassination tab. Garrote is Assassination, but Sap is Subtlety. Super intuitive, huh? We understand that putting lots of spells on one tab is overwhelming, but arbitrarily dividing spells onto multiple pages is confusing.
There's no clear win either way. Ghostcrawler This is a really tricky space for class designers to navigate.
We see a lot of "why won't you fix my issues? Previously, we often had to jump through hoops to keep players from having to use awkward yet higher DPS rotations. To use one example, we didn't want Fury warriors to have to "cast" Slams and most Fury warriors didn't want to either meaning we weren't just smacking players' wrists for finding a way to play that we had not envisioned.
But any time we needed to buff Slam for Arms, we risked Fury side effects unless we messed with the Bloodsurge proc for Fury to keep Slam the same for them.
In Mists we can just make Slam an Arms spec spell to avoid that issue completely. There are many other comparisons, especially for rogues and warlocks who often incorporated many more buttons than they needed to do to execute a rotation just because those buttons were there. Similarly, it gives us a chance to clean up action bars a little by doing things like streamlining the number of heals non-healers need. Shadow needs some heals to feel like a priest, but it doesn't need the repertoire that a Holy priest has.
But these changes, made with the best of intentions, still count as changes. Returning players, especially players returning from early Cataclysm or Lich King still have to learn them. I had a warrior player the other day ask me why he needed Heroic Throw and Heroic Leap because they were just extra buttons on his bars, yet I also imagined the outrage if we tried to prune them.
Every change is to solve some problem, likely a problem that representatives of the various classes and specs have advocated at one point or another. Here is where players will typically say "I have been an X for 8 years, and I never remember seeing someone ask for Y" - please don't turn the rest of this thread into that. We have also been trying to limit large class changes to expansions and not patches, even though that policy frustrates players as well who don't want to wait many months for a more dynamic rotation or a quality of life improvement.
It's a design philosophy challenge for sure. The best advice I can give you any of you is to offer specifics. Generic "I don't like my guy anymore" doesn't give us much indication of what we would have to do to get you to want to play him again. If there is a change you don't like, let us know, but be prepared to defend that position against other players who may disagree with you.
We're not actually looking for players to vote on changes, but it is helpful for us to see both sides of a debate. Also remember that nearly every change at this stage is made for fun and not for balance. That means our hands aren't tied. But it also means we are making decisions based on something really subjective upon which players very possibly are not going to agree.
I find the discussion really interesting, especially when it sticks to the topic of "How much change is appropriate? I did want to clarify a few points just to make sure we are all on the same page. But for the 2nd expansion in a row you have significant healing changes and added tanking changes on top of it.
I think for the larger part of the player base, you have made that a huge frustration because 5 levels is not enough. You are going to be balancing a class around level 90 but leveling from 85 to 90 is going to bring frustration on to a lot of people. Blizzard Entertainment Here's the process: The Druid will select a raid or party member and cast Symbiosis on them. The target cannot be another Druid. The target gains a buff that tells them what spell they have temporarily learned, and that spell temporarily appears in their spellbook, and they can drag it to an action bar.
The Symbiosis link is cancelled if: the Druid clicks off the Symbiosis buff, or the Druid or the target changes continents or enters or exits an instance, or the Druid or the target changes talent specializations. Symbiosis fails to cast if Symbiosis is already active on that target. Symbiosis cannot be cast in combat. For the non-Druid target, the icon will revert to a placeholder uncastable Symbiosis icon when Symbiosis ends, but will become the Symbiosis-granted ability again the next time Symbiosis is cast on that target.
The target always gets the same spell unless they change combat roles. A Druid of a given specialization always gets the same spell from each different class. If there is a change of specs, there is a change of spell.
Here are some examples of spells gained through Symbiosis. The spells shared focus on utility, cooldowns, and survival. Here are some additional details about their different effects in each form: Mangle: In Cat Form, has no cooldown, costs energy, and generates a combo point. In Bear Form, generates 5 rage, and has a 6 second cooldown, which can also be reset by a proc from Lacerate and now Thrash ticks.
Swipe: In Cat Form, has no cooldown, and costs energy. In Bear Form, has a 3 second cooldown, and is free. Thrash: In Cat Form, has no cooldown, and costs energy. In Bear Form, has a 6 second cooldown, and costs 15 rage. Skull Bash: Costs 15 energy or 10 rage, depending on form, and has a 15 second cooldown. The current talent calculator says that it has a 10 second cooldown, but that is a mistake. It is 15 seconds like most other interrupts are now. Stampeding Roar: Costs 30 energy or 15 rage, depending on form.
Ghostcrawler 1 Bear damage in beta is currently too low. That is almost certainly the cause of any threat problems. It isn't anything you're doing wrong. Mechanics work very differently today. We want bears, and all tanks, to have more control over their own survivability because threat isn't really that hard to maintain once 1 is fixed.
You still have emergency buttons for when things go wrong or when you know big attacks are going to land. However we didn't think a tanking model designed around using long cooldowns and standing around the rest of the time would be very fun.
So the new design is that using your attacks skillfully will give you some mitigation, in this case Savage Defense. It's not often going to save your life and fumbling it isn't likely to get you killed, but if you play well, your healers may notice and say "Wow, you require less healing than many tanks I run with. Intermediate tank - can maintain threat. Skilled at using long cooldowns to live.
Advanced tank - can maintain threat. Skilled at using short cooldowns to save healer mana and otherwise make things go smoother. More skilled tanks also know more encounter specifics, such as when adds are coming, when to interrupt spells, when to move bosses and so forth. Ghostcrawler Since the system is currently a little hard to ascertain in beta, I'll try and summarize the basics.
Hopefully we'll have this working in a build or two. Every pet has 3 specs: Ferocity, Tenacity and Cunning. These work much like class specs, with a similar UI. I'm coming back to MoP after a while of not playing used to play a lot on Frostwolf when it was on Cata, all Molten. And what tree should I choose. Also, anyone know where I can find the topic with all the realms exp rate and such? Arcane mages and bm hunters All realms are 7x. What about some melee classes?
Where are they in the charts? Arms, Fury Warriors are in top 5, don't know about rest of the melees. Never tested rest of the melee classes :. Warlock, warr, mage.
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