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Ideas. talents
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Post by
325248
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Post by
183785
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Post by
Gnub
why do you post the same thread again after the original one has existed for a day and is still on first page?
Talents isn't the same as Skills - that's why.
Post by
HiVolt
Shaman:
Two-handed Weapon Specialization (3Points - Enhancement)
Increases damage from critical strikes with all attacks while using a two-handed weapon by 3/7/10%.
(I know it's not really a fun talent, but I've wanted to see a two-handed specialization for a long time.)
Static Discharge (3Points - Enhancement, Requires 3 points in
Static Shock
)
When one of your Lightning Shield orbs is expended on a target, it has a 10/20/30% chance cause 75% of the damage done to another target within 10 yards. You also gain a 7/13/25% chance to gain a Maelstrom Weapon charge when a Lightning Shield orb is consumed.
Post by
Vilius
Priest : Bring back the intaciopate -ish thing.
Warlock : Soul Forge- heal the friendly target by transfering 50% of your health.
Hunter : Yeh,gib camoufalge for surv (with lesser CD) Bestiality for BM (something like bloodlust,but with + dmg/heal) And marksmanship should get + 10 yards range :D
Post by
155914
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Post by
drbob3002
Go for the Wounds 0/2 (Assassination)
Increases your physical damage done when attacking bleeding targets by 5/10%.
Should probably specify that it would have to be the Rogue's own bleeds (otherwise, why should all rogues have a passive 10% damage boost from other rogues and or feral druid's bleeds?).
Improved Divine Plea
Rank 0/3
Reduces the healing power lost when under the effects of Divine Plea by 5/15/25%.
That seems like too many talent points spent when Divine Plea really isn't a huge deal for Paladins to heal through (when I pop it, I use my other cooldowns such as avenging wrath and illumination so in the end, I'm casting more heals, but they are costing much less mana while I'm gaining back tons more than I'm using).
But who knows, really. With them removing talents such as, "Increases healing by x%.", or "Increases crit by y%.", we might actually be dumping our points into talents like this even if they wouldn't be viable as of now.
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233437
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283244
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319743
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319743
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211590
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Post by
Morec0
Death Knight
Unholy Rejection:
Unholy talent,
Ability: 1 unholy, 1 blood, 1 frost,
Pushes away all enemies in a melee range radius around the death knight 3 yards away and into the air. The pushed units will then be pulled back to the location they were pushed from, regardless of where the death knight is at the current moment.
thoughts?
Post by
HiVolt
Death Knight
Unholy Rejection:
Unholy talent,
Ability: 1 unholy, 1 blood, 1 frost,
Pushes away all enemies in a melee range radius around the death knight 3 yards. The pushed units will then be pulled back to the location they were pushed from, regardless of where the death knight is at the current moment.
thoughts?
Lol, it seems kinda pointless, unless it does something other than just moving people. Does it interrupt spellcasting? Does it make the targets run away for a certain amount of time, then run back to where they were? Can the DK move while the targets are moving, so the mechanics work like an escape spell, meaning the targets return to where they were, but the DK is gone? How far are the targets moved?
Post by
sasexw
Warlock
Meteor(new 55 talent destruction)
Instant cast.3 minutes cooldown.
Radius (1/3 bigger as most AoE skills e.g flamestrike, shadowfury , rain of fire..)
Calls a meteor that will smash on the ground after 2-4 seconds. deals X ammount of damage and stunning all the enemies in area for 3 seconds and cracking the earth down his feet while fel flames are burning off his skin for an other X damage over Y seconds.
Paladin
Purism(holy tallent)
You call upon holy spirits to heal your allies within 10 yards of yourself for a X ammount over Y time while cleaning one poison and one disease effect and banish all the undeads/demons within 10 yards for Y time.
Warrior
Outraged(arms)
Uses all remain rage to place the Outraged effect.
Outrage provides 5% critical chance , 10% strenght ,10% haste rating , 20% faster rage recovery and causes your target to bleed twice as much upon a critical hit.
lasts 7 seconds.
Post by
235494
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155914
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Post by
Morec0
Death Knight
Unholy Rejection:
Unholy talent,
Ability: 1 unholy, 1 blood, 1 frost,
Pushes away all enemies in a melee range radius around the death knight 3 yards. The pushed units will then be pulled back to the location they were pushed from, regardless of where the death knight is at the current moment.
thoughts?
Lol, it seems kinda pointless, unless it does something other than just moving people. Does it interrupt spellcasting? Does it make the targets run away for a certain amount of time, then run back to where they were? Can the DK move while the targets are moving, so the mechanics work like an escape spell, meaning the targets return to where they were, but the DK is gone? How far are the targets moved?
Yeah, it interupts spellcasting, also moves them away from melee range, giving them a chance to get away if things are going badly. Yeah, its basically pushing them away and then pulling them back, kinda like Omor the Punisher's knockback in Hellfire Ramparts.
I'll clarify that it throws them up in the air too.
Post by
HiVolt
Death Knight
Unholy Rejection:
Unholy talent,
Ability: 1 unholy, 1 blood, 1 frost,
Pushes away all enemies in a melee range radius around the death knight 3 yards. The pushed units will then be pulled back to the location they were pushed from, regardless of where the death knight is at the current moment.
thoughts?
Lol, it seems kinda pointless, unless it does something other than just moving people. Does it interrupt spellcasting? Does it make the targets run away for a certain amount of time, then run back to where they were? Can the DK move while the targets are moving, so the mechanics work like an escape spell, meaning the targets return to where they were, but the DK is gone? How far are the targets moved?
Yeah, it interupts spellcasting, also moves them away from melee range, giving them a chance to get away if things are going badly. Yeah, its basically pushing them away and then pulling them back, kinda like Omor the Punisher's knockback in Hellfire Ramparts.
I'll clarify that it throws them up in the air too.
In that case, I fully support the idea, although it seems like it's a bit odd to just be in one tree, as a talent ability, it could be really useful for any DK, regardless of spec. If I were you I'd post it into the spells and abilities thread.
Post by
Adamsm
Meteor(new 55 talent destruction)
Instant cast.3 minutes cooldown.
Radius (1/3 bigger as most AoE skills e.g flamestrike, shadowfury , rain of fire..)
Calls a meteor that will smash on the ground after 2-4 seconds. deals X ammount of damage and stunning all the enemies in area for 3 seconds and cracking the earth down his feet while fel flames are burning off his skin for an other X damage over Y seconds.
So orginal Infernal spell?
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