Talent Changes In Midnight

Wow Devs are making some big class changes, and along with those, they're also changing the talent trees a bit.

They're gong to expand the talent tree with new additions to the Hero Talents and introduce a specialization tree called Apex Talents.

You will get 10 new talent points from 81-90. Yes, the level cap is back up to 90.

You will get:

  • 3 talent points for use in the normal class trees

  • 3 new Hero talent points

  • 4 Specialization Tree points (apex Talents)

Apex Talents are meant to be the top tier talents and provide more fantasy and excitement than the average talent. You get your first Apex Talent at 81, which will have to be spent on the keystone that provides a large power boost and introduces new gameplay.

The next 2 Apex talent points will be spent on talents that emphasize the Apex talent tree or core build talents.

The final point will be spent on a "capstone" that bring the whole Apex tree together.

In the Alpha, the Apex talents can be taken freely, in any order, but when Midnight releases, that might change.

Some examples of the Apex Talents are:

 

DEATH KNIGHT: BLOOD

Apex Talents: Dance of Midnight 

While Dancing Rune Weapon is active, when you parry you have a chance to make your next Heart Strike free and deal 150% increased damage.

For each Dancing Rune Weapon active your damage is increased by 4/8% and your damage taken is reduced by 2/4%.

When you consume a Rune you have a chance to call a Dancing Rune Weapon to your aid for 6 seconds.

 

DRUID: RESTORATION

Apex Talents: Everbloom

Lifebloom stacks every 5 seconds, up to 3 times.

30% of Lifebloom's healing splashes to 2 allies within 30 yards.

Lifebloom bursts into a Blooming Frenzy when you consume Soul of the Forest, causing it to bloom 8 times in rapid succession.

 

MAGE: ARCANE

Apex Talents: Touch of the Archmage

Touch of the Magi accumulates an additional 5% damage and has 1 additional charge.

Arcane Charges further increase the damage of Arcane Blast, Arcane Pulse, and Arcane Barrage by 15/30%.

When Touch of the Magi explodes, it leaves behind a pulsing rune at its targets location, dealing 25% of its damage over 6 sec to nearby enemies. Damage is increased by 100% on your initial Touch of the Magi target.

 

The Devs are also looking at the talent trees and simplifying them.. again. Hopefully not like they did last time, but they're trying to remove some of the complexity to max out their character's performance and the management that comes from having so many spells on your bars.

The goal is "for the most appealing, visible elements of your spec to be what matter most in gameplay."

They're trying to pare things down so people don't feel the need to use addons. Two examples that they gave are:

Outlaw Rogue Roll the Bones: Players often use an addon to determine the best time to use this ability because there are so many factors involved in getting it just right.

Feral Druid Bloodtalons: This is something that happens in the background that you can't really truly manage because it just procs. Bloodtalons is said to be removed in Midnight. Maybe other spells like this will also be removed?

They're also removing abilities like Restoration Druid Effloressence which is a maintenance buff, because its more of just something to have going instead of actually enhancing the gameplay.

Another thing they're looking to revamp is the temporary bonuses that you get after using a spell X number of times that will then buff another spell. An example is the Windwalker Monk Dance of Chi Ji.

They're also looking to a few other things:

  • Gameplay with a lot of actions per minute- which can be hard on your hands

  • Too many spells and not enough keybinds for some specs.

  • Reducing the number of ability procs that happen at the same time

  • Complex abilities like Adaptive Swarm, Surge of Power or Blackout Combo.

What do you think about these changes? We’re looking forward to them because there are so many spells on our bars that don’t get used, so this might be refreshing.

Julie

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