Moon wrote: ↑Sat Nov 06, 2021 4:57 pm
Greetings amazing community!
Since the start of Turtle WoW our mission has always been to provide a unique Vanilla experience by either picking up where Blizzard left off or, in this case, altering or enhancing certain existing aspects of the game to uphold current standards.
Since Turtle’s earliest days we’ve seen and heard players suggest class changes, all with differing opinions and viewpoints, each and every of these has been taken into account and we all wish to thank you for your passion and insights.
After much deliberation, many discussions and lots of tinkering the Turtle Team would like to announce our upcoming class changes that are planned for 15.2.
DISCLAIMER: All of these changes are tentative and subject to change. The final changelog will be published alongside the release of 15.2.
We want to welcome all of you to discuss & give constructive feedback on any changes made in this list.
The vanilla design of the Druid is infamous for being pretty unfinished. Its mechanics weren’t fully realized until well into the first expansion. Because of this, there’s a lot of freedom on how to improve on the class while sticking with the “vanilla feeling.” That said, simply attempting to recreate the druid of later expansions is a cop-out, but we feel incorporating some iconic and fan-favorite abilities would be a good idea.
Changes to Baseline Spells
Claw now also deals 100% of weapon damage in addition to its current damage.
Note: This value is calculated on the invisible Claw weapon druid forms get when shapeshifting and does not correspond with your normal weapon.
Frenzied Regeneration now also heals for 1% of your Stamina.
Insect Swarm is now a
Balance spell and available to all Druids starting at level 20.
Faerie Fire (Feral) is now available to all Druids starting at level 30.
New Abilities
Owlkin Frenzy
Attacks done to you while in Moonkin Form have a 15% chance to cause you to go into a Frenzy, causing you to be immune to pushback while casting Balance spells. Lasts 10 sec.
Savage Bite
Learned at Level 58 | Requires Bear Form | 30 Rage | 6 Second Cooldown
Savagely bites the target, dealing normal damage plus 61.
Talent Changes
Balance
Natural Weapons | Now 3 Ranks (down from 5)
Increases the damage you deal with physical in all forms by
4/7/10% and increases your chance to hit with melee attacks and spells by 1/2/3%.
Improved Wrath
Reduces the cast time
and global cooldown of your Wrath spell by 0.1/0.2/0.3/0.4/0.5 sec.
Moonkin Form
Transforms the Druid into Moonkin Form. While in this form the armor contribution from items is increased by 360%,
the Mana cost of your Moonfire, Starfire, and Wrath spells reduced by 20%, and all party members within 30 yards have their spell critical chance increased by 3%. The Moonkin can only cast Balance spells,
Innervate, and Remove Curse while shapeshifted.
Omen of Clarity
Imbues the Druid with natural energy. Each of the Druid's melee attacks
and direct damage spell casts have a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the Mana, Rage or Energy cost of your next damage or healing spell or offensive ability by 100%. Lasts 10 min.
Feral
Primal Fury and
Blood Frenzy have had their existing effects combined into
Primal Fury: Gives you a 50/100% chance to gain an additional 5 Rage anytime you get a critical strike while in Bear and Dire Bear Form and your critical strikes from Cat Form abilities that add combo points have a 50/100% chance to add an additional combo point.
Reduced the ranks of
Thick Hide from 5 ranks to 3 ranks.
Increases your Armor contribution from items by
4/7/10%.
Feral Instinct reduced from 5 ranks to 3 ranks.
İncreases threat caused in Bear Form and Dire Bear Form by
5/10/15% and reduces the chance enemies have to detect you while PRowling.
New Talent: Blood Frenzy (Row 4) | 2 Ranks
Increases the duration of Tiger's Fury by 3/6 seconds and your Enrage now also instantly restores 5/10 rage. In addition, increases attack speed by 6/12% when either effect is active.
New Talent: Berserk (Row 5) | 5 Minute Cooldown
Removes all Fear effects and increases your energy regeneration rate by 100% while in Cat form, and increases your total health by 20% while in Bear form. After the effect ends, the health is lost. Effect lasts 15 seconds.
Restoration
Swiftmend has moved from a Row 7 to a Row 3 talent, replacing Insect Swarm.
Tranquil Spirit is no longer a prerequisite for the Row 7 major talent.
Improved Rejuvenation is now a prerequisite talent for Improved Regrowth.
Improved Enrage has been removed from the Restoration tree and has been integrated into the new talent Blood Frenzy.
Subtlety now also reduces threat generated from Balance spells.
Reduces the threat generated by your Healing
and Balance spell
s by 4/8/12/16/20%.
New Talent: Tree of Life Form (Row 7)
Shapeshift into the Tree of Life. While in this form you increase healing received by 15% of your total Spirit for all party members within 30 yards, your movement speed is reduced by 20%, and you can only cast Swiftmend, Innervate, Nature's Swiftness, Rebirth, Barkskin, poison removing and healing over time spells, but the mana cost of these spells is reduced by 20%.
The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.
Hunter’s main problem in vanilla comes down to two issues: DPS does not scale well with their gear so they tend to not be competitive in endgame stages, and their pets are particularly fragile in a raid setting, often leading to them not being used. Burning Crusade fixed these problems at the same time with pet scaling, Kill Command, and Steady Shot abilities - leading them becoming massively overpowered. Avoiding this while also addressing their vanilla issues can be done by not giving them all three at once.
New Abilities
Trueshot
A precise shot with a ranged weapon that strikes the target for X additional damage. (Cooldown of this ability is equal to the attack speed of your ranged weapon.)
Rank 1: 10 Additional Damage, 15 Mana
Rank 2: 20 Additional Damage, 40 Mana
Rank 3: 30 Additional Damage, 60 Mana
Rank 4: 40 Additional Damage, 85 Mana
Rank 5: 50 Additional Damage, 110 Mana
Lacerate
Wounds the target causing them to bleed for X% of your melee attack power over 21 sec.
(Value still under discussion.)
Aspect of the Wolf | 120 Mana
The hunter takes on the aspects of a wolf, increasing melee attack power by 120 and disabling the use of ranged attacks. Only one Aspect can be active at a time.
Avoidance | Pet Passive
Reduces the damage your pet takes from area of effect attacks by an additional X%.
Rank 1: 25%
Rank 2: 50%
Talent Changes
Beast Mastery
Improved Eyes of the Beast
Increases the duration of Eyes of the Beast by 30/60 seconds.
While channeling this ability your tamed pet deals 5/10% additional damage and increases its focus generation by 10/20%.
There isn’t much to improve on for the Fire and Frost mage specs in vanilla - they are tightly designed and synergize well with other mages very well. That said, Arcane falls far behind despite having an opportunity to fill its own niche, and the possibility of encouraging the Elemental Mage playstyle.
Changes to Baseline Spells
Arcane Missiles: Spell Power scaling coefficient has been increased: (0.24 -> 0.286)
Talent Changes:
Arcane
Improved Arcane Explosion > Arcane Impact
Increases the critical strike chance of your Arcane Explosion and Arcane Missiles spell's by an additional 2/4/6%.
New Talent: Brilliance Aura (Row 5)
Allows 15% Mana regeneration to continue while casting for party members within 30 yards. Lasts 30 minutes. Requires Arcane Meditation and Arcane Mind as prerequisite talents.
Let’s be frank - the only good thing a paladin can do in vanilla is heal. Sure, with the right setup you can do decent tanking or decent dps, but it still doesn’t all quite come together. A lot of the potential and uniqueness to the class has always attracted people to it, but that was progressively lost over time in retail post-vanilla. We believe there is a lot of opportunity to help the Paladin perform more than just healing adequately without making them too powerful or “warrior-lite.”
Changes to Baseline Spells
Consecration is no longer a talent and is now available to all Paladins starting at level 20, its scaling coefficient has been increased (0.042 -> 0.119) and mana cost for all ranks has been reduced. Example: Rank 5 Mana Cost 565 -> 505
Judgement of Righteousness scaling coefficient has been increased: (0.5 -> 0.728)
Retribution Aura scaling coefficient has been added: (0.033)
Holy Strike cooldown increased from 8 seconds to 10 seconds.
New Abilities
Crusader Strike
A strike that causes X damage and increases the holy damage taken by the target by up to Y per Crusader Strike. Can be applied up to 5 times. Lasts 30 seconds.
Rank 1: 25 Mana, 12 Damage, 6 Bonus Holy damage per stack
Rank 2: 40 Mana, 27 Damage, 10 Bonus Holy damage per stack
Rank 3: 55 Mana, 46 Damage, 15 Bonus Holy damage per stack
Rank 4: 70 Mana, 69 Damage, 22 Bonus Holy damage per stack
Rank 5: 90 Mana, 103 Damage, 30 Bonus Holy damage per stack
Crusader Strike is not able to proc seals, damage-based procs, or refresh judgements.
Talent Changes
Holy
Healing Light (Row 3)
Increases the amount healed by your Holy Light, Flash of Light,
and the effectiveness Holy Shock spells by 4/8/12%.
Holy Shock | Rework: (Values are for Rank 3):
Cooldown reduced from 30 seconds to 20 seconds.
Mana cost increased from 325 to 485.
Healing Increased from 365 to 628.
Damage increased from 365 to 496.
Lasting Judgements (Row 5) removed.
Protection
Redoubt and now has a 2/4/6/8/10% chance to activate off of any direct attack instead of being the victim of a critical strike.
Precision. Increases your chance to hit with melee weapons
and spells by 1/2/3%.
Blessing of Kings has been moved from the Row 3] of the Protection talent tree to the Row 3 of the Retribution talent tree.
Shield Specialization. Increases the amount of damage absorbed by your shield by 10/20/30% and has a 33/66/100% chance to restore 1% mana when a block occurs. This effect cannot occur more than once every second.
Improved Consecration Aura has been moved from the Row 4 of the Protection talent tree to the Row 5 of the Holy talent tree.
New Talent: Improved Seal of Justice (Row 4). Increases the chance your Seal of Justice will stun the opponent by 22/33/67% and your Judgement of Justice has a 33/66/100% chance to taunt your target to attack you, but has no effect if the target is already attacking you.
Blessing of Sanctuary has been moved from Row 5 to Row 3 in the Protection tree.
Holy Shield moved from Row 7 to Row 5.
New Talent: Ardent Defender (Row 7). When you have less than 20% health, all damage taken is reduced by 35%.
Retribution
Seal of Command moved from Row 3 to Row 5.
Sanctity Aura has been moved from the Row 5 of the Retribution talent tree to the Row 3 of the Holy talent tree.
Greater Blessing of Kings' Mana Cost has been adjusted: (150 Mana -> 15% Base Mana)
Shadow priests are notorious for being good, but also not. Their mana economy is horrendous and comes with several downsides other dps+caster hybrids don’t have to work around. The challenge for Shadow is to boost its utility and mana economy without increasing their power, as their damage per second is actually very good already.
Changes to Baseline Spells:
Holy Fire initial damage component scaling has been adjusted: (0.75 -> 0.857)
Divine Spirit (Row 5) is now baseline for all Priests starting at level 30.
Lightwell (Row 7) has been made baseline and is available for all Priests starting at level 40.
New Abilities
New Passive: Improved Shadowform. Reduces the Mana cost of your Shadow spells by 15% while in Shadowform.
New Ability: Pain Spike | Learned at Level 60 | 15 Second Cooldown
Causes 225 Shadow damage instantly, but the damage caused will begin healing itself over 5 seconds after landing.
New Ability: Shadow Nova | Learned at Level 60 | 635 Mana Cost | 30 Second Cooldown
Causes an explosion of cursed shadow around the caster, causing 181 to 209 Shadow damage to all enemy targets within 8 yards. This effect causes increased threat.
Talent Changes:
Shadow
Effects of
Improved Vampiric Embrace have been rolled into the base ability.
Improved Vampiric Touch has been replaced by Vampiric Embrace:
Vampiric Embrace also restores 2/5% of shadow spell damage you deal to the target as mana for your party.
Holy
Holy Nova damage component scaling has been adjusted: (0.107 -> 0.161)
New Talent: Holy Champion (Row 7)
Allows you to choose another player as your holy champion, granting you several unique abilities:
Proclaim Champion | 250 Mana Cost | 10 Second Cast | 2 Hour Cooldown
Proclaim the friendly target as your champion for 2 hrs. Increases armor by 230, all resistances by 10 and allows the use of various Champion spells on that target.
Note: Persists through death and continues its duration and cooldown countdowns while offline.
Note: Armor buff does not stack with Scroll of Protection IV
Champion’s Grace | 250 Mana Cost
Bestow the target Champion with grace, increasing all healing done by the priest by 10%. Lasts 2 hrs.
Champion’s Bond | 250 Mana Cost
Creates a bond between priest and Champion. When the priest takes damage up to 20 will be taken by the Champion instead. Lasts 10 min.
Empower Champion | 1100 Mana Cost
Empower the target Champion, increasing all healing and spell damage done by up to 25 and attack power by 30. Lasts 2 hrs.
Note: Does not stack effects with Greater Arcane Elixir or Juju Power/Elixir of Giants
Summon Champion | 1150 Mana Cost | 10 Second Cast | 4 Hour Cooldown
Summon the priest's Champion from anywhere in the world.
Revive Champion | 81% Base Mana Cost | 2 Second Cast
Return the priest's Champion to life with 2500 health and 2600 mana.
Note: Cannot be cast in combat.
Discipline
New Talent: Reflective Shields (Row 5)
Causes 15% of the damage absorbed by your Power Word: Shield to reflect back at the attacker. This damage causes no threat.
Not a lot to say for Rogues. If anything, Combat being the only viable talent spec in PvE all the way to late AQ40/Naxx is unfortunate. Debuff cap limits and some new abilities to add to their toolkit without majorly changing the way the class functions is something we believe Rogue players are looking for.
New Abilities
Surprise Attack | 30 Energy | 15 Second Cooldown
A strike that deals 100% weapon damage. This attack cannot be blocked, dodged or parried. Awards 1 combo point.
Flourish | 25 Energy
Finishing move that increases your chance to parry by an additional 20%. Lasts longer per combo point:
1 Point : 3 Seconds
2 Points: 4 Seconds
3 Points: 5 Seconds
4 Points: 6 Seconds
5 Points: 7 Seconds
Talent Changes
Combat
Dagger Specialization (Row 4) and
Fist Weapon Specialization (Row 5) have been combined into
Close Quarters Combat (Row 4): Increases your chance to get a critical strike with Daggers and Fist Weapons by 1/2/3/4/5%.
Elemental and Enhancement both have struggles in PvE that can be addressed somewhat easily. Restoration is pretty solid in vanilla, but its talent tree leaves a lot to be desired - something to keep in mind for the future.
Changes to Baseline Spells
New Rank 2 of
Stormstrike added, learnable at level 60. Differences from Rank 1: Cooldown is
12 seconds as opposed to the
20 seconds of
Rank 1. Costs
12% of your base Mana as opposed to
21% of your base Mana with
Rank 1.
Talent Changes
Enhancement
Two-Handed Weapons (Row) and
Parry (Row 5) are now baseline for all Shamans and trainable at level 20.
New Talent: Thunderhead (Row 3).
Allows your Lightning Shield to be cast on allies and reduces its mana cost by 20%.
Stormstrike has been moved from Row 7 to Row 5.
New Talent: Bloodlust (Row 7)
Increases melee, ranged, and spell casting speed by 20% for a party member within 30 yards. Lasts 15 sec.
New Shaman Racial Spells
Orc: Feral Spirit | 21% Base Mana cost, 5 minute cooldown
Summons two Spirit Wolves under the command of the Shaman for 20 seconds.
Tauren: Spirit Link | 21% Base Mana cost, 10 minute cooldown.
Link the spirits of an ally and their 3 closest allies within 15 yards together. When linked targets take damage, 10% is distributed among the other linked allies. Lasts 20 seconds.
Troll: Hex | 21% Base Mana cost, 5 minute cooldown.
Transforms the enemy into a frog that cannot cast, and does 60% less damage for up to 5 seconds. Only works on Beasts, Humanoids and Critters.
Restoration
Tidal Mastery (Row 1) and Totemic Focus (Tier 2) have switched positions.
Ancestral Healing (Tier 3) and Nature’s Guidance (Tier 4) have switched positions.
Elemental
Elemental Focus (Row 3) changed: after landing a critical strike with a Fire, Frost, or Nature damage spell, you enter a Clearcasting state. The Clearcasting state reduces the mana cost of your next damage spell by 40%.
Flame Shock initial damage increased and mana cost decreased:
Example: Rank 6
Mana Cost: 450 -> 410
Initial Damage: 292 -> 309
PvE is the only area where Warlock has an issue - they’re boring! A class with as much cool stuff in its toolkit should not have to be limited to just spamming Shadowbolt exclusively. Debuff cap discussion aside, there are definitely ways to expand on the class fantasy of the Warlock in addition to addressing its singular issue. Something to also take into consideration for the future is that the Warlock talent trees went virtually untouched through the course of development through Burning Crusade. Also, similar to the Hunter, the Warlock’s demons are too vulnerable in raid settings with large amounts of AoE damage.
Changes to Baseline Spells:
Voidwalker's
Torment now deals a very small amount of Shadow damage.
(Value still under discussion.)
New Abilities
New Ability: Mana Funnel
Rank 1: Level 40 | Transfers 18 mana from the caster to her pet every second.
Rank 2: Level 50 | Transfers 36 mana from the caster to her pet every second.
Talent Changes
Affliction
Improved Drain Life and Improved Drain Mana have been combined into one talent:
Soul Siphon
Increases the Health drained by your Drain Life spell by 5/10% and causes 15/30% of the Mana drained by your Drain Mana spell to damage the opponent.
Demonology
Improved Enslave Demon reduced to 2 ranks (down from 5). Reduces the Attack Speed and Casting Speed penalty of your Enslave Demon spell by 10/20%, reduces the resist chance by 10/20%, and the casting time by .5/1 second.
Soul Link and
Health Funnel will now work with enslaved demons.
Improved Healthstone, Improved Firestone, and Improved Spellstone have all been combined into one talent:
Master Conjurer (Row 2). Increases the amount of Health restored by your Healthstone by 10/20%
and increases the bonuses and effects of your Firestones and Spellstones by 15/30%.
Inferno cooldown reduced from 1 hour to 20 minutes and can now be cast indoors.
Fel Intellect has been reduced from 5 ranks down to 3 ranks. Increases the maximum Mana of your Imp, Voidwalker, Succubus and Felhound by 5/10/15%.
Fel Stamina has been reduced from 5 ranks down to 3 ranks. Increases the maximum Health of your Imp, Voidwalker, Succubus and Felhound by 5/10/15%.
Destruction:
Intensity (Row 4). Gives you a 70% chance to resist interruption caused by damage while casting or channeling any Destruction fire spell.
Pyroclasm (Row 5). Gives your Rain of Fire, Hellfire, Conflagrate, and Soul Fire spells a 25% chance to stun the target for 3 sec.
Warrior in Vanilla is overpowered. Just straight up too powerful for the game. That being said, this just means that any change made to the class must down one of two things only: either optimize what doesn’t work but should for the class, or improve on suboptimal playstyles to allow for more options for the player. The changes proposed for the coming patch attempt to stick within those guidelines.
Changes to Baseline Spells
Thunderclap can now be used in
Defensive Stance.
New Abilities
New Ability: Intervene | 10 Rage, 30 second cooldown | Requires Defensive Stance
Run at high speed towards a party member, intercepting the next melee or ranged attack made against them.
Note: Shares a cooldown with Intercept.
New Ability: Decisive Strike | 15 Rage | 2 Second Cast
Focus an attack equal to Slam (Rank 4) on an opponent. Can be cast while moving and will not suffer cast time pushback when taking damage.
Note: Credit to Wall (
Video) of
Wallcraft for his brilliant rework of Slam.
Note: The cast time of Decisive Strike is reduced by
Improved Slam.
New Passive: Die by the Sword
Increases your chance to parry attacks by 20% while under the effect of Retaliation.
Talent Changes
Arms
Improved Thunder Clap (Row 2). Reduces the cost of your Thunder Clap ability by 1/2/4 rage points and increases the damage by 40/70/100%.
Polearm Specialization (Row 6) has been combined into Axe Specialization (Row 5) and renamed
Poleaxe Specialization (Row 5).
New Talent: Improved Disciplines (Row 6). Reduces the cooldown of your Retaliation, Recklessness and Shield Wall abilities by 2/4/6 min.
Protection
Improved Shield Block has been reduced from 3 ranks down to 1 rank. Allows your Shield Block ability to block an additional attack and increases the duration by 1 second.