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Dragonflight : Aperçu des arbres de talents du Druide et du Chevalier de la mort

Vendredi 03 juin 2022 à 19h42, par

dragonflight : apercu des arbres de talents du druide et du chevalier de la mort

Cela faisait bien longtemps que nous n'avions pas vu d'articles officiels concernant la prochaine extension Dragonflight. Ce soir, Blizzard offre un aperçu du futur arbre de talents du Druide et du Chevalier de la mort.

C'est un changement massif qui attend les joueurs pour la prochaine extension. Ces arbres et tous les autres nécessitent encore beaucoup de travail, mais les développeurs souhaitaient partager leur avancée afin de recueillir les commentaires des joueurs.

Retrouvez l'annonce officielle dans la suite de cet article. Notez que la version française n'est pas encore disponible. Nous mettrons cet article à jour dès que ce sera le cas.

Aperçu de l'arbre de talents dans Dragonfligth

Blizzard Posté par Blizzard (Source)

Dragonflight contains major updates to World of Warcraft classes, centering on the re-introduction of talent trees. In this preview, we take a first look at the prototype trees for the Druid and Death Knight classes. These and all the other trees still have a lot of work to be done, but we want to share what we can to start collecting detailed feedback at this early stage.

Talent System Design Philosophy

Some of our biggest goals in a class and talent revamp are to increase player agency over your character’s progression and build, provide meaningful rewards while leveling, and reinforce your character’s connection to both their class and their spec. In addition, we felt we had to retain many features of modern World of Warcraft specializations. Specializations have many unique abilities, some of which might be central to the identity of the spec. They have a wide variety of optional bonuses that have been created at various times over the years. This all led us back to talent trees— a concept familiar to people who played WoW before the Mists of Pandaria expansion.

Visually, trees are still an intuitive way to represent the different paths one could follow while making many choices about a character. Trees also communicate dependencies and magnitude intuitively, without a lot of added rules. For example, talents higher in the tree are expected to be more commonly chosen, while talents lower in the tree are more optional and more geared towards shaping max-level builds.

Dragonflight talent trees have some significant differences from previous versions of talent trees in World of Warcraft. First, you have not one tree, but two. This is due to the combined importance of class wide and specialization-specific themes for current WoW characters. The class tree contains a core set of abilities available to all specs in a class and has a higher proportion of utility choices. It’s a place where you can, among other things, choose some abilities or passives that draw from the identity of other specializations to give your character some hybrid flavor, or simply to grab something particularly useful for certain content. The specialization tree is predominantly focused on bonuses that enhance your power in your main role. Keeping these separate is one way of ensuring that you have some choices in both areas without, for example, feeling compelled to give up all your utility or off-spec buttons in order to maximize main role performance.

Another fundamental change is that much more of your class is represented in the tree, instead of being awarded automatically while leveling up. Other than the starting abilities you obtain before you access the system at level 10, the vast majority of abilities are obtained via the tree. This gives rise to some of the most important questions and challenges of the new system. Exploring a world where many more things are optional has a lot of advantages but requires a lot of care.

Here are just some answers to questions and answers that we know you might be wondering about:

  • “Some abilities are critical to my rotation—will that mean I always have to build a certain way?”
    • No. The most basic building blocks of your rotation will tend to be either learned from levels 1-10, awarded automatically in the class tree, or placed at the top of your spec tree as a first point spent in that tree. In other cases, major abilities that we expect to be a part of most builds will be near the start of a tree, or on an easily accessible path so that they don’t constrain your other choices.
  • “A certain piece of utility is important in certain content (for example, interrupts in Mythic+), does this limit my choices?”
    • Similarly, the more likely something is to be all but required for some players, the more we must place it in the tree in an appropriate location— one that still leaves the rest of your build choices very open.
  • “Does this mean it’s possible to make very ‘bad’ builds?”
    • In short, yes. There are limits and guardrails here, such as those abilities that are automatically given. And furthermore, our goal in designing the trees is not to trap players in complicated choices in order to make a functional build; in fact, it’s the opposite—it's to set up the trees with intuitive paths that lead you to reasonable builds. But a key philosophy of this rework is to keep the player in the driver’s seat of their character’s growth within their class.
  • “Does this mean that some of my points are spent on somewhat ‘obvious’ choices, and aren’t likely to be moved?”
    • Often, yes. 61 points is drastically more than the 7 that players currently have in Shadowlands. And it would probably be a mistake if all 61 points were always heavily in play— this is part of how we maintain the balance alluded to above, where it’s not overwhelming to make and analyze builds. The tree contains a spectrum of more basic abilities all the way to comparatively advanced ones, and one of the advantages of this system is letting you draw that line.
  • “Doesn’t this all mean that I will use some of my points to re-buy some things that were baseline in Shadowlands?”
    • For all the reasons mentioned above, making a huge swath of abilities open to player decision-making requires this. We hear this feedback as primarily a concern about having much less “stuff” than you had in Shadowlands. After starting with your basic class and spending 61 points in a tree, will you feel “pruned”? Openly, our goal is that you don’t. We’ll be watching for feedback on this. Our goal is for a Dragonflight character to feel like it has a similar amount of power and complexity—which can be hard to quantify—as a Shadowlands character. The main difference is you getting to choose which active buttons and passive bonuses make up that toolset, and potentially having combinations that were previously impossible.

One other set of questions is around what abilities are still awarded automatically outside of the tree. There are few broad categories:

  • Abilities learned before 10, the most basic elements of what starts to make you into your class (Moonfire, Death Strike).
  • Buttons whose impact is primarily non-combat and non-power related (Teleport: Moonglade, Path of Frost, Revive).
  • Nonstacking group buffs or spells, where a group virtually always wants exactly one person with the ability (Raise Ally, Rebirth, Mark of the Wild).

There are a lot of case-by-case calls to be made around all of this, but by and large we are pushing ourselves to leave it to players to explore in the trees how to build out their class from levels 10 to 70.

A Few Nuts and Bolts

The experience of using the tree will be more intuitive when you play with the system in-game, but we want to provide some explanation here for those who want to analyze the current draft trees in detail. Please bear in mind, these are all subject to change as we continue development.

  • Your first class tree point is awarded at level 10, and your first specialization tree point at level 11, alternating between the two from there. At level 70, you will have 31 available class points and 30 specialization points.
  • Certain basic abilities in the class tree, are given automatically to people of particular specializations. These do not cost any points.
  • Most talents have prerequisites (these will be indicated by arrows in the final UI). If a talent has any arrows leading to it, you must have fully purchased at least one of those previous talents to access it. For clarity, arrows always point downwards or diagonally downwards in current drafts.
  • Every tree has certain rows that you can’t advance past until you’ve spent a certain number of talent points (unlike in pre-Mists of Pandaria trees, this is not the case for every row). In the prototype Druid and Death Knight trees, you cannot buy talents in the fifth row and beyond until you’ve spent eight points in the tree, and you cannot buy talents in the eighth row and beyond until you’ve spent twenty points in the tree.
  • In octagonal “choice” nodes, you may obtain one of the two choices at a time.

Druid Talents and Abilities

The Dragonflight talent update is a great opportunity to let the Druid explore the flexibility inherent to the class. In many ways, the Affinity concept from Legion through Shadowlands was anticipating something that we’re hoping to re-emphasize here: the ability to choose elements of various shapeshift forms and roles. That idea is now expanded into a class talent tree that has paths relating to every specialization, where deeper investment obtains more of that spec’s fundamental buttons. Various utility and crowd control are placed in optional locations off of every branch, as well as in a central area that is easy for every specialization to access. Our hope is that every spec can play in a somewhat traditional manner where it fills out the complete path laid out for it in the core tree and then picks up a choice of miscellaneous utility, or a more customized manner where it reaches deeper into the other specs’ paths.

Druid Talent Trees (click or tap to enlarge)
Arbre à talents Druide Equilibre

Arbre à talents Druide Equilibre

Arbre à talents Druide Farouche

Arbre à talents Druide Farouche


Arbre à talents Druide Gardien

Arbre à talents Druide Gardien

Arbre à talents Druide Restauration

Arbre à talents Druide Restauration


Druid Ability and Talent Tooltips

Below you'll find a list of all baseline abilities and talents available for Druids, including class-shared and specialization-specific talents.

Base Abilities
Class Talents
Balance Talents
Feral Talents
Guardian Talents
Restoration Talents

Baseline Druid Abilities

All maximum level Druids will have access to these abilities. They are earned through leveling and do not require you to spend talent points to have them.

Wrath: Hurl a ball of energy at the target, dealing Nature damage.

Moonfire: A quick beam of lunar light burns the enemy for a small amount of Arcane damage and then additional Arcane damage over 16 seconds.

Regrowth: Heals a friendly target and deals additional healing over 12 seconds.

Revive: Returns the spirit to the body, restoring a dead target to life with 35% of maximum health and mana. Not castable in combat.

Entangling Roots: Roots the target in place for 30 seconds. Damage may cancel the effect.

Bear Form (Shapeshift): Shapeshift into Bear Form, increasing armor by 220% and Stamina by 25%, granting protection from Polymorph effects, and increasing threat generation. The act of shapeshifting frees you from movement impairing effects.

Barkskin: Your skin becomes as tough as bark, reducing all damage you take by 20% and preventing damage from delaying your spellcasts. Lasts 8 seconds. Usable while stunned, frozen, incapacitated, feared, or asleep, and in all shapeshift forms.

Growl: Taunts the target to attack you.

Cat Form (Shapeshift): Shapeshift into Cat Form, increasing auto-attack damage by 40%, movement speed by 30%, granting protection from Polymorph effects, and reducing falling damage.

Prowl: Shift into Cat Form and enter stealth.

Dash: Shift into Cat Form and increase your movement speed by 60% while in Cat Form for 10 seconds.

Ferocious Bite: Finishing move that causes Physical damage per combo point and consumes up to 25 additional Energy to increase damage by up to 100%.

Aquatic Form: Your Travel Form increases your swimspeed by 100% and allows you to breathe underwater.

Travel Form (Shapeshift): Shapeshift into a travel form appropriate to your current location, increasing movement speed on land, in water, or in the air, and granting protection from Polymorph effects.

Flight Form: Your Travel Form allows you to fly and increases your movement speed by 150%.

Teleport: Moonglade: Teleport to the Moonglade. Casting Teleport: Moonglade while in Moonglade will return you back to near your departure point.

Mark of the Wild: Increases the target's Speed and critical strike chance by 3% and reduces their magic damage taken by 3% for 60 minutes. If the target is in your party or raid, all party and raid members will be affected.

Rebirth: Returns the spirit to the body, restoring a dead target to life with 100% health and at least 20% mana. Castable in combat.

Death Knight Talents and Abilities

As we move toward Dragonflight talents we are exploring ways for the Death Knight to express themselves based on their class talent choices. Each branch of the class tree is thematically tied to a specialization and the further you invest down a path the more you unlock talents that may have been previously unavailable to your spec such as Empower Rune Weapon, Will of the Necropolis, and Soul Reaper. Our goal is to create new and exciting options for you to explore and play around with allowing for a rich and engaging core tree that you can customize based on your own goals.

Death Knight Talent Trees (click or tap to enlarge)
Dragonflight : arbre à talents Chevalier de la mort Sang

Dragonflight : arbre à talents Chevalier de la mort Sang

Arbre à talents Chevalier de la mort Givre

Arbre à talents Chevalier de la mort Givre

Arbre à talents Chevalier de la mort Impie

Arbre à talents Chevalier de la mort Impie


Death Knight Ability and Talent Tooltips

Below you'll find a list of all baseline abilities and Talents available for Death Knights, including class-shared and specialization-specific Talents.

Base Abilities
Class Talents
Blood Talents
Frost Talents
Unholy Talents

Baseline Death Knight Abilities

All maximum level Death Knights will have access to these abilities. They are earned through leveling and do not require you to spend talent points to have them.

Death Coil: Fires a blast of unholy energy at the target, causing Shadow damage to an enemy or healing an Undead ally for health.

Death Grip: Harnesses the energy that surrounds and binds all matter, drawing the target toward you.

Runeforging: Allows the Death Knight to emblazon their weapon with runes.

Dark Command: Command the target to attack you.

Death Gate: Opens a gate which you can use to return to Ebon Hold. Using a Death Gate while in Ebon Hold will return you back to near your departure point.

On a Pale Horse: You are as hard to stop as death itself, increasing your mounted speed by 20%.

Path of Frost: Activates a freezing aura for 10 min that creates ice beneath your feet, allowing party or raid members within 50 yards to walk on water. Usable while mounted, but being attacked or damaged will cancel the effect.

Death and Decay: Corrupts the targeted ground, causing Shadow damage over 10 sec to targets within the area.

Rune Strike: Strike the target for Physical damage. This attack cannot be dodged, blocked, or parried.

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Commentaires (28)

Tous les commentaires Top commentaires

Azraèl
  • 17 messages

+
+2
Citation de Harthady'a un arbre calculateur sur mythictrapPOINTcom/dragonflights-talents



Merci beaucoup, j'ai pu tester un peu, il y a plus de points à dépenser que ce que je pensais.

Concernant les spells qu'on avait automatiquement et qui sont maintenant des talents, je ne vois pas ça comme une régression mais plutôt comme un vrai choix stratégique à faire : alors qu'avant on avait tous les spells, ça va forcé a bien choisir entre deux spells qu'on connait bien et qu'on trouve puissant mais qui auront pas le même impact sur un combat donné.

De plus ça ouvre plus de possibilité de choisir plusieurs fois la même classe/spé dans le raid. On sera moins gêné de prendre plusieurs fois la même classe/spé mais l'un va être en spé burst pour les adds à finir rapidement pendant que d'autres sur le boss ou encore une meilleure optimisation sur du heal tank et heal raid
Hanyuu
  • 71 messages

+
+2
Citation de Harthady'a un arbre calculateur sur mythictrapPOINTcom/dragonflights-talents

Merci pour l'info
dorvap
  • 131 messages

+
-5
Citation de DaqiaoAlors pour info certain talents sont donnée gratuitement en monté de niveau les gars
de plus sur FF14 y a pas d'arbre de talent et le jeu est très bien
Ne vous plaignez pas de la linéarité du machin ça sert vraiment à rien c'est pas parce qu c'est un peu linéaire que ca va être moisi


toi tu joue depuis vanilla donc ta pas connus les arbres d origine . ils n ont fait aucun travaille ça ce vois on va ce taper une extention de merde de plus .
tetronitte
  • 42 messages

+
+0
Citation de Barøux
Citation de tetronitteLes talents pour améliorer la croissance sauvage dans l'arbre restauration sont
plus haut que le sort lui-même dans l'arbre de classe. C'est assez étrange.

Sinon à voir, mais en tant que druide heal devoir choisir entre la forme d'arbre et la convok çà me fend le cœur :'(

[Croissance sauvage] se trouve dans l'arbre de classe et non de spécialisation et y s'trouve sur la 7éme lignes, la première amélioration du sort dans l'arbre de spécialisation se trouve ligne 5 mais étant donné qu'ont place ceux de classe avant de spécialisation tu aura sûrement le sort avant.

Il faut dépenser 11 points pour avoir la croissance, 5 pour avoir la première amélioration. Donc non on aura pas sûrement le sort avant sauf si on va délibérément pas prendre l'amélioration. Ce qui me semble être un problème de design.
velyazd
  • 79 messages

+
+4
Citation de dorvap
Citation de DaqiaoAlors pour info certain talents sont donnée gratuitement en monté de niveau les gars
de plus sur FF14 y a pas d'arbre de talent et le jeu est très bien
Ne vous plaignez pas de la linéarité du machin ça sert vraiment à rien c'est pas parce qu c'est un peu linéaire que ca va être moisi


toi tu joue depuis vanilla donc ta pas connus les arbres d origine . ils n ont fait aucun travaille ça ce vois on va ce taper une extention de merde de plus .

Je suppose alors que tu va pas l'acheter et que tu va arrêter de venir sur les forums?
Asgariel
  • 19 messages

+
+4
Citation de dorvap toi tu joue depuis vanilla donc ta pas connus les arbres d origine . ils n ont fait aucun travaille ça ce vois on va ce taper une extention de merde de plus .


Faut faire la différence entre Classic/ vanilla et le jeu d'aujourd'hui même si certes ils admettent s'être inspiré d'avant, on va partir de la base.
Déjà l'arbre n'est plus aussi linéaire que celui d'avant ils ont tous l'air d'avoir au moins trois fins différentes plutôt qu'une seule comme celui des précédentes extensions.
Maintenant on va se projeter dans la 10.0, comme on le sait possibilité de faire plusieurs arbres et d'en changer ou on veut autant qu'on veut, on sait aussi qu'on aura des nouveaux donjons avec les MM+ et les affixs, on va pouvoir créer des arbres pour chaque donjon et parfois pour s'adapter à un seul affix voire même s'adapter au groupe, par exemple avec un Rsham dans le groupe on peut se passer surement du cut du druide il peut donc mettre son point ailleurs. Avec toutes ces variables il est possible de créer des dizaines d'arbres par classe et même parfois de faire changer son gameplay assez fortement. Quand on lit chaque point de talent à l'air intéressant et faudra mieux choisir son point de Talent ça ne sera pas un point à mettre pour enlever 0.1 sec à une compétence.
Enfin bref la comparaison et la critique qui va derrière n'ont aucun sens
dorvap
  • 131 messages

+
-1
Citation de Asgariel
Citation de dorvap toi tu joue depuis vanilla donc ta pas connus les arbres d origine . ils n ont fait aucun travaille ça ce vois on va ce taper une extention de merde de plus .


Faut faire la différence entre Classic/ vanilla et le jeu d'aujourd'hui même si certes ils admettent s'être inspiré d'avant, on va partir de la base.
Déjà l'arbre n'est plus aussi linéaire que celui d'avant ils ont tous l'air d'avoir au moins trois fins différentes plutôt qu'une seule comme celui des précédentes extensions.
Maintenant on va se projeter dans la 10.0, comme on le sait possibilité de faire plusieurs arbres et d'en changer ou on veut autant qu'on veut, on sait aussi qu'on aura des nouveaux donjons avec les MM+ et les affixs, on va pouvoir créer des arbres pour chaque donjon et parfois pour s'adapter à un seul affix voire même s'adapter au groupe, par exemple avec un Rsham dans le groupe on peut se passer surement du cut du druide il peut donc mettre son point ailleurs. Avec toutes ces variables il est possible de créer des dizaines d'arbres par classe et même parfois de faire changer son gameplay assez fortement. Quand on lit chaque point de talent à l'air intéressant et faudra mieux choisir son point de Talent ça ne sera pas un point à mettre pour enlever 0.1 sec à une compétence.
Enfin bref la comparaison et la critique qui va derrière n'ont aucun sens


tout a fait d accord , aucun sens de s extasier devant le vide absolue , on prend tout les talent ou les met dans un arbre et tin tin tin regarder ce que l on vous prepare les joueurs on la crée rien que pour vous , genial non .... ben non genial ce serais de refaire les arbres totalement avec de nouveau sort , vous etes la a leurs dire merci de vous donner le repas de la semaines derniere sortie du congel et passer au micro-onde . mais pk ils ce priveraient si y a des gens assez stupide pour payer pour rien !
Hanyuu
  • 71 messages

+
+5
work in progress n'oublier pas légion est de sont arbres quand ça été link au tous début, rien a voir avec une version final

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