Curious to see people's builds
Moderator: Dictators in Training
Curious to see people's builds
Well, I realize this may get no responses, but I'm curious to see what people's builds (or planned builds) are, especially for classes I haven't played much. Is kinda fun to play around with the talent calculator, but for classes I don't know as much about, I'm kinda shooting in the dark.
Anyway, I figured this might be helpful for anyone making a twink/alt, or hell, could be useful for a main if you see something you haven't thought of before.
So, to start it off, here's mine, with some notes (BTW, I'm a Paladin) Notes are the stuff in italics:
Holy Talents (8 points)
Spiritual Focus - 5/5 points
Gives your Flash of Light and Holy Light spells a 70% chance to not lose casting time when you take damage.
(Absolutely required, couldn't be without it, reasons should be obvious)
Improved Holy Light - 3/3 points
Increases the amount healed by your Holy Light spell by 12%.
(Makes my only useful heal a bit more efficient, though still nowhere near the equal of a priest)
Protection Talents (12 points)
Improved Devotion Aura - 5/5 points
Increases the armor bonus of your Devotion Aura by 25%.
(Adds up to 100-200 points of armor, can be a lifesaver, especially to any cloth wearers in my group, as the aura will effectively more than double their armor)
Toughness - 5/5 points
Increases your armor value from items by 10%.
(Should be self-explanatory, I think, especially for a plate wearer)
Blessing of Sanctuary - 1/1 point
Places a Blessing on the friendly target, reducing damage dealt from all sources by 7 for 5 minutes. Players may only have one Blessing on them per Paladin at any one time.
(Every little bit helps sometimes for some encounters, and I can put this on cloth wearers if they're getting hit a lot. At my current level, L4 of this spell reduces damage by 19 per hit)
Improved Seal of Fury - 1/5 point
Increases the amount of threat generated by your Seal of Fury and Judgement of Fury by 3%.
(Well, any help at all in holding aggro is needed, cause keeping mobs off DPS classes is a pain in the ass)
Retribution Talents (31 points)
Benediction - 5/5 points
Reduces the Mana cost of your Retribution spells by 15%.
(This is mainly to reduce the cost of Consecration, which is a huge mana drain, albeit very useful in the right circumstances.)
Improved Seal of the Crusader - 5/5 points
Increases the Attack Power bonus of your Seal of the Crusader and the Holy damage increase of your Judgement of the Crusader by 15%.
(Increases my damage, and is weapon-independent. I use this seal more than any other.)
Deflection - 5/5 points
Increases your Parry chance by 5%.
(Do I really need to explain this one?)
Vengeance - 5/5 points
Gives you a 15% bonus to Physical and Holy damage you deal for 8 seconds after dealing a critical strike.
(Good synergy with the later Conviction, and since all I do is melee for damage, pretty much, getting +15% every time I crit can be nice, even if it is really short duration.)
Seal of Command - 1/1 point
Fills the Paladin with the spirit of command for 30 seconds, giving the Paladin a chance to deal additional Holy damage equal to the damage of the Paladin's weapon. Only one Seal can be active on the Paladin at any one time.
Unleashing this Seal's energy will judge an enemy for 30 seconds, causing 24 Holy damage any time the enemy becomes stunned. Only one Judgement per Paladin can be active at any one time.
(Still not sure I want to keep this one, I think seal of crusader outdamages this, even with big damage 2h weapons, but I'd have to parse to be sure. I don't use this too often)
Precision - 3/3 points
Increases your chance to hit with melee weapons by 3%.
(More hits = more damage, duh)
Consecration - 1/1 point
Consecrates the land beneath the Paladin, doing 120 Holy damage over 8 seconds to enemies who enter the area.
(An aoe! Damage is pathetic compared to real AOEs, the primary use for this spell is to build up aggro on multiple mobs at once. Doesn't get that much aggro on them, but some is >>> none)
Conviction - 5/5 points
Increases your chance to get a critical strike with melee weapons by 5%.
(Do I really need to explain this one either?)
Blessing of Kings - 1/1 point
Places a Blessing on the friendly target, increasing total stats by 10% for 5 minutes. Players may only have one Blessing on them per Paladin at any one time.
(Amazing buff, especially on raids when there's other Paladins around to handle Wisdom, Might and Salvation, and the stat bonus is after all other buff spells, so the effect on, say, a Warrior who has Fortitude and Mark of the Wild on him can be 500hp or more, depending on their base STA)
Basically, I'm trying to generate as much extra DPS as possible, while remaining as weapon-independent as possible. After all, there will be some times when I need to be using 1h + Shield, and others when I want to go for 2h weapons, and if I sink 5 points into, say, 2h Weapon Specialization, those points are wasted whenever I'm using a 1h weapon. I also added the absolute-necessity holy talents, to let me cast while taking damage and make my heal a bit more efficient, and enough protection talents to help keep me alive. I'd love to get more points in Improved Seal of Fury, for better tanking, but I just don't have them to spend.
So far the build has been working pretty well for me. I'm 59 now, and the only talent I don't have yet is the 1 point in Improved Seal of Fury. I'm nowhere near as survivable, nor anywhere near as good a healer as I could be if I went Protection or Holy spec, but my damage is pretty good, and I don't seem to be doing too badly overall. Holy Shock is pretty tempting though, I must say. heh.
Anyway, would love to see everyone else's builds...
-Arlos
Anyway, I figured this might be helpful for anyone making a twink/alt, or hell, could be useful for a main if you see something you haven't thought of before.
So, to start it off, here's mine, with some notes (BTW, I'm a Paladin) Notes are the stuff in italics:
Holy Talents (8 points)
Spiritual Focus - 5/5 points
Gives your Flash of Light and Holy Light spells a 70% chance to not lose casting time when you take damage.
(Absolutely required, couldn't be without it, reasons should be obvious)
Improved Holy Light - 3/3 points
Increases the amount healed by your Holy Light spell by 12%.
(Makes my only useful heal a bit more efficient, though still nowhere near the equal of a priest)
Protection Talents (12 points)
Improved Devotion Aura - 5/5 points
Increases the armor bonus of your Devotion Aura by 25%.
(Adds up to 100-200 points of armor, can be a lifesaver, especially to any cloth wearers in my group, as the aura will effectively more than double their armor)
Toughness - 5/5 points
Increases your armor value from items by 10%.
(Should be self-explanatory, I think, especially for a plate wearer)
Blessing of Sanctuary - 1/1 point
Places a Blessing on the friendly target, reducing damage dealt from all sources by 7 for 5 minutes. Players may only have one Blessing on them per Paladin at any one time.
(Every little bit helps sometimes for some encounters, and I can put this on cloth wearers if they're getting hit a lot. At my current level, L4 of this spell reduces damage by 19 per hit)
Improved Seal of Fury - 1/5 point
Increases the amount of threat generated by your Seal of Fury and Judgement of Fury by 3%.
(Well, any help at all in holding aggro is needed, cause keeping mobs off DPS classes is a pain in the ass)
Retribution Talents (31 points)
Benediction - 5/5 points
Reduces the Mana cost of your Retribution spells by 15%.
(This is mainly to reduce the cost of Consecration, which is a huge mana drain, albeit very useful in the right circumstances.)
Improved Seal of the Crusader - 5/5 points
Increases the Attack Power bonus of your Seal of the Crusader and the Holy damage increase of your Judgement of the Crusader by 15%.
(Increases my damage, and is weapon-independent. I use this seal more than any other.)
Deflection - 5/5 points
Increases your Parry chance by 5%.
(Do I really need to explain this one?)
Vengeance - 5/5 points
Gives you a 15% bonus to Physical and Holy damage you deal for 8 seconds after dealing a critical strike.
(Good synergy with the later Conviction, and since all I do is melee for damage, pretty much, getting +15% every time I crit can be nice, even if it is really short duration.)
Seal of Command - 1/1 point
Fills the Paladin with the spirit of command for 30 seconds, giving the Paladin a chance to deal additional Holy damage equal to the damage of the Paladin's weapon. Only one Seal can be active on the Paladin at any one time.
Unleashing this Seal's energy will judge an enemy for 30 seconds, causing 24 Holy damage any time the enemy becomes stunned. Only one Judgement per Paladin can be active at any one time.
(Still not sure I want to keep this one, I think seal of crusader outdamages this, even with big damage 2h weapons, but I'd have to parse to be sure. I don't use this too often)
Precision - 3/3 points
Increases your chance to hit with melee weapons by 3%.
(More hits = more damage, duh)
Consecration - 1/1 point
Consecrates the land beneath the Paladin, doing 120 Holy damage over 8 seconds to enemies who enter the area.
(An aoe! Damage is pathetic compared to real AOEs, the primary use for this spell is to build up aggro on multiple mobs at once. Doesn't get that much aggro on them, but some is >>> none)
Conviction - 5/5 points
Increases your chance to get a critical strike with melee weapons by 5%.
(Do I really need to explain this one either?)
Blessing of Kings - 1/1 point
Places a Blessing on the friendly target, increasing total stats by 10% for 5 minutes. Players may only have one Blessing on them per Paladin at any one time.
(Amazing buff, especially on raids when there's other Paladins around to handle Wisdom, Might and Salvation, and the stat bonus is after all other buff spells, so the effect on, say, a Warrior who has Fortitude and Mark of the Wild on him can be 500hp or more, depending on their base STA)
Basically, I'm trying to generate as much extra DPS as possible, while remaining as weapon-independent as possible. After all, there will be some times when I need to be using 1h + Shield, and others when I want to go for 2h weapons, and if I sink 5 points into, say, 2h Weapon Specialization, those points are wasted whenever I'm using a 1h weapon. I also added the absolute-necessity holy talents, to let me cast while taking damage and make my heal a bit more efficient, and enough protection talents to help keep me alive. I'd love to get more points in Improved Seal of Fury, for better tanking, but I just don't have them to spend.
So far the build has been working pretty well for me. I'm 59 now, and the only talent I don't have yet is the 1 point in Improved Seal of Fury. I'm nowhere near as survivable, nor anywhere near as good a healer as I could be if I went Protection or Holy spec, but my damage is pretty good, and I don't seem to be doing too badly overall. Holy Shock is pretty tempting though, I must say. heh.
Anyway, would love to see everyone else's builds...
-Arlos
I have a level 60 Gnome rogue, and my talent build is aimed towards putting out a high, steady dps. Your typical backstab build, I'd imagine. Keep in mind that some of the seemingly less important talents were the best available to get to the next tier.
Assassination - 15 points
Malice 5/5
Increases your critical strike chance by 5%.
Ruthlessness 3/3
Gives your finishing moves a 60% chance to add a combo point to your target.
Murder 2/2
Increases your chance to hit while using your Sap, Ambush, Garrote, or Cheap Shot abilities by 5%.
Lethality 5/5
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Ambush, Ghostly Strike, or Hemorrhage ability by 30%.
Combat - 26 points
Improved Sinister Strike 2/2
Reduces the Energy cost of your Sinister Strike ability by 5.
Lightning Reflexes 5/5
Increases your Dodge chance by 5%.
Improved Backstab 3/3
Increases the critical strike chance of your Backstab ability by 30%.
Precision 5/5
Increases your chance to hit with melee weapons by 5%.
Dual Wield Specialization 5/5
Increases the damage done by your offhand weapon by 50%.
Dagger Specialization 5/5
Increases your chance to get a critical strike with Daggers by 5%.
Blade Flurry 1/1
Increases your attack speed by 20%. In addition, attacks strike an additional nearby opponent. Lasts 15 seconds. (mostly a toy, limited use)
Subtlety - 10 points
Camoflauge 5/5
Increases your speed while stealthed by 15%.
Opportunity 5/5
Increases the damage dealt when striking from behind with your Backstab, Garrote, or Ambush abilities by 20%.
Assassination - 15 points
Malice 5/5
Increases your critical strike chance by 5%.
Ruthlessness 3/3
Gives your finishing moves a 60% chance to add a combo point to your target.
Murder 2/2
Increases your chance to hit while using your Sap, Ambush, Garrote, or Cheap Shot abilities by 5%.
Lethality 5/5
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Ambush, Ghostly Strike, or Hemorrhage ability by 30%.
Combat - 26 points
Improved Sinister Strike 2/2
Reduces the Energy cost of your Sinister Strike ability by 5.
Lightning Reflexes 5/5
Increases your Dodge chance by 5%.
Improved Backstab 3/3
Increases the critical strike chance of your Backstab ability by 30%.
Precision 5/5
Increases your chance to hit with melee weapons by 5%.
Dual Wield Specialization 5/5
Increases the damage done by your offhand weapon by 50%.
Dagger Specialization 5/5
Increases your chance to get a critical strike with Daggers by 5%.
Blade Flurry 1/1
Increases your attack speed by 20%. In addition, attacks strike an additional nearby opponent. Lasts 15 seconds. (mostly a toy, limited use)
Subtlety - 10 points
Camoflauge 5/5
Increases your speed while stealthed by 15%.
Opportunity 5/5
Increases the damage dealt when striking from behind with your Backstab, Garrote, or Ambush abilities by 20%.
Arcane Talents (33 points)
Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.
Arcane Subtlety - 1/3 point
Reduces the threat generated by your offensive arcane spells by 20%.
Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.
Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.
Improved Mana Shield - 2/2 points
Increases the damage absorbed by your Mana Shield by 75%.
Arcane Meditation - 5/5 points
Allows 15% of your Mana regeneration to continue while casting.
Presence of Mind - 1/1 point
When activated, your next Mage spell with a casting time less than 10 seconds becomes an instant cast spell.
Arcane Mind - 4/4 points
Increases your maximum Mana by 8%.
Arcane Instability - 3/3 points
Increases your spell damage and critical strike chance by 3%.
Arcane Power - 1/1 point
When activated, your spells deal 35% more damage while costing 35% more mana to cast. This effect lasts 15 seconds.
Fire Talents (18 points)
Improved Fireball - 5/5 points
Reduces the casting time of your Fireball by 0.5 seconds.
Impact - 5/5 points
Gives your fire spells a 10% chance to stun the taget for 2 seconds.
Flame Throwing - 2/2 points
Increases the range of your fire spells by 6 yards.
Ignite - 5/5 points
Your critical strikes from fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 seconds.
Pyroblast - 1/1 point
Hurls an immense fiery boulder that causes 148 to 195 fire damage and an additional 56 damage over 12 seconds.
... typical arcane/fire build, I guess... but it works. Specced out of Improved Counterspell due to the bugged nature of it's current form~
Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.
Arcane Subtlety - 1/3 point
Reduces the threat generated by your offensive arcane spells by 20%.
Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.
Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.
Improved Mana Shield - 2/2 points
Increases the damage absorbed by your Mana Shield by 75%.
Arcane Meditation - 5/5 points
Allows 15% of your Mana regeneration to continue while casting.
Presence of Mind - 1/1 point
When activated, your next Mage spell with a casting time less than 10 seconds becomes an instant cast spell.
Arcane Mind - 4/4 points
Increases your maximum Mana by 8%.
Arcane Instability - 3/3 points
Increases your spell damage and critical strike chance by 3%.
Arcane Power - 1/1 point
When activated, your spells deal 35% more damage while costing 35% more mana to cast. This effect lasts 15 seconds.
Fire Talents (18 points)
Improved Fireball - 5/5 points
Reduces the casting time of your Fireball by 0.5 seconds.
Impact - 5/5 points
Gives your fire spells a 10% chance to stun the taget for 2 seconds.
Flame Throwing - 2/2 points
Increases the range of your fire spells by 6 yards.
Ignite - 5/5 points
Your critical strikes from fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 seconds.
Pyroblast - 1/1 point
Hurls an immense fiery boulder that causes 148 to 195 fire damage and an additional 56 damage over 12 seconds.
... typical arcane/fire build, I guess... but it works. Specced out of Improved Counterspell due to the bugged nature of it's current form~
- 10sun
- NT Drunkard

- Posts: 9861
- Joined: Sat Mar 13, 2004 10:22 am
- Location: Westwood, California
- Contact:
This is just an idea I've been toying with. Going for more of a PvE only build... more of an AE attack deal than anything. Just finished off my Arms Talents and moving to Fury.
Most likely I'll end up respec'ing at level 50ish though =\
-Adam
Arms Talents (21 points)
# Improved Rend - 3/3 points
Increases the bleed damage done by your Rend ability by 35%.
# Deflection - 5/5 points
Increases your Parry chance by 5%.
# Improved Charge - 2/2 points
Increases the rage generated by your Charge ability by 6.
# Deep Wounds - 3/3 points
Your critical strikes cause the opponent to bleed, dealing 60% of your melee weapon's average damage over 12 seconds.
# Improved Overpower - 2/2 points
Increases the critical strike chance of your Overpower ability by 50%.
# Impale - 2/2 points
Increases the critical strike damage done by your abilities in Battle, Defensive, and Berserker stance by 20%.
# Two-Handed Weapon Specialization - 3/5 points
Increases the damage you deal with two-handed weapons melee weapons by 3%.
# Sweeping Strikes - 1/1 point
You next 5 melee weapon swings strike an additional nearby opponent.
Fury Talents (30 points)
# Cruelty - 5/5 points
Increases your chance to get a critical strike with melee weapons by 5%.
# Unbridled Wrath - 5/5 points
Gives you a 40% chance to generate an additional Rage point when you deal melee damage.
# Improved Cleave - 3/3 points
Increases the bonus damage done by your Cleave ability by 60%.
# Blood Craze - 2/3 points
Allows 10% of your Health regeneration to work during combat for 20 seconds after being the victim of a critical strike.
# Enrage - 5/5 points
Gives you a 40% melee damage bonus for 4 swings any time you are the victim of a critical strike.
# Death Wish - 1/1 point
When activated, increases your melee damage by 20% and makes you immune to fear, but lowers your defense against all types of damage by 20%. Lasts 30 seconds.
# Improved Slam - 4/5 points
Decreases the casting time of your Slam ability by 0.4 seconds.
# Flurry - 5/5 points
Increases your attack speed by 30% for your next 3 swings after dealing a critical strike.
Most likely I'll end up respec'ing at level 50ish though =\
-Adam
Arms Talents (21 points)
# Improved Rend - 3/3 points
Increases the bleed damage done by your Rend ability by 35%.
# Deflection - 5/5 points
Increases your Parry chance by 5%.
# Improved Charge - 2/2 points
Increases the rage generated by your Charge ability by 6.
# Deep Wounds - 3/3 points
Your critical strikes cause the opponent to bleed, dealing 60% of your melee weapon's average damage over 12 seconds.
# Improved Overpower - 2/2 points
Increases the critical strike chance of your Overpower ability by 50%.
# Impale - 2/2 points
Increases the critical strike damage done by your abilities in Battle, Defensive, and Berserker stance by 20%.
# Two-Handed Weapon Specialization - 3/5 points
Increases the damage you deal with two-handed weapons melee weapons by 3%.
# Sweeping Strikes - 1/1 point
You next 5 melee weapon swings strike an additional nearby opponent.
Fury Talents (30 points)
# Cruelty - 5/5 points
Increases your chance to get a critical strike with melee weapons by 5%.
# Unbridled Wrath - 5/5 points
Gives you a 40% chance to generate an additional Rage point when you deal melee damage.
# Improved Cleave - 3/3 points
Increases the bonus damage done by your Cleave ability by 60%.
# Blood Craze - 2/3 points
Allows 10% of your Health regeneration to work during combat for 20 seconds after being the victim of a critical strike.
# Enrage - 5/5 points
Gives you a 40% melee damage bonus for 4 swings any time you are the victim of a critical strike.
# Death Wish - 1/1 point
When activated, increases your melee damage by 20% and makes you immune to fear, but lowers your defense against all types of damage by 20%. Lasts 30 seconds.
# Improved Slam - 4/5 points
Decreases the casting time of your Slam ability by 0.4 seconds.
# Flurry - 5/5 points
Increases your attack speed by 30% for your next 3 swings after dealing a critical strike.
Rogue Build
Kaiine, I understand your motives for taking the talents in Assasination, but am curious if those benifits are greater than taking the talent tree in SUbtlety up for improved Sap. That being said, I am usually in a group without a Mage, but am curious as to how much it effects your total dps, as I was thinking of going the same way. BTW fuck pseudo rogues, even though I am sure they work wonders in the pvp world.
- DangerPaul
- Nappy Headed Ho

- Posts: 6582
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- Scoota McGee
- NT Traveller

- Posts: 2612
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- Location: Dubai, U.A.E.
Wasn't their something about a sap nerf in the last patch?
"Liberals believe government should take people's earnings to give to poor people. Conservatives disagree. They think government should confiscate people's earnings and give them to farmers and insolvent banks. The compelling issue to both conservatives and liberals is not whether it is legitimate for government to confiscate one's property to give to another, the debate is over the disposition of the pillage."
-Dr. Walter Williams
-Dr. Walter Williams
http://www.wowrankings.com/viewb.htm?c= ... ry&id=1815
Click that and then click on the talent button above the profile. I went restoration because its rare to see a restoration druid. I prefer being able to keep my ass alive in PVP over dishing out a bit more damage. Its easier to outlive someone than to try and out damage them. Plus, its easier for me to find group for instances this way, as I can replace a priest as long as we have a Paladin in group. Yea I know the site runs slow sometimes, but I dont feel like cutting and pasting every talent I have =P
At least in my encounters it has been that way.
Click that and then click on the talent button above the profile. I went restoration because its rare to see a restoration druid. I prefer being able to keep my ass alive in PVP over dishing out a bit more damage. Its easier to outlive someone than to try and out damage them. Plus, its easier for me to find group for instances this way, as I can replace a priest as long as we have a Paladin in group. Yea I know the site runs slow sometimes, but I dont feel like cutting and pasting every talent I have =P
At least in my encounters it has been that way.
Have had nothing else to do =/ Had surgery and was pretty much not able to do anything but situp, eat and sleep for 3.5 weeks. So the majority of that playing time, is from that 3.5 weeks.
I also want to add, that the stat is wrong. That time is gotten from the first time I uploaded my character to the website. I havent spent that much time in the game. I have spent alot yes, due to surgery and recovery, but not 470 hours. I have a full time job as well. The wowrankings.com website and character screen is a bit flawed still.
If I have a ton of spirit buffs on me, and upload my character. It will show my spirit with all the buffs. It doesnt take base spirit. The current spirit on my character was self buffed.
As I was saying though, I havent spent that much time in game.
I also want to add, that the stat is wrong. That time is gotten from the first time I uploaded my character to the website. I havent spent that much time in the game. I have spent alot yes, due to surgery and recovery, but not 470 hours. I have a full time job as well. The wowrankings.com website and character screen is a bit flawed still.
If I have a ton of spirit buffs on me, and upload my character. It will show my spirit with all the buffs. It doesnt take base spirit. The current spirit on my character was self buffed.
As I was saying though, I havent spent that much time in game.
-
Zanchief






