At the carnival, Blizzard ** 110's new gameplay - Hero Talent Tree, unlike the traditional Talent Tree, the Hero Talent Tree is designed to create a unique logo for your character that distinguishes it from the rest of your team.
Today, Blizzard has ** the hero talent trees of 4 classes in one go, let's take a look.
The Hero Talent Tree is used for two specializations, and after the new level is opened, all of them can be filled after selecting the Hero Talent Tree at the full level, and only the choice of the choice point needs to be considered. The decision point is the key to making the difference in your role.
Sarein: Blood ** dk
Vampire Strike: Your Blight Coil and Spirit Strike have a 10% chance to turn your next Heart Strike or Scourge Strike into a Vampire Strike. - Vampire Strike will give you 3% of your maximum health and grant you the Blood Queen's Essence, increasing by 15% haste, up to 75% for 20 seconds.
Decision Point:Reviving allies restores the player to full health and grants you 20% of their maximum health, Mirage Step and Deathstep increase your movement speed by an additional 10%, and activating Mirage Step and DeathStep also increases the movement speed of 4 nearby allies by 20% for 5 seconds.
When you stand in Blight, you take 5% less physical damage and 5% more chance of getting a Vampire Strike.
Decision Point:Vampire Aura: Increases your lifesteal by 3%. While Lich Body is active, lifesteal is increased by 100% and affects 4 nearby allies.
Tenacity of Blood:Frozen Tenacity reduces the damage you take by up to an additional 30%, based on the amount of health you have lost.
When the Vampire Strike deals damage to an enemy affected by the Blood Plague or the Malignant Plague, it consumes the sickness effect and deals 200% of the damage for the remainder of the time.
The Blood Queen's Essence stacks two additional stacks and increases the damage of Wither Coil and Spirit Strike by 5%.
Vampire Strike has a chance to summon a Blood Beast to attack your enemies for 10 seconds. The Blood Beast stores a portion of its damage for each attack. When a Blood Beast dies, it deals 50% of its stored damage to nearby enemies and has the same stats as the Death Knight.
Each stack of Blood Queen's Essence has a 3% chance to return 1 Rune Charge to your Heart Strike or Scourge Strike. Vampire Strike has double the chance of returning.
Heart Strike and Scourge's Strike extend the Blood Queen's Essence by 05 seconds duration. Vampire Strike extends for double duration.
Decision Point:When your health is low at 35%, your Withered Coil and Spirit Strike have a 15% chance to trigger Vampire Strike and always crit.
50% of the Shadow damage you deal is also stored in your Bloodbeast, dealing additional damage when **.
The Gift of Sarein: When Vampire's Blood or Dark Mutation is activated, you will receive the Gift of Sarein. Sarein's Gift increases the Blood Queen's Essence by 100% and replaces your Heart Strike and Scourge Strike with a Vampire Strike for the duration of the Curse.
Timekeeper: Grace, Radiance, Evoker
Time Flame:Living Flames gain a boost of Bronze Magic, repeating the 15% damage you have dealt to the target in the last 5 seconds or ** (as Arcane damage), with a maximum amount of damage.
Package:Dangling now wraps you around planeswalking, and the cooldown is reduced by 5 seconds. Dangling still allows you to cast spells while moving.
Short-term energy:Twisting the Balance increases your Haste, Movement Speed and Cooldown Recovery by 2%, up to a maximum of 40% for 20 seconds. Spirit Flower deals an additional 30% of ** amount for 8 seconds. Cataclysm deals an additional 30% damage for 8 seconds.
Decision Point:Wraps reduce damage taken by 30%, starting at the highest level and decaying every 2 seconds. The package leaves behind a cloud of acceleration dust that increases movement speed by 20% on contact with allies for 30 seconds.
Casting an Essence spell during a short period of energy grants nearby allies a Thread of Destiny effect for 15 seconds, giving them a chance to duplicate the damage or spell cast, again dealing 15% of the effect.
Excellence:Each stack of Spirit Flower and Crustal Cataclysm grants you 3% Haste, up to a maximum of 9%.
Decision Point:You have 10% more stamina and intelligence, but 10% more cooldowns for all cooldowns. Abilities with 45 seconds or more of CD will increase your intelligence by 15% for 15 seconds.
Protective spells increase your stamina by 10% for 15 seconds. Essence spells extend their duration by 1 second.
Decision Point:The Charge spell enhances the Thread of Destiny effect you activate to 100% for 8 seconds, stacking twice.
Prophetic has a 25% chance that the CD will not trigger. Echo has a 25% chance not to consume essence.
Each time you cast a Charged Spell, the erratic time magic will reduce its CD by up to 15 seconds.
Afterimage:Charged spells cast up to 3 Time Blaze on the target. Time Blaze has a small chance of giving you the Essence Burst.
Hilllord: Berserk Protector Warrior
Lightning Strike:Thunder Strike, Vengeance, Rage Strike, and Slash have a 10% chance to deal damage to enemies while striking enemies with lightning, dealing moderate Nature damage.
Your skills deal 5% increased Storm Damage and Nature Damage. Storm damage ignores armor. Lightning strikes also deal a small amount of damage to nearby targets, with a 5 target falloff.
Increases shield slam damage by 20%. Increases Bloodlust and Rage damage by 10%. Shield Slam and Bloodlust have a 20% chance to grant you Thunder Strike, which stacks twice.
Thunder Strike replaces your next Thunder Strike and deals Storm Damage.
Decision Point:Aiding a target grants them a shield equal to 3 times your armor.
Lightning Strike also hits 2 additional targets and stuns them for 2 seconds.
Decision Point:Lightning Strike increases critical strike chance by 5% and critical hit damage by 10%.
Lightning Strike reduces Saboteur by 05 second cooldown.
Decision Point:Chase increases your maximum health by 10% for 5 seconds.
Thunder Strike reduces the damage you take by 4% for 5 seconds.
Decision Point:Your attacks have 15% increased chance of triggering a lightning strike.
Lightning Strike generates 3 rage.
Increases the damage of Vengeance, Rage Strike and Slash by 15%.
Lightning Strike has a 20% chance to slam your next two shields or Bloodthirsty without CD.
Celestial Storm:Casting the Celestial Descent grants you two stacks of Thunder Strike and resets the CD of Thunder Strike.
When the Celestial Descent is not activated, Lightning Strike has a 10% chance to grant you 4 seconds of Descent.
Thunder Impact:Your next Thunder Strike will become a Thunder Strike for Storm Strike damage.
Lightcaster: Holy Protective Paladin.
Holy Light Armament:The Light condenses in the target area to become the Light**, which can be used by you and your allies.
Toggle between Hallowed Bulwark and Hallow **. Lasts 20 seconds after use, and has two stacks of charge.
Hallowed Barrier: Gain a shield of 15% of your maximum health when equipped, and gain an additional 5% every 2 seconds, up to a maximum of 30%.
Hallow**: When equipped, your spells and abilities have a chance to deal additional Holy Damage and **.
Decision Point:Infuse your ** with the power of holy light, increasing your armor by 5% and your primary stat by 1%.
It is also infused in the armament of the Holy Light. Infuse your ** with the power of holy light, increasing your stamina by 3%, and skills that consume divine energy will sometimes release a ** wave around the target.
It is also infused in the armament of the Holy Light. If an ally picks up an armament, you also gain its buff.
If you pick up an armament, one of your nearby allies will also receive a buff.
Decision Point:Each Divine Energy you consume causes the next Devotion to deal a shared bonus damage and **, with a fixed cap.
Casting skills that drain divine energy will increase the damage and ** effects of your next Crusader Strike, Hammer of Blessing, and Hammer of Justice by 100%.
When an armament is gone, the cooldown of Holy Heal is reduced by 15 seconds and grants you Holy Light Infusion or Shining Light.
Decision Point:Your spells and abilities have a chance to manifest a Light Armament around you.
The cooldown of the Holy Light Armament is reduced by 20 seconds.
Decision Point:When equipped, the duration of Dread is reduced by 50%.
Enemies within 5 yards of the Hammer of Justice are slowed by 15%.
The aura effect you activate is 33% more effective against those equipped with the armament.
Consuming Light Infusion or Shining Light will extend the duration of the currently active armament by 3 seconds.
If there are no weapons currently present, reduce the cooldown of the weapons by 3 seconds.
Critical hits of Judgment trigger a shockwave at the target's location, dealing additional Holy Damage and **.
Vengeful Wrath summons an additional Hallowed **.
During Vengeful Fury, the Hallowed will cast spells on the target and copy your Hallowed abilities.
What do you think of this new mechanic?At the moment, it seems that this talent tree is not like the previous spirit guide, but simply enhances skills. There is a linkage between its talents, and it feels like if it is well balanced, it can really make each specialization different