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Today we will talk about restoration shamans! Hope you like this topic.
BlizzCon 2011 was an exciting time with a lot of announcements for every class and for the state of the game in general. If you’re a regular reader of the column (and I hope you are), you’ll remember that we talked a little bit about the proposed talent system changes before and what it meant for restoration shaman.
We’ve talked about this before, but it bears repeating. Cataclysm brought about a pretty revolutionary (and at the time controversial) change to the talent system by breaking it down from what we knew for years to the 31-point talent system we have today. It allowed for specialization locking a player into a certain talent tree, eliminating hybrid talent builds, but in exchange giving players some key abilities as perks. It was the first step in streamlining the talent system.
Whole new philosophy
Moving into MoP, the idea is to give your talents a more flexible feel. First of all, you can swap them out for other talents whenever you’re not in combat, or at least that’s the plan. That right there gives you a lot more flexibility than you have right now, when you have to run to a trainer whenever you want to swap your talents around.
Also, instead of having separate trees for your talents, after you pick your specialization, you then get to pick from a pool of three talents every 15 levels. This means you can have a healer with something that isn’t necessarily directly related to healing. They are divided into six sets of talents, and each set has a theme to it. Movement and survivability are two that come to mind.
The other thing to note is that the new talent system is not supposed to be full of choices that define your class or are absolutely necessary to you doing your chosen job. Instead, each tier offers different utility perks for your character that you can utilize. While right now a lot of talents or perks seem pretty rough (and in some cases downright useless for some classes), we have a long way to go before they become set in stone. Remember, the game isn’t even at the beta phase yet. We’re just getting a lot more transparency in the design process than we’ve ever really gotten before.
The change really has caused quite a stir, and a lot of people are afraid of the new talent system or downright hate it already. Matt Low and I actually had a pretty long and heated debate about the new system. He couldn’t understand why, for the most part, the level 90 talents for most classes seemed rather weak on the power scale. I argued that the entire point of the new system was to allow you choices that gave your character a little flavor without being mandatory or breaking the scales at this point.
New ability spread
Another thing of note with the new talent calculator is that after you pick your specialization, your skills and spells show up on a list showing what level you get which ability. This has probably caused the most stir among players. It’s pretty cool that it shows you what abilities you get at what level, but also you get to see where some of those talents are getting folded into just being class abilities you gain as you level up.
Personally, I don’t think that aspect of it is quite finalized yet. First of all, the different healing specs abilities seem pretty randomized as far as to what level they get their healing spells. I think that’s something we’ll see become a lot more normalized before this goes live. Secondly, we have a long time before the game even goes into the beta phase, which means that things will change. Pile that on top of the fact that this is a complete overhaul of the system we have today, and you can bet dollars to doughnuts it’s going to be tweaked and looked at with a certain scrutiny before it graces live servers.
So what do you think of the new talent calculator? Do you like how it is laid out? What do you think of our new talents and the talent system? What do you think about how the abilities will be laid out for us? Any comment? Leave it below!
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