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WOW Classic Problems with Talent Trees

The interesting aspect of Classic and Retail is how the two talent trees continue to expand. From 10 to 20, the classic tree is excellent. The upgrade is still quite fast, level 21 allows us to use our most important DPS ability-the Command Seal. At level 15 of the retail industry, you have only released one talent. Early classic games gave you more points to play and gave you a sense that each point is meaningfully modifying your character. After the WOW Classic cooking guide, today, we will talking about the talent tree.


Unfortunately, one of the classic (pun intended) problems with the classic talent tree is that almost all classes suffer from what I call a "dead zone." Classic World of Warcraft uses a three-page talent system. The deeper you go into each tree (Holy, Protected, Paladin's Retribution), the more spells and power-up talents you release. You get one talent point per level.


First of all, this is fine. Retribution is the classic leveling tree of the Paladin. Most of the first 30 points (from 10 to 39) you earn can be invested in core DPS talents. At level 39, you have established enough points to rise to 30 points in the Distribution, and it can be said that most of them have invested in DPS improvements, which is good because DPS is what Ret does.


However, it is clear that at level 39, the outlook is bleak. The next major DPS boost available to Ret Paladins is dedication, buried 11 points deep in the holy tree. If you invest the first 30 points in Ret, you can invest the next 11 points in Holy and get dedication. When you spend 10 points to unlock our AoE attack, it will increase some moderate DPS, increase its power by 10%, and increase its intelligence by 10% (The Paladin's DPS depends on the mana value, so additional intelligence will help). Even so, these are not huge impetus.


Once Consecrate is unlocked, the next best thing we want to get is the Precision hit rate + 3% in the Prot tree, which requires you to spend 5 points to boost Devotion Aura (add armor). But since Ret Paladins is mainly based on divine damage, and we already have an aura that enhances it, you basically invest 5 points in an aura, this will not improve the DPS of the team copy or the dungeon, it will only provide a modest increase and decrease hurt


Precision's + 3% hit rate is very useful and can indeed improve your DPS, but this is actually the last thing you unlock, and there is not much improvement. It's hard not to look at the talent I spent on unlocking relatively small upgrades, and envy other professions that kill faster than the Paladin. At the age of 20, the gap was still small. By the age of 40, it will get bigger and bigger. In the endgame, this will be important. Each class struggled to some extent with this problem, but other weaknesses in Paladin design made it difficult to make up for.


Retail leveling provides a completely different progression system. In the retail industry, you gain talent at every 15 levels without having to spend the money to train an instructor to learn spells, but to automatically acquire them after upgrading. There is much less talent to choose from, and there is no need to dive into a tree of knowledge to unlock capabilities. Some talents work well together, but the only limitation is that you can't replace two 30 and 45 talents.


I've always preferred classic and retail talent system design, but I can't deny the fear of what's coming. Paladin DPS is difficult to enter the endgame. With the limited help of talents and buy gold wow classic, DPS's ability to expand is very poor, we have become very dependent on weapons DPS-most attacks do not want to provide high-end weapons for Paladins, because even if you do this, we will have a hard time with other profession Comparable.

WOW Classic

Mar-16-2020

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