精華區beta WOW 關於我們 聯絡資訊
http://blue.mmo-champion.com/t/24038612592/cataclysm-class-preview-warrior/ World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the warrior. The information you're about to read is not complete, and is only meant to act as a preview for some of the exciting new things to come. New Warrior Abilities Inner Rage (Level 81): Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time. This is a passive ability so it won't need to be activated by the player. The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don't want warriors to feel like they're supposed to pool Rage and do nothing until they hit 100, so we'll be closely monitoring how this plays out during the beta testing, and making adjustments as needed. Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target. Heroic Leap (Level 85): This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land. Heroic Leap will be usable in Battle Stance and shares a cooldown with Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to be used in any stance and possibly while in combat. The cooldown for this ability might be longer than the Charge ability, but it will also apply a stun effect so you can make sure the target will still be there when you land. Changes to Abilities and Mechanics In addition to learning new abilities, you'll see changes to other abilities and mechanics with which you're already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec. * Heroic Strike will no longer be an "on next swing" attack, as we are removing this mechanic in Cataclysm. To keep the niche of Heroic Strike as a Rage dump, it will become an instant attack, but will cost between 10 and 30 Rage. This ability will not be usable until you have 10 Rage, but if you have more than 10, it will consume up to 30, adding additional damage for each point of Rage consumed above the base 10. Other abilities, such as Cleave, Execute, and Maul (for druids) will work similarly. The goal is to provide players with an option where if you can't afford the Rage, you don't push the button, but if you have excess Rage, you can push it a lot. * Battle Shout, Commanding Shout, and possibly Demoralizing Shout will work more like the death knight's Horn of Winter ability. Specifically, these shouts will cost no resources, generate rage in addition to their current effects, and be on a short cooldown. * Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. The intent is for this ability to be used in multi-target scenarios and not on single targets. * Overall, heals cast by players in Cataclysm will be a lower number relative to players' health than the current game. So to make the Mortal Strike debuff less mandatory but still useful in PvP, Mortal Strike will reduce healing by only 20%. All equivalent debuffs, including the Shadow priest and Frost mage debuffs, will be for 20% less healing. At the moment we aren't considering giving this debuff to anyone else, though we will certainly consider PvP utility for historically under-represented specs that use other mechanics. * Sunder Armor will be reduced to three stacks instead of five, and still provide only a 4% reduction in armor per stack. We want to make this debuff easier to apply and less of a damage swing when it falls off. New Talents and Talent Changes * The Furious Sundering talent in the Fury tree will make the Sunder Armor ability cause 25/50% weapon damage and reduce the threat generated by 50/100%. * The Mace and Poleaxe Specialization talents in the Arms tree will be removed. These provided just passive stats, which are not the kinds of talents we want to design in the future. We will keep the Sword Specialization talent, but it will be changed to a talent that applies to all types of weapons. * As a Fury talent, Booming Voice will increase the Rage generated by shouts. * While we like how Titan's Grip plays, we recognize some warriors liked the Fury tree because of the really fast swings that dual-wielding one-handed weapons could provide. Therefore, we're planning to try out a talent called Single-Minded Fury that is parallel to Titan's Grip and will provide a large boost to the damage of a pair of one-handed weapons. * Several talents that reduce the Rage cost of abilities will be changed to focus on increased damage for those abilities instead. * The new Arms talent called Disarming Nature will make successful disarms cause the target to cower in fear for 5/10 seconds. * Another new Arms talent called Blitz will make the Charge ability hit for extra damage. The amount will possibly vary depending on the distance travelled. * Improved Pummel, a Fury talent, will cause a successful interrupt to generate 10/20 Rage. Mastery Passive Talent Tree Bonuses Arms Melee Damage Armor Penetration Bonus Swing Fury Melee Damage Melee Haste Enrage Intensity Protection Damage Reduction Vengeance Critical Block Chance Bonus Swing: This is similar to the Sword Specialization talent that is currently in the game, but Bonus Swing will work on all attacks and with all weapons. You have a chance to proc a free, instant weapon swing that hits for 50% damage. Enrage Intensity: Every benefit of being enraged is increased. This includes doing more damage/healing/ etc. from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration. Critical Block Chance: As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing's damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing's damage instead. There will likely be talents available to push the amount blocked even higher. Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character's un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won't see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking. We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues. -- 我仍然著你 無論你是在天堂還是地獄 -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 59.125.242.137
darksol:召喚翻譯姬~~~~ 04/09 00:08
vicezerg:幫點 04/09 00:08
tony70721:戰士的(敲碗)跪求翻譯姬!! 04/09 00:09
s8752134:我來翻譯吧~~~ 這是戰士的藍帖!!! 04/09 00:09
crazykid:終於有跳躍攻擊了!! 04/09 00:10
leo1217000:火箭包攻擊?? 04/09 00:11
usoko:顆顆 致死剩20% 包含暗牧心震(好像本來就是) 冰法和獵 04/09 00:11
iampala:跳殺又來了XD 04/09 00:11
thekide:GOGOGOGO 等好久了 04/09 00:18
panbie:看完了 感覺戰士手術有點失敗.. 04/09 00:23
lilithyumei:戰士未看先推!!XD 04/09 00:23
pljck:今天要出手術房的都是菜刀 04/09 00:25
DreamWei:跳過去著地雷霆...有用嘛= = 04/09 00:25
Blacky1128:....戰士要死了...至少今天看到傷害跟PVP都被砍... 04/09 00:26
arma787:戰士是打臉公會榮譽會長..... 04/09 00:29
littlecore:原來ww和hs被砍就要死了 其它的都當沒有 04/09 00:29
LuciferRT:那個兩把牙籤的天賦好智障 04/09 00:30
DreamWei:比起術士的藍帖,戰士的已經手術成功 宣告不治 04/09 00:31
revadios:未看先猜會變成DiabloII的野蠻人走向,一定會有跳躍大吼 04/09 00:32
rtwodtwo:手術成功 可是戰士on table 04/09 00:33
shaunten:跳打有stun啊 04/09 00:35
exdxboy:單手雙持要復活了~ 04/09 00:40
greydust:平心而論戰士是目前四個職業裡面我覺得改最棒的 04/09 00:45
eplis:終於有英勇跳躍啦 !!! 04/09 00:47
exdxboy:戰士天賦的細節比較多 其他職業感覺內容少了點 04/09 00:47
reborner:武器戰PVE 還是沒救了 好爛 04/09 00:48
cloudx:我能說戰士這次NERF大了.. 可以通知家屬帶回家了REROLL了 04/09 00:48
greydust:細節很多而大部份都很聰明或很有趣 04/09 00:49
exdxboy:像是天賦的被動加成就相較其他已經公佈的職業好玩得多 04/09 00:50
eplis:都還沒測試就說nerf會不會太早了? = = 04/09 00:52
Blacky1128:基本上天賦整個改很大 , 很特別沒錯.... 04/09 00:53
greydust:超好玩的! 狂怒和防護的我覺得都很有趣 04/09 00:53
Blacky1128:但是...用現在的眼光去看的話 感覺會很慘 .還是等4.0吧 04/09 00:53
cloudx:天賦太多太有趣 有趣到太無用了吧 狂怒 破假+傷害 攔截+怒 04/09 00:54
cloudx:看到只能科科笑了 04/09 00:54
tony70721::好吧 不得不說 整篇我只看的懂Warrior 04/09 00:55
greydust:詳細數值都還沒出來當然只能看有趣度 04/09 00:55
greydust:要是現在就覺得沒救那乾脆reroll好了 如此悲觀 04/09 00:55
greydust:至少戰士整個設計就讓人覺得很用心 04/09 00:56
greydust:相比起術士我只看到傷害傷害+傷害來的有趣多了 04/09 00:56
cloudx:不過戰士設計真的很用心 長久以來就這樣 一直在玩文字 04/09 00:57
cloudx:要NERF也會搞到有時候看不懂他這樣搞 要BUFF也感覺不出來 04/09 00:58
exdxboy:我現在反而期待其他坦天賦的被動加成會是怎樣 04/09 00:59
cloudx:聖坦說不定跟戰士一樣 他不是說復仇那樣坦都有嗎? 加上盾 04/09 01:00
cloudx:看起來應該戰聖會一模一樣 04/09 01:00
angels0917:坦天賦的被動加乘會不會太誇張 04/09 01:01
greydust:vengeance是坦都有, 野德不知道會怎麼作 04/09 01:01
greydust:防戰特有是critical block chance 04/09 01:01
cloudx:特有那段我是沒有注意看到 聖坦該不會有啥祈求聖光 04/09 01:03
cloudx:跟弗丁一樣 長長的祈禱文 然後給我力量 XD 04/09 01:04
smoker9527:冰DK為了好平衡有雙持就沒大概 狂戰要同時平衡雙大根和 04/09 01:05
smoker9527:雙牙籤 感覺不太可能 04/09 01:06
smoker9527: 大根...打錯字 04/09 01:06
reborner:對一個純PVE武戰來看 那些改動完全感覺差距只會拉大 04/09 01:07
Blacky1128:我只是覺得那個怒氣滿百發動的被動技能很矛盾.... 04/09 01:08
Blacky1128:戰士的傷害來自於怒氣的轉化 , 要存怒的話 DPS會下滑 04/09 01:08
Blacky1128:除非說在大災變裡面可以很容易滿怒...囧 04/09 01:09
greydust:怒氣100那個的說明是, 為了讓戰士不會覺得因種種情況而 04/09 01:13
greydust:滿怒沒花掉會很糟糕, 畢竟以後沒英打可以按 04/09 01:13
greydust:所以基本上是個補償性的技能 04/09 01:14
greydust:這個技能比較實用的點應該是在需要停火的場合吧 04/09 01:14
Blacky1128:嗯...也就是說很難去固定控制他的發動就是了... 04/09 01:14
Blacky1128:配合一些增加怒氣的技能 加上怒氣標準化... 04/09 01:15
Blacky1128:這樣感覺戰士的怒氣收入會越來越固定化像DK那樣嗎 ? XD 04/09 01:15
kducky:之前不是有說加速會增加怒氣 符文 能量的回覆速度? 04/09 01:17
greydust:理論上應該是會偏向dk那樣 04/09 01:18
greydust:另外加速會增加沒錯所以大後期可能戰士就會很容易滿怒? 04/09 01:19
greydust:不過這個都太難說了 還是要看詳細數據才知道 04/09 01:19
orz65535:至少比目前會穩定很多(拿掉怒氣取決於傷害的設定) 04/09 01:23
orz65535:不過因為還是有加速/命中/爆擊影響 大概以LK的裝備成長 04/09 01:24
Blacky1128:只是這樣怒氣系統就毫無特色了...一鍵輸出 ? XD 04/09 01:24
orz65535:200藍跟277紫比可能會差個2倍左右 04/09 01:25
pilisir:感覺跟冰霜很像,旋風變成凜衝,英打接近霜打,嗜血就滅寂 04/09 01:31
pilisir:沒招就破甲50%傷害刷時間=重置雙病,多猛擊/斬殺 04/09 01:34
Kavis:戰士受到傷害時也會獲得怒氣啊 04/09 01:34
pilisir:這兩招對等於血打減少沒招放的空窗 04/09 01:37
iceonly:改成這樣唯一不滿的只有PVE武戰的部份,那些哭哭戰士已死 04/09 02:07
iceonly:的可以說一下理由嗎? 04/09 02:07
exdxboy:現在要哭也太早了 beta都還沒開始 04/09 02:10
zip00000:這時候就要去翻一下以前WLK資料放出來的時候有誰哭了! 04/09 02:11
Blacky1128:用現在去看的話:旋風斬NERF/英打取消=需要大量命中 04/09 02:49