Blue posts hit us with a surprise curveball today with this post explaining how they will be radically changing the talent system — including giving far fewer talent points, making you choose your main talent tree at level 10 and not giving you points in other trees until level 70, and finally removing all those “required” passive talents that they said mastery would let them do.
Here’s the full scoop:
When we first announced our design goals for class talent trees back at BlizzCon 2009, one of our major stated focuses was to remove some of the boring and “mandatory” passive talents. We mentioned that we wanted talent choices to feel more flavorful and fun, yet more meaningful at the same time. Recently, we had our fansites release information on work-in-progress talent tree previews for druids, priests, shaman, and rogues. From those previews and via alpha test feedback, a primary response we heard was that these trees didn’t incorporate the original design goals discussed at BlizzCon. This response echoes something we have been feeling internally for some time, namely that the talent tree system has not aged well since we first increased the level cap beyond level 60. In an upcoming beta build, we will unveil bold overhauls of all 30 talent trees.
Talent Tree Vision
One of the basic tenets of Blizzard game design is that of “concentrated coolness.” We’d rather have a simpler design with a lot of depth, than a complicated but shallow design. The goal for Cataclysm remains to remove a lot of the passive (or lame) talents, but we don’t think that’s possible with the current tree size. To resolve this, we’re reducing each tree to 31-point talents. With this reduction in tree size we need to make sure they’re being purchased along a similar leveling curve, and therefore will also be reducing the number of total talent points and the speed at which they’re awarded during the leveling process.
As a result, we can keep the unique talents in each tree, particularly those which provide new spells, abilities or mechanics. We’ll still have room for extra flavorful talents and room for player customization, but we can trim a great deal of fat from each tree. The idea isn’t to give players fewer choices, but to make those choices feel more meaningful. Your rotations won’t change and you won’t lose any cool talents. What will change are all of the filler talents you had to pick up to get to the next fun talent, as well as most talents that required 5 of your hard-earned points.
We are also taking a hard look at many of the mandatory PvP talents, such as spell pushback or mechanic duration reductions. While there will always be PvP vs. PvE builds, we’d like for the difference to be less extreme, so that players don’t feel like they necessarily need to spend their second talent specialization on a PvP build.
The Rise of Specialization
We want to focus the talent trees towards your chosen style of gameplay right away. That first point you spend in a tree should be very meaningful. If you choose Enhancement, we want you to feel like an Enhancement shaman right away, not thirty talent points later. When talent trees are unlocked at level 10, you will be asked to choose your specialization (e.g. whether you want to be an Arms, Fury or Protection warrior) before spending that first point. Making this choice comes with certain benefits, including whatever passive bonuses you need to be effective in that role, and a signature ability that used to be buried deeper in the talent trees. These abilities and bonuses are only available by specializing in a specific tree. Each tree awards its own unique active ability and passives when chosen. The passive bonuses range from flat percentage increases, like a 20% increase to Fire damage for Fire mages or spell range increases for casters, to more interesting passives such as the passive rage regeneration of the former Anger Management talent for Arms warriors, Dual-Wield Specialization for Fury warriors and Combat rogues, or the ability to dual-wield itself for Enhancement shaman.
The initial talent tree selection unlocks active abilities that are core to the chosen role. Our goal is to choose abilities that let the specializations come into their own much earlier than was possible when a specialization-defining talent had to be buried deep enough that other talent trees couldn’t access them. For example, having Lava Lash and Dual-Wield right away lets an Enhancement shaman feel like an Enhancement shaman. Other role-defining examples of abilities players can now get for free at level 10 include Mortal Strike, Bloodthirst, Shield Slam, Mutilate, Shadow Step, Thunderstorm, Earth Shield, Water Elemental, and Penance.
Getting Down to the Grit
Talent trees will have around 20 unique talents instead of today’s (roughly) 30 talents, and aesthetically will look a bit more like the original World of Warcraft talent trees. The 31-point talents will generally be the same as the 51-point talents we already had planned for Cataclysm. A lot of the boring or extremely specialized talents have been removed, but we don’t want to remove anything that’s going to affect spell/ability rotations. We want to keep overall damage, healing, and survivability roughly the same while providing a lot of the passive bonuses for free based on your specialization choice.
While leveling, you will get 1 talent point about every 2 levels (41 points total at level 85). Our goal is to alternate between gaining a new class spell or ability and gaining a talent point with each level. As another significant change, you will not be able to put points into a different talent tree until you have dedicated 31 talent points to your primary specialization. While leveling, this will be possible at 70. Picking a talent specialization should feel important. To that end, we want to make sure new players understand the significance of reaching the bottom of their specialization tree before gaining the option of spending points in the other trees. We intend to make sure dual-specialization and re-talenting function exactly as they do today so players do not feel locked into their specialization choice.
A True Mastery
The original passive Mastery bonuses players were to receive according to how they spent points in each tree are being replaced by the automatic passive bonuses earned when a tree specialization is chosen. These passives are flat percentages and we no longer intend for them to scale with the number of talent points spent. The Mastery bonus that was unique to each tree will now be derived from the Mastery stat, found on high-level items, and Mastery will be a passive skill learned from class trainers around level 75. In most cases, the Mastery stats will be the same as the tree-unique bonuses we announced earlier this year. These stats can be improved by stacking Mastery Rating found on high-level items.
To Recap
When players reach level 10, they are presented with basic information on the three specializations within their class and are asked to choose one. Then they spend their talent point. The other trees darken and are unavailable until 31 points are spent in the chosen tree. The character is awarded an active ability, and one or more passive bonuses unique to the tree they’ve chosen. As they gain levels, they’ll alternate between receiving a talent point and gaining new skills. They’ll have a 31-point tree to work down, with each talent being more integral and exciting than they have been in the past. Once they spend their 31′st point in the final talent (at level 70), the other trees open up and become available to allocate points into from then on. As characters move into the level 78+ areas in Cataclysm, they’ll begin seeing items with a new stat, Mastery. Once they learn the Mastery skill from their class trainer they’ll receive bonuses from the stat based on the tree they’ve specialized in.
We understand that these are significant changes and we still have details to solidify. We feel, however, that these changes better fulfill our original class design goals for Cataclysm, and we’re confident that they will make for a better gameplay experience. Your constructive feedback is welcomed and appreciated.
Oooookay. This is big news. While it’s a big change, I’m not convinced it will make things all that much different — it’ll just make them a lot simpler, which is likely the goal.
All those +%damage +%crit chance talents are likely to go away, and instead that will just be built into our gear and abilities. The drop from 51 talent points in a tree to 31 is huge, and likely this means that every talent we choose will have some interesting ability, whether it’s a new ability like Silencing Shot, a core modification of an ability like Focus Fire, or just a minor modifier like Concussive Barrage, we may actually see the removal of passive boost talents.
I know some people are going to read this and immediately say “Blizzard is killing hybrid specs and removing our options!” I guess I disagree. They aren’t killing hybrid specs, because hybrid specs are not a living thing. There is no hunter hybrid that is remotely good. You could argue that they’re making it official, or putting the nail in the coffin, or whatever, but the state of hybrid specs in Cataclysm is not a change from what it is now.
In fact, I think using the system to eliminate them is probably a good thing — that removes the possibility of a new hunter making really super bad choices with their speccing (which is the only time you actually see a hybrid spec).
Overall I’m fine with the changes. It’s just a really, really big change. And now all those beta talents we learned about a week ago? Well, half of them are going away, and much of the rest are going to be restructured.
Back to the drawing board!

Just got done reading about this elsewhere and I gotta say, I approve. I bet a lot of people will be pissed off about it though.
If blizzard want to force us into one talent tree until level 71 they should at least cheapen the cost of dual specialization down from 1000G.
Other than that, I give this talent tree restructuring a big thumbs up. I wonder how much progress and manpower hours spent on the previously new talent tree changes are completely lost due to this?
While I agree with Iceveiled that many previously spent hours have been blown now, I am totally in favor of no longer wasting hours figgering out that I have, indeed, been making mistakes in my talent allocation. And the idea that you no longer have to wait until level 20…level 30…level 40 to reach your definition as a particular class is fabulous. The advice that you needed to “stick with” a class for days until you felt like you were actually playing that class always used to stick in my craw.
For hunters, this is going to be interesting. Simply put – what ultimately defines a Marksman vs. a Beastmaster vs. a Survivalist? Ask a dozen hunters that question and you’ll get 10 different answers and half a dozen fist fights
I wonder what Blizz’s ultimate answers will be!
I fully agree with these changes. I was abit sceptical (typo?) at first. But now that I’ve went over it again I do indeed like the idea of these changes.
@ urfeck yeah what does define mm vs bm vs surv.
Think its safe to say aimedshot for MM though
I got to give it to blizzard for making these radical changes at this point. After all WoW is a business first and then distantly second a game. These changes are made to hold true to a vision of what the creative department wants the game to ideally look like.I would of love to see the look on the head of finance, whose job is to maximize profit not player experience or subscribers, when they brought all those new costs. It really says something about Blizzard/Activision commitment to a quality game.
Blizzard’s stated goal of trimming the fat (i.e. the boring talents) from talent trees was really difficult to reconcile with the sizes of those talent trees. It’s hard for a tree to be big enough to hold 71 talent points (as many are) and have exciting, useful talents in each position.
The new system addresses that issue admirably. It’ll be a tremendous shakeup, but in the long run I think it will definitely be for the best.
I love the changes to the changes. NOW they’re being true to what they had said initially at BlizzCon ’09. I like the idea of an ability one level, a talent point the next. Now it’ll feel like each point achieves something in and of itself as opposed to [often] just leading the way to feeling like we’ve gotten something; ex: “Only 4 more points until….!!” Now each point will count. I like it.
I think
BM – Bestial wrath
MM – Chimera
Surv – Lock and Load
@ morphic
LOL…are you serious Aimed shot its obviously improved hunters mark every non-noob mm hunter has 4 points before anything!!!
I like the streamlining and choosing a spec to unlock skills and talent abilities. Perhaps with this, one wouldn’t need to spend a talent point on a core spec skill, it will be one of the every-other-level items.
One hopes that respecs become and remain cheap at lower levels. All of my characters were forever (expensively) moving back and forth trying to see what playstyle was better suited for me. The current +5g per spec model is prohibitive for most lower level characters. I’d love it to remain at a minimal cost (5 or 10 gold) until we reach that 31-point mastery level. After that, incremental raises to respec cost works just fine.
I do like limiting us to one tree at a time through the leveling years, it gives a better feel for what that tree is about. Currently, there are so many “must have” types of talents that most classes level with a few points in at least one other tree.
Will we no longer see distinct “phases” of progression at the legacy leveling breaks, 60, 70, 80 (which, admittedly, were somewhat lessened with Cataclysm)? I’d suggest opening up those other trees when we hit the corresponding talent point for graduating from old-world to Outlands… or something else equally appropriate for the sense of “I have arrived” that such milestones once gave us.
As to what “defines” Marks vs. BM vs. Survival, I’d say:
Marks: Aimed or Chimera Shot
BM: Bestial Wrath
Survival: Explosive Shot or Black Arrow
I know perfectly well I’d die happy if Chimera, Explosive and BW were the baseline abilities. That’s probably wishful thinking, though.
I am interested in seeing what comes out of this. But I disagree with you, perhaps only in terms of definition. To me, all specs are hybrids, particularly the 0/20/51 Survival I ran with until 3.3.
The advice I used to give people levelling BM won’t be any good anymore. First thing I would tell them to do is put 3 in Focused Aim, maybe a couple of other points in the marksman tree and then get the BM talents. That won’t be possible anymore, but on the “bright” side, Focused Aim will probably be gone as well.
If it isn’t though, would your advice be to level Marksman to get the 3% hit?
I have only one thing to say about hunter trees: “Survival” is not a good name. You do too much damage with it and your survivability is much lower than being a beast master
This is massive.
So … everything we’ve seen sofar on talents is … well, thrown out of the window.
OK, probably many of the new talents will stay, but will be 1/1 or 2/2 instead of 3/3 or 5/5.
And as I already claimed when mastery was introduced, also Blizzard acknowledged. Mastery didn’t provide any incentive on chosing talents. It was kind of a static bonus. So why not just implement it like that. And they did.
(Except for the gear mastery. And it seems to be independend on level, so e.g. 8,01% double shot for all levels providing you’ve received it!?)
And, yes, now finally Blizzard does something to make us choose fun points! Or do they? Now we have (76 – 51) / 76 = 30% of our talents free to choose regardless of spec. Then it will be (41 – 31) / 41 = 24%. So we’ll actually have LESS free/fun talents to put outside our chosen spec!
But hold on, Blizzard may not have dropped the ball again, because if they place all or at least many of the fun talents in the lower part, we are now forced to take them! So I’m anxious to see the new talent builds …
For me, I welcome this change. All those useless filler talents to get to what I really wanted, was actually increased with the talents as presented sofar, so I’m very happy to see it changed.
I’m intrigued by the signature abilities at level ten concept, here is what I think the core abilities will be for each tree;
Beast mastery will probably get frenzy and kill command with the new focus fire mechanic, as maintaining their personal haste buff will be what separates the men from the boys for our animal loving peers. Bestial wrath being a cool down doesn’t affect game play nearly as much as the frenzy to haste mechanics will.
Marksman will probably get aimed shot and the proc an instant aimed shot ability, yes this would mean they’ll be taking away aimed shot from the other specs, but with only 7 points to spend in different tree’s, do you really want one of them to be a talent tax like aimed shot?
Survival will probably get black arrow and lock and load, to get young hunters used to maintaining multiple DOTs and dealing with lock and load procs using arcane shot. You’ll have a later talent that lets lock and load proc off of traps, and finally explosive shot to replace arcane shot when you reach level 70.
@armin I think your math might be wrong, we are supposed to get our tier topper at 70 (kinnda like now) which is 31 points, we then have 15 levels of a talent point every other level following that which means 7 talent points are available for other trees at level 85.
I honestly have never really gotten the point of talent trees. It seems like everyone hits 80, looks up a guide to optimal talent specs and just uses that. Even if you’re one of the good players that checks in with your tree to make sure it still makes sense, the design actually discourages exploration or tweaking. They toss a price tag on it, and make the user erase the entire tree to play with one or two points.
Let us experiment with out playstyle.. Let us check out different talents. Blizz certainly isn’t giving us any manual on what’s good in what circumstance.. Let us mess around with it and see what works instead of making it so.. static.
Well, here’s my opinion of what the “signature” thing for each tree is:
BM: Focus Fire probably, possibly big red pet
SV: Explosive shot, no question
MM: Chimera shot most likely, possibly trueshot aura
SV is all about explosive, and you could argue that MM is all about chimera. In fact, blizzard has identified these as their “signature shots.” It makes sense to me that the signature defining ability of the tree should be given to them before, you know, level 70! Let newbie hunter get a feel for each tree, after all
The signature “shot” of BM is supposed to be Kill Command, so possibly BM should get the new “focus fire” talent for free of that bat, since that is the reason Kill Command is their signature shot. Once again my logic is that if this is their defining thing, let’s make it defining throughout the leveling process. Teach them what they need to know about their spec as they level, rather than change it all up after playing the class for days and weeks and months.
This is fantastic news! This is what I’ve been hoping they’d do, generally speaking, since Blizzcon. I was very disappointed to still see the full talent trees when they released the previews.
This is even more making me want to level another hunter from scratch.
“that removes the possibility of a new hunter making really super bad choices with their speccing”
Sadness. Learning from mistakes is a pretty good tool. Over all I’m ok with trimming the fat … but not ok with the lockout. Dumbing down. Dumbing down.
When are you going to start sharing our emails
Definitely a step in the right direction. Curious to see what they do with Glyphs.
@frost I don’t know boss, the example they gave has a passive and an active ability, and encapsulated the rotation for the spec. I think that they want each spec to play more or less the same at the low end as the high end. Just giving explosive shot at level 10 wouldn’t feel like a survival spec, because much of the meat of the game play comes from lock and load.
We already know what are our signature shots, but I’d like to know what makes you a BM/MM/SV at level 10?
What makes you a BM/MM/SV before the last point you spend to get your signature shots?
I’m certain that BM is about pets, MM is about direct damage, but what is SV? Indirect damage? DoTs? Trap dancing?
It seems only Explosive Shot defines a SV, and even then there’s no survivability about it.
I meant Explosive shot not LnL…just mispoke maybe got confused been so long since I played Surv
@ FRost – True shot is an interesting pick but I don’t think it qualifies because I know hunters who don’t have it because someone in there raid brings abdominable might(think that what its called)
@ Frost – Whats your rationale for picking focus fire…I’m sure it is well thought out and I am curious. For me BM is about the pet and nothing represented BM like the “I Win” button you could make once you got big red.
@aaaa – A cool down while emblematic and quite powerful, would mean you feel like a BM hunter for 20 or so seconds out of every two minutes.
@grimgold, no more than chimera shot makes you feel like a marksman only 1.5 seconds out of every 10 (or whatever it is).
A particular skill is not what defines a spec. Actually I think a better question is what defines you as a Beast Master to OTHER PEOPLE. Clearly, that is BigRedPet. Not so sure about the others.
I do hope they put some imagination into the talents they do make.
@aaaa I picked Focus Fire for this reason: I’m thinking of this in terms of teaching players how to play their class and spec throughout the leveling process. The way Focus Fire works right now makes it the core of the endgame BM playstyle — eating frenzy stacks to provide a haste buff. Balancing when to use Kill Command and keeping that Focus Fire buff up is going to be the core mechanic of BM, and that’s something we want BM to be learning as they level — I’d like to avoid playing one way up to level 60, and then suddenly throwing that out and learning another way to play in the latter half. Let’s teach them what they’re going to need to know as they level.
Big red pet is certainly the most identifiable aspect of BM, but it’s not a core mechanic — it’s not even an ability that you’re going to be able to use in every fight as you’re leveling. So it’s neat, it’s cool, but it’s not really teaching you much by providing it.
@corwyn – Thats kinnda my point, just giving chimera shot, with a good probability that we won’t even have any venoms yet, will just make it an extra button, that serves the same focus dump purpose as arcane shot but does a bit more damage. What makes chimera shot interesting currently is how it interacts with your stings, without stings its just a high damage shot without flavor or secondary concerns.
In cata, many of your rotation choices as marksman will revolve around weaving aimed shots into your rotation, and that’s going to be as important to marksmen hunters as Lock and Load is to survival hunters. Similarly, like frost said, managing kill command and the focus fire mechanic will become the center of BM’s rotation.
I’m guessing those things are the flavor they want to capture with the initial level 10 abilities. Of course given how unpredictable blizzard has been lately, who knows.
What is going to be the total number of talent points available in a tree? Is it just going to be 31? If there isn’t going to be any choices within a talent tree and you’re going to be locked into a talent tree at level 10, then why have talent trees?
It seriously sounds like they’re going to remove talent trees altogether.
For me this should be all about Hunter Training which is a very good thing. I hope though that advice wont be level as BM then when you get too end game throw that away and learn MM or SV.
I like this, but as the top poster said, I hope they’ll reduce the cost of dual talent specs and even lower the lvl for it (at least for those with a lvl 80 (85?) already. Since those people would not be new to the game there should be less of a chance of being a total newbie and thus dual talents being confusing which is what I gathered was the reason of the lvl40 thing in the first place.
“I’m thinking of this in terms of teaching players how to play their class and spec throughout the leveling process.”
Which is rather a different question than what is the defining skill. On the other hand, I think yours is a better idea. Give the skill which requires the most training or integration, early on.
Hmm… I’m behind this in theory. But my concern is one expressed to various degrees by some of the other posters: I like to fiddle with my spec and dabble in the other trees, especially when trying out a class (or a redesigned talent tree!).
I hope that Blizzard restructures respec-ing costs to ramp by level, similar to the way haircuts are cheap at lower levels, but get exponentially more costly at higher levels. If I get my new hunter up to, say, level 20 as BM, then decide I want to see how the other thirds live; so I try SV for a level, then try MM for a level, only to eventually want to go back to BM. That shouldn’t cost me 16g in the 20-22 level range, in my opinion.
@Grimgold, my math was correct
You’re mixing old and new. In the new situation we have 41 talentpoints only to spend. You’ll need 31 to get ‘freedom’. Hence 10 or 24% total ‘free’ points when we are at 85.
However my point was more, that I hope the ‘fun’ talents will be in the lower brackets. That way you are forced to take them.
On the other hand, that would then reduce the incentive to switch once you’ve reached 31, as you can then choose between ‘fun’ points in the lower brackets of the other trees or ‘good’ talents in your own tree …
So, as stated I’m anxious to see the new trees.
There is of course a risk here. We are less than 4 months from launch. And with so many changes it is impossible to balance all. I mean, hunters received the biggest change ever done to any class with the introduction focus. In addition they are now for the 3rd time in history doing a state change (e.g. ArP and AP gone as gear stats), they introduce new talents, introduce mastery, introducte new shots and now they are going to also change the way talents are spend. Also pets will now scale and get new abilities. And how knows, pet talents will also change. Each of these things alone can make things unbalanced!
Now of course a lot of testing will give information on how to tweak it. And Blizzard will, but at this moment they ar enot done yet. The rate at which thinsg change also suggest they are not even close to settling down.
So this means that there will probably be a lot of imbalances at launch. They will be sorted out perhaps later, but they will be there at launch.
I mean, balanced in PvP/Arena and PvP/BG and PvE/solo and PvE/5mans and PvE/raids and for all three specs? For both leveling blues and first tier of purple gearsets (aka with scaling)? Etc. Forget it, impossible with all this complexity.
Now, I’m not being cynical here. Just realistic. In fact I would like it to be imbalanced, as it actually gives us something to research and choose. Try to find the hidden uber-dps spec … (with of course the flipside that a certains spec is underpowered).
The lesser choices in talents will make it easier for Blizzard however to make it balanced in the long run, as there are lesser choices.
Flintlok I couldn’t agree with you more… well said. I hate the idea of becoming locked at lvl 10 to 1 and only 1 spec and then find out I dislike it and then have to wait ages for the moola to roll in to change. I’m not going to get to worked up about any of this tho, the xpac has a long way to go before release I assume, and they could throw all this out.
Oop’s just read some blue posts and it looks like this won’t be thrown out. Oh well, still won’t get worked up until I see it.
For lack of a better spot to post this, I am just now really getting comfortable with my X-soloing, and am wondering what the overall impact will be in Cataclysm??
The talent changes have me wondering if some of the “fat” they trim will be those little tweaks we use to max out our soloing abilities?
And if anyone knows definitively, what is the change regarding our pets & crit immunity from resilience?
“choose between ‘fun’ points in the lower brackets of the other trees or ‘good’ talents in your own tree”
Why would ‘fun’ talents be in another tree, and ‘good’ talents in in your own. That certainly isn’t the way it is now. Why does there even need to be a dichotomy between ‘fun’ and ‘good’. Imagine 3 tree with NO skills which directly affect damage done; things like Hawk Eye. Would that be a good thing or a bad?
I can never get too hyped (or un-hyped) about changes until I play them “hands-on”, but having said that, I think at first glance this massive change to talents (and the introduction of the mastery system) is going to work out well.
“Frostheim: In fact, I think using the system to eliminate them [sic: hybrid specs] is probably a good thing — that removes the possibility of a new hunter making really super bad choices with their speccing (which is the only time you actually see a hybrid spec).”
I agree that hybrid specs in this game is typically a recipe for failure. However, I disagree that “obsoleting” them is the right way to go. One of the things that the Blues keep parroting over and over is that they want to make the trees more versatile. That people will pick talents that suit their play style and pick talents they feel are “fun”. Not simply pick talents because they are “forced” to by the constraints placed on the system. Hearing that makes it seem that they should be encouraging hybrid specc’ing and experimentation, not tossing it out.
I really agree with all who’s said that the new system seems great! My only problem would be that amount of “freedom” that we were promised from the start with the old talent-changes/mastery in Cataclysm. They wouldn’t make any of the trees get taller than it allready was, they said, and instead give us a little more freedom by allowing us to use our 80-85 talent points to get deeper into the other speccs. This seems to be completely gone by now, as we actually get about the same % to spend in other trees than we actually got…
About the *defining* abilities, i’d guess:
(crits, dots, crowd controls, and generally just SURVIVING things…?)
BM: Some kind of slightly changed Focus Fire. BM should be all about haste, according to their first claims about Cata. Big red would be great, but is likely to show up just out of reach for the other speccs.
MM: Aimed shot of course. Not with the current stats for it (as it’s barely worth using), but they’ve multiple times been saying that the whole skill will get reshaped (possibly into something more like it was: Long cast time and really useful. Maybe with a deeper talent that could procc an instant.)
SV: I’m going for Black arrow here, to define them as “trappers”. Explosive would have about the same effect, but without putting any actual survivalism into the word *survivalist*.
For me it would make sense in fact to shift a lot of talents between MM and SV. MM should be more about standing still and firing heavy shots in PvE. BM would be about the same, but faster and with more focus on the pet. SV… Well, you can flame me all you want for this, but shouldn’t this be moved towards a much more PvP-only specc…?
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