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'''Specialization''' refers to choosing a primary [[talent tree]]. At level 10 each character is able to choose a specialization, before spending their first [[talent point]]. Choosing a specialization immediately grants the character a number of passive bonuses, as well as a signature ability – known as a [[primary ability]] – unique to their specialization.
:''This article is about physical critical strikes only. For magical critical strikes, see [[spell critical strike]].''
 
   
  +
For hybrid classes, selecting a specialization will determine the role (healing, tanking, melee DPS or ranged DPS) that the character is optimized for. However even for non-hybrid (pure) classes, with unique abilities and talents, each specialization has its own character and playstyle, different strengths and weaknesses, and offers a significantly different experience of the class.
'''Critical strike''' (often abbreviated as "crit") refers to 100% bonus [[physical]] [[damage]] (twice your normal damage) that occurs as a result of an attack made with melee or ranged weapons. The chance to critical strike can be viewed in the character pane under melee stats and is affected by [[Attributes#Agility|agility]], critical strike rating, and [[talent]]s. Some classes have talents that increase the amount of bonus damage for critical strikes or talents that increase their critical strike rating. Attacks made by mobs can not result in a blocked critical strike, but this can result on a player attack. It can also be viewed by opening the spell book and mousing over the "attack" ability. Notable about critical strikes is that any non-spell attack on a sitting target will always result with a critical hit.
 
   
  +
Each tree has its own [[Mastery]]. You may learn [[Mastery]] from your trainer at level 80. Each point of Mastery skill (not rating) obtained from gear and other sources will further increase the bonus.
== Critical Strike Rating ==
 
Critical Strike Rating is found on gear, enchants, and gems. It takes approximately 22.08 rating to increase your critical strike chance by 1% at level 70 and 45.91 at level 80.
 
   
  +
Once a specialization has been chosen, it is not possible to spend talent points in the other talent trees until 31 points have been spent in the primary tree. With only 41 talent points in total available at maximum level (85), the talent-tree lockout ensures that the majority of your character's points will be spent in their primary tree, enhancing areas of their abilities fitting to their specialization. This also further increases the unique character and playstyle of each specialization, with many powerful and unique talent abilities available only through spending points in the appropriate tree, in effect providing further specialization-specific abilities.
{| class="darktable" style="text-align:center; width:23em"
 
|-
 
! colspan="8" | Critical Strike Rating required for 1% Critical Chance
 
|-
 
! Level 60
 
! Level 70
 
! Level 80
 
|-
 
| 14
 
| 22.08
 
| 45.91
 
|}
 
   
  +
Once 31 points have been spent in the primary tree, further talent points can be spent in any desired tree. With a potential 10 points remaining to be spent, it is possible to gain talents in the first tier of any (or all) of your class's talent trees, making all first tier talents available to all specializations; the second tier of talents can be reached in 2 trees (including the primary) but not all 3. Third tier talents can only be reached by characters of the appropriate specialization, meaning that all talents and talent abilities in and above the third tier can be considered specialization-specific.
== Attack Rating and Defense ==
 
{{accuracy}}
 
Mobs which are the same level as you always have a 5% chance to crit. A mob's or player's crit chance is modified by the difference between the attacker's [[Attack Rating]] and the defender's [[Defense]]. The attack rating equals the skill with the currently equipped weapon (WS = Weapon Skill), being level * 5 for mobs and the same for player chars with maximum weapon skill. Each point of AR exceeding the target's Defense will increase chance to crit by 0.04%.
 
   
  +
Upon reaching level 30, characters can train in [[Dual Talent Specialization]], allowing them to switch back and forth between two sets of talents, glyphs, and action bars. This allows players to alternate specializations without [[talent build#re-spec|re-speccing]], saving gold and time spent.
This table assumes a player attacking either a mob or another player:
 
   
  +
For hybrid classes (excluding Priests) a character's specialization will also determine the attribute increased by the [[Armor Specialization|armor specialization]] bonus. The armor specialization bonus is a 5% increase of your primary attribute while wearing your correct armor class (plate, mail, leather or cloth) in all slots.
{| class="darktable"
 
  +
For hybrids, the primary attribute depends on the specialization chosen.
!Target type
 
!Target's Defense
 
!Difference to basic crit chance [basic crit chance: tooltip value for players, 5% for mobs]
 
|-
 
|player or mob
 
|Def = AR
 
|no change
 
|- class="alt"
 
|mob
 
|Def < AR
 
|no change
 
|-
 
|mob
 
|Def > AR
 
| - 0.2% per point of difference [unsure, if correct]
 
|- class="alt"
 
|player
 
|Def > AR
 
| - 0.04% per point of difference
 
|-
 
|player
 
|Def < AR
 
| + 0.04% per point of difference
 
|}
 
   
  +
'''Intellect''' is considered the primary attribute for healers and offensive casters, i.e. all [[Mage]]s, all [[Warlock]]s, all [[Priest]]s, [[Druid_talents#Balance|Balance]] and [[Druid_talents#Restoration|Restoration]] [[Druid]]s, [[Shaman_talents#Elemental|Elemental]] and [[Shaman_talents#Restoration|Restoration]] [[Shaman]] and [[Paladin_talents#Holy|Holy]] [[Paladin]]s.
Example: Level 70 player at maximum weapon skill against boss mob (level 73).
 
   
  +
'''Agility''' is considered the primary attribute for leather and mail wearing melee damage dealers and hunters, i.e. [[Druid_talents#Feral_Combat|Feral]] [[Druid]]s in [[Cat Form|cat form]], all [[Rogue]]s, all [[Hunter]]s and [[Shaman_talents#Enhancement|Enhancement]] [[Shaman]].
Mob's crit chance against player: 5% + 0,04%*(365-350)= 5,6%
 
   
  +
'''Strength''' is considered the primary attribute for plate wearing melee damage dealers, i.e. [[Warrior_talents#Arms|Arms]] and [[Warrior_talents#Fury|Fury]] [[Warrior]]s, [[Death_knight_talents#Frost|Frost]] and [[Death_knight_talents#Unholy|Unholy]] [[Death knight]]s and [[Paladin_talents#Retribution|Retribution]] [[Paladin]]s.
Player's crit chance against mob: tooltip crit chance - 0,2%*(365-350) = tooltip crit chance - 3%
 
   
  +
'''Stamina''' is considered the primary attribute for tanks i.e. [[Druid_talents#Feral_Combat|Feral]] [[Druid]]s in [[Bear Form|bear form]], [[Death_knight_talents#Blood|Blood]] [[Death knight]]s, [[Warrior_talents#Protection|Protection]] [[Warrior]]s and [[Paladin_talents#Protection|Protection]] [[Paladin]]s.
== Agility ==
 
The [[agility]] you need to acquire 1% critical hit chance depends on your class and level. Keep in mind everyone has a base crit of 5% from agility.
 
{| class="darktable" style="text-align:center; width:23em"
 
|-
 
! colspan="4" | AGI per 1% Crit
 
|-
 
! Class
 
! L. 60
 
! L. 70
 
! L. 80
 
|-
 
| Death Knight || 20 || 33 || 62.5
 
|-
 
| Druid || 20 || 40 || 83.3
 
|-
 
| Hunter || 33 || 40 || 83.3
 
|-
 
| Mage || 20 || 25 || 51
 
|-
 
| Paladin || 20 || 25 || 52
 
|-
 
| Priest || 20 || 25 || 52
 
|-
 
| Rogue || 29 || 40 || 83.3
 
|-
 
| Shaman || 20 || 40 || 83.3
 
|-
 
| Warlock || 20 || 25 || 51
 
|-
 
| Warrior || 20 || 33 || 62.5
 
|}
 
   
  +
Note that for the pure classes (Hunters, Mages, Rogues and Warlocks), the character's role and primary attribute are independent of specialization selected. In addition the primary attribute of a Priest is independent of specialization in spite of the fact that Priests are a hybrid class (because both of their roles benefit from Intellect).
== Effect of increased crit or hit chance ==
 
Both increased hit and crit chance have a kind of "diminishing returns" mechanic built in. A 1% increase of either stat will not increase the total damage output by 1%, but usually by a little less. Consider the following [[Attack table]]:
 
   
  +
To sum up, selecting a '''Specialization''' will determine:
#2% base miss
 
  +
*Role - Tanking, Healing, Ranged DPS or Melee DPS (hybrid classes only)
#5% dodge
 
  +
*Primary ability
#5% parry
 
  +
*Passive bonuses
#5% block
 
  +
*Mastery
#25% crit
 
  +
*Available talents and talent abilities
  +
*Primary attribute buffed by armor specialization (hybrid classes only)
   
Damage = BaseDamage * ((1.00 - 0.02 - 0.05 - 0.05 - 0.05 - 0.25) + 2 * 0.25)
 
= BaseDamage * 1.08
 
   
  +
==Class Specializations==
(With 0% crit we'd do 83% of BaseDamage)
 
  +
Below is a complete list of Specializations and the abilities and bonuses offered by each. Damage and Healing numbers given for abilities reflect maximum rank (Level 85).
   
  +
==={{ClassIcon|Death Knight|Large}} [[Death knight]]===
Now the same calculation with 26% crit chance:
 
Damage = BaseDamage * ((1.00 - 0.02 - 0.05 - 0.05 - 0.05 - 0.26) + 2 * 0.26)
 
= BaseDamage * 1.09
 
   
  +
[[File:APB Deathknight Blood.png]] [[Death knight talents#Blood|Blood]]: A dark guardian who manipulates and corrupts life energy to sustain <him/her>self in the face of an enemy onslaught.
We increased the total damage output by 1% of the base damage. Since the total output is more than 100% of that base damage, the actual increase in total damage output is "only" 0.93%. If the total output is significantly greater than the base damage, this percentage will be smaller, if the total output is below the base damage, the resulting increase will even be higher than 1%.
 
  +
;Role
  +
*Tanking
  +
;Primary Spell
  +
*[[Heart Strike]]: Instantly strike the target and up to two additional nearby enemies, causing 175% weapon damage plus 819 on the primary target, with each additional enemy struck taking 25% less damage than the previous target. Damage dealt to each target is increased by an additional 15% for each of your diseases present.
  +
;Passive Bonuses
  +
*[[Veteran of the Third War]]: Increases your total Stamina by 9% and your expertise by 6.
  +
*[[Blood Rites]]: Whenever you hit with Death Strike or Obliterate, the Frost and Unholy Runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.
  +
*[[Vengeance]]: Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.
  +
;Mastery
  +
*[[Blood Shield]]: Each time you heal yourself with Death Strike while in Blood Presence, you gain 50% of the amount healed as a damage absorption shield. Each point of Mastery increases the shield by an additional 6.25%.
   
=== What's better, +to hit or +crit? ===
 
In principle they are equal. Which is better depends on circumstances. An increase in [[hit]] rate will usually yield a constant level of damage, whereas a high crit chance gives a spiky, more random damage distribution over time. An important factor is whether there are procs related to either hits or critical hits. Also, both ratings have caps (which are not fixed to a certain % but rather depend on multiple factors such as hit chance, enemy's level and defense rating). To hit can only be used to counter the base chance to miss (5% for one or two-hand users without any off-hand weapon, and 24% for dualwielders), whereas the crit chance cannot become higher than available space for hit chance. If a dual wielder attacks a target with a high chance to dodge or parry the attacker can lose crit chance because the attack table is full.
 
   
  +
[[File:APB Deathknight Frost.png]] [[Death knight talents#Frost|Frost]]: An icy harbinger of doom, channeling runic power and delivering rapid weapon strikes.
For example, a dual wield in a raid, attacking from behind, with a 0 chance to hit, you have a maximum critical chance of 40%. Any additional critical chance increase is wasted. This number might seem high but take into consideration talents, potions, buffs, procs and skills that increase your crit rate to 50% or more, these are wasted.
 
  +
;Role
  +
*Melee DPS
  +
;Primary Spell
  +
*[[Frost Strike]]: Instantly strike the enemy, causing 130% weapon damage plus 277 as Frost damage.
  +
;Passive Bonuses
  +
*[[Icy Talons]]: Your melee attack speed is increased by 20%
  +
*[[Blood of the North]]: Permanently transforms your Blood Runes into Death Runes. Death Runes count as a Blood, Frost, or Unholy Rune.
  +
;Mastery
  +
*[[Frozen Heart]]: Increases all frost damage done by 16%. Each point of Mastery increases frost damage by an additional 2.0%.
   
From a raiding perspective, your miss chance increases by 4% (so 9% and 28% - base of 9% for special attacks) and increasing your Hit to at the very least cover your Special attacks is seen as more beneficial than increasing your Critical chance. After you have hit that level, you can focus more heavily on Critical Chance.
 
   
  +
[[File:APB Deathknight Unholy.png]] [[Death knight talents#Unholy|Unholy]]: A master of death and decay, spreading infection and controlling undead minions to do <his/her> bidding.
*For special attack based classes, increasing your Hit chance past 9% is ineffective.
 
  +
;Role
*For melee attack bases classes (combat rogues for example), increasing hit is still very beneficial.
 
  +
*Melee DPS
*For casting classes, Hit is near always more valuable than critical chance, at a rate of 2:1.
 
  +
;Primary Spell
  +
*[[Scourge Strike]]: An unholy strike that deals 100% of weapon damage as Physical damage plus 624. In addition, for each of your diseases on your target, you deal an additional 18% of the Physical damage done as Shadow damage.
  +
;Passive Bonuses
  +
*[[Master of Ghouls]]: Reduces the cooldown on Raise Dead by 60 sec, and the Ghoul summoned by your Raise Dead spell is considered a pet under your control. Unlike normal Death Knight Ghouls, your pet does not have a limited duration.
  +
*[[Reaping]]: Whenever you hit with Blood Strike, Pestilence, or Festering Strike, the Runes spent will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.
  +
*[[Unholy Might]]: Dark power courses through your limbs, increasing your Strength by 20%.
  +
;Mastery
  +
*[[Dreadblade]]: Increases Shadow damage done by 20%. Each point of Mastery increases Shadow damage by an additional 2.5%.
   
== [[Enhancer]]s ==
 
Equipment which increases critical hit rate stacks together, so it is possible to achieve relatively high critical hit rates (20% are easily possible with pre-Karazhan gear).
 
   
=== [[Elixir]]s ===
+
==={{ClassIcon|Druid|Large}} [[Druid]]===
*{{loot|common|Elixir of Deadly Strikes}}
 
*{{loot|common|Elixir of Major Agility}}
 
*{{loot|common|Elixir of the Mongoose}}
 
   
  +
[[File:APB Druid Balance.png]] [[Druid_talents#Balance|Balance]]: Can take on the form of a powerful Moonkin, balancing the power of Arcane and Nature magic to destroy enemies at a distance.
=== [[Enchantment]]s ===
 
  +
;Role
'''- Shoulders'''
 
  +
*Ranged Magical DPS
*[[Greater Inscription of the Axe]]
 
  +
;Primary Spell
*[[Greater Inscription of the Blade]]
 
  +
*[[Starsurge]]: You fuse the power of the moon and sun, launching a devastating blast of energy at the target. Causes 1018 to 1404 Spellstorm damage to the target and generates 15 Lunar or Solar energy, whichever is more beneficial to you.
*[[Inscription of the Blade]]
 
  +
;Passive Bonuses
*[[Greater Inscription of Vengeance]]
 
  +
*[[Moonfury]]: Arcane and Nature spell damage increased by 10%.
*[[Lesser Inscription of the Axe]]
 
  +
Increases the critical strike damage bonus of your Wrath, Moonfire, Starfire, Insect Swarm and Starfall spells by 100%.
*[[Might of the Scourge]] ''...no longer drops''
 
  +
;Mastery
  +
*[[Total Eclipse]]: Increases the bonus damage from Eclipse by 16%. Each point of Mastery increases the bonus by an additional 3%.
   
'''- Legs'''
 
*[[Nerubian Leg Reinforcements]] '' Leatherworking only ''
 
*[[Nerubian Leg Armor]]
 
*[[Nethercobra Leg Armor]]
 
*[[Cobrahide Leg Armor]]
 
   
  +
[[File:APB Druid Feral Combat.png]] [[Druid_talents#Feral Combat|Feral Combat]]: Takes on the form of a great cat to deal damage with bleeds and bites or a mighty bear to absorb damage and protect allies.
'''- Ranged'''
 
  +
;Role
*[[Heartseeker Scope]]
 
  +
*Tanking (In [[Bear Form]])
*[[Stabilized Eternium Scope]]
 
  +
*Melee DPS (In [[Cat Form]])
  +
;Primary Spell
  +
*[[Mangle]]: Mangle the target, inflicting damage and causing the target to take additional damage from bleed effects for 1 min. This ability can be used in Cat Form or Bear Form.
  +
;Passive Bonuses
  +
*[[Aggression (druid talent)]]: Increases your attack power by 25%.
  +
*[[Vengeance]]: Requires Bear Form. Each time you take damage while in Bear Form, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. Entering Cat form will cancel this effect.
  +
*[[Feral Instinct]]: Reduces the chance enemies have to detect you while Prowling.
  +
;Mastery
  +
*[[Savage Defender]] (Requires [[Bear Form]]): Increases the damage absorbed by your Savage Defense ability by 32%. Each point of Mastery increases the absorb by an additional 4%.
  +
*[[Razor Claws]] (Requires [[Cat Form]]): Increases the damage done by your bleed abilities by 25.04%. Each point of Mastery increases bleed damage by an additional 3.1%.
   
=== [[Gem]]s ===
 
{{:Critical strike rating gems}}
 
   
  +
[[File:APB Druid Restoration.png]] [[Druid_talents#Restoration|Restoration]]: Uses heal-over-time Nature spells to keep allies alive, taking on the form of a tree when the need is most urgent.
{{clr}}
 
  +
;Role
  +
*Healing
  +
;Primary Spell
  +
*[[Swiftmend]]: Consumes a Rejuvenation or Regrowth effect on a friendly target to instantly heal the target for 5229.
  +
;Passive Bonuses
  +
*[[Meditation]]: Allows 50% of your mana regeneration from Spirit to continue while in combat.
  +
*[[Gift of Nature]]: Healing increased by 25%.
  +
*[[Disentanglement]]: The Druid to clear all roots when Shapeshifting in addition to snares.
  +
;Mastery
  +
*[[Harmony]]:Your direct healing is increased by an additional 10% and casting your direct healing spells grants you an additional 10% bonus to periodic healing for 10 sec. Each point of Mastery increases each bonus by an additional 1.25%.
   
== Abilities and traits ==
 
   
  +
==={{ClassIcon|Hunter|Large}} [[Hunter]]===
=== Racial abilities ===
 
Some races have [[racial ability|racial abilities]] which increase the critical strike chance with certain weapons by 1%:
 
* [[Ironforge dwarf|Dwarf]]: [[Gun Specialization]]
 
* [[Darkspear|Troll]]: [[Bow Specialization|Bow]] and Thrown Specialization
 
* [[Orc]]: [[Axe Specialization (orc racial)|Axe]] Specialization (as of patch 2.3.4, orc axe racial no longer gives 1% crit. It now increases weapon expertise by 5 for Axes and Two-Handed Axes.)
 
   
  +
[[File:APB Hunter Beast Mastery.png]] [[Hunter_talents#Beast Mastery|Beast Mastery]]: A master of the wild who can tame a wide variety of beasts to assist <him/her> in combat.
:''Prior to [[Patch 2.3.0]], these racial abilities affected [[weapon skill]] instead.''
 
  +
;Role
  +
*Ranged Physical DPS
  +
;Primary Spell
  +
*[[Intimidation]]: Command your pet to intimidate the target, causing a high amount of threat and stunning the target for 3 sec. Lasts 15 sec.
  +
;Passive Bonuses
  +
*[[Animal Handler]]: Attack Power increased by 25%.
  +
;Mastery
  +
*[[Master of Beasts]]: Increases the damage done by your pets by 13.6%. Each point of Mastery increases pet damage by an additional 1.7%.
   
=== Professions ===
 
   
  +
[[File:APB Hunter Marksmanship.png]] [[Hunter_talents#Marksmanship|Marksmanship]]: A master archer or sharpshooter who excels in bringing down enemies from afar.
*[[Master of Anatomy]]
 
  +
;Role
  +
*Ranged Physical DPS
  +
;Primary Spell
  +
*[[Aimed Shot]]: A powerful aimed shot that deals 160% ranged weapon damage plus (RAP * 0.724)+776.
  +
;Passive Bonuses
  +
*[[Artisan Quiver]]: Ranged auto-attack damage increased by 15%.
  +
;Mastery
  +
*[[Wild Quiver]]: Grants a 14.4% chance for your ranged attacks to also instantly fire an additional ranged shot for 50% normal damage. Each point of Mastery increases the chance by an additional 1.8%.
   
== See also ==
 
*[[Combat]]
 
*[[Combat rating system]]
 
*[[Spell critical strike]]
 
*[[Agility]]
 
   
  +
[[File:APB Hunter Survival.png]] [[Hunter_talents#Survival|Survival]]: A rugged tracker who favors using animal venom, explosives and traps as deadly weapons.
{{Attack table}}
 
  +
;Role
  +
*Ranged Physical DPS
  +
;Primary Spell
  +
*[[Explosive Shot]]: You fire an explosive charge into the enemy target, dealing RAP*0.273+453 Fire damage. The charge will blast the target every second for an additional 2 sec.
  +
;Passive Bonuses
  +
*[[Into the Wilderness]]: Agility increased by 15%.
  +
;Mastery
  +
*[[Essence of the Viper]]: Increases all elemental damage you deal by 8%. Each point of Mastery increases pet damage by an additional 1%.
   
  +
[[Category:Game terms]]
 
  +
==={{ClassIcon|Mage|Large}} [[Mage]]===
[[Category:Combat]]
 
  +
[[Category:Attributes]]
 
  +
[[File:APB Mage Arcane.png]] [[Mage_talents#Arcane|Arcane]]: Manipulates arcane energies, playing with the very fabric of time and space.
[[Category:Formulas and game mechanics]]
 
  +
;Role
  +
*Ranged Magical DPS
  +
;Primary Spell
  +
*[[Arcane Barrage]]: Launches bolts of arcane energy at the enemy target, causing 1044 to 1274 Arcane damage.
  +
;Passive Bonuses
  +
*[[Arcane Specialization]]: Increases the damage of your Arcane spells by 25%.
  +
;Mastery
  +
*[[Mana Adept]]: Increases all spell damage done by up to 12%, based on the amount of mana the Mage has unspent. Each point of Mastery increases damage done by up to an additional 1.5%.
  +
  +
  +
[[File:APB Mage Fire.png]] [[Mage_talents#Fire|Fire]]: Ignites enemies with balls of fire and the breath of dragons.
  +
;Role
  +
*Ranged Magical DPS
  +
;Primary Spell
  +
*[[Pyroblast]]: Hurls an immense fiery boulder that causes 1291 to 1639 Fire damage and an additional 872 Fire damage over 12 sec.
  +
;Passive Bonuses
  +
*[[Fire Specialization]]: Increases the damage of your Fire spells by 25%.
  +
;Mastery
  +
*[[Flashburn]]: Increases the damage done by all your periodic fire damage effects by 22.4%. Each point of Mastery increases periodic damage done by an additional 2.8%.
  +
  +
  +
[[File:APB Mage Frost.png]] [[Mage_talents#Frost|Frost]]: Freezes enemies in their tracks and shatters them with Frost magic.
  +
;Role
  +
*Ranged Magical DPS
  +
;Primary Spell
  +
*[[Summon Water Elemental]]: Summon a Water Elemental to fight for the caster.
  +
;Passive Bonuses
  +
*[[Frost Specialization]]: Increases the damage of your Frost spells by 25% and of your Frostbolt spell by an additional 15%.
  +
;Mastery
  +
*[[Frostburn]]: All your spells deal 5% increased damage against Frozen targets. Each point of Mastery increases damage by an additional 2.5%.
  +
  +
  +
==={{ClassIcon|Paladin|Large}} [[Paladin]]===
  +
  +
[[File:APB Paladin Holy.png]] [[Paladin_talents#Holy|Holy]]: Invokes the power of the Light to protect and to heal.
  +
;Role
  +
*Healing
  +
;Primary Spell
  +
*[[Holy Shock]]: Blasts the target with Holy energy, causing 1399 to 1515 Holy damage to an enemy, or 2629 to 2847 healing to an ally, and grants a charge of [[Holy Power]].
  +
;Passive Bonuses
  +
*[[Walk in the Light]]: Increases the effectiveness of your healing spells by 10% and removes the cooldown on your Word of Glory.
  +
*[[Meditation]]: Allows 50% of your mana regeneration from Spirit to continue while in combat.
  +
;Mastery
  +
*[[Illuminated Healing]]: Your direct healing spells also place an absorb shield on your target for 12% of the amount healed lasting 15 sec. Each point of Mastery increases the absorb amount by an additional 1.50%.
  +
  +
  +
[[File:APB Paladin Protection.png]] [[Paladin_talents#Protection|Protection]]: Uses Holy magic to shield <himself/herself> and defend allies from attackers.
  +
;Role
  +
*Tanking
  +
;Primary Spell
  +
*[[Avenger's Shield]]: Hurls a holy shield at the enemy, dealing 2802 to 3424 Holy damage, silencing them, interrupting for 3 sec, and then jumping to additional nearby enemies. Affects 3 total targets.
  +
;Passive Bonuses
  +
*[[Vengeance]]: Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.
  +
*[[Touched by the Light]]: Increases your total Stamina by 15%, increases your spell hit by 8%, and increases your spell power by an amount equal to 60% of your Strength.
  +
*[[Judgements of the Wise]]: Your Judgement grants you 30% of your base mana over 10 sec.
  +
;Mastery
  +
*[[Divine Bulwark]]: Increases your chance to block melee attacks by 18%. Each point of Mastery increases block chance by an additional 2.25%.
  +
  +
  +
[[File:APB Paladin Retribution.png]] [[Paladin_talents#Retribution|Retribution]]: A righteous crusader who judges and punishes opponents with weapons and Holy magic.
  +
;Role
  +
*Melee DPS
  +
;Primary Spell
  +
*[[Templar's Verdict]]: An instant weapon attack that causes a percentage of weapon damage. Consumes all charges of [[Holy Power]] to increase damage dealt:
  +
1 Holy Power: 30% Weapon Damage
  +
  +
2 Holy Power: 90% Weapon Damage
  +
  +
3 Holy Power: 235% Weapon Damage
  +
;Passive Bonuses
  +
*[[Sheath of Light]]: Increases your spell power by an amount equal to 30% of your attack power and increases your chance to hit with spells by 8%.
  +
*[[Two-Handed Weapon Specialization (paladin specialization)]]: Increases the damage you deal with two-handed melee weapons by 20%.
  +
*[[Judgements of the Bold]]: Your Judgement grants you 25% of your base mana over 10 sec.
  +
;Mastery
  +
*[[Hand of Light]]: Your Templar's Verdict, Crusader Strike, and Divine Storm deal 16.8% additional damage as Holy damage. Each point of Mastery increases the damage by an additional 2.1%.
  +
  +
  +
==={{ClassIcon|Priest|Large}} [[Priest]]===
  +
  +
[[File:APB Priest Discipline.png]] [[Priest_talents#Discipline|Discipline]]: Uses magic to shield allies from taking damage as well as heal their wounds.
  +
;Role
  +
*Healing
  +
;Primary Spell
  +
*[[Penance]]: Launches a volley of holy light at the target, causing 699 to 789 Holy damage to an enemy, or 2352 to 2656 healing to an ally instantly and every 1 sec for 2 sec.
  +
;Passive Bonuses
  +
*[[Enlightenment]]: Intellect increased by 15%.
  +
*[[Meditation]]: Allows 50% of your mana regeneration from Spirit to continue while in combat.
  +
*[[Absolution]]: Enables your Dispel Magic spell to be cast on friendly targets to remove 2 harmful magical effects.
  +
;Mastery
  +
*[[Shield Discipline]]: Increases the potency of all your damage absorption spells by 20%. Each point of Mastery increases the potency of absorbs by an additional 2.5%.
  +
  +
  +
[[File:APB Priest Holy.png]] [[Priest_talents#Holy|Holy]]: A versatile healer who can reverse damage on individuals or groups and even heal from beyond the grave.
  +
;Role
  +
*Healing
  +
;Primary Spell
  +
*[[Holy Word: Chastise]]: Chastise the target for 564 to 632 Holy damage, and disorients them for 3 sec.
  +
;Passive Bonuses
  +
*[[Spiritual Healing]]: Healing increased by 15%.
  +
*[[Meditation]]: Allows 50% of your mana regeneration from Spirit to continue while in combat.
  +
*[[Absolution]]: Enables your Dispel Magic spell to be cast on friendly targets to remove 2 harmful magical effects.
  +
;Mastery
  +
*[[Echo of Light]]: Your direct healing spells heal for an additional 10% over 6 sec. Each point of Mastery provides an additional 1.25% healing over 6 sec.
  +
  +
  +
[[File:APB Priest Shadow Magic.png]] [[Priest_talents#Shadow|Shadow]]: Uses sinister Shadow magic, especially damage-over-time spells, to eradicate enemies.
  +
;Role
  +
*Ranged Magical DPS
  +
;Primary Spell
  +
*[[Mind Flay]]: Assault the target's mind with Shadow energy, causing 501 Shadow damage over 3 sec and slowing their movement speed by 50%.
  +
;Passive Bonuses
  +
*[[Shadow Power]]: Spell damage increased by 15%. Increases the critical damage of your Shadow spells by 100%.
  +
*[[Shadow Orbs]]:You have a 10% chance for your Shadow Word: Pain and Mind Flay spells to grant you a Shadow Orb each time they deal damage. Casting your Mind Blast or Mind Spike spell consumes all Shadow Orbs, increasing damage of that spell by 10% per Shadow Orb, and granting 10% increased damage on your periodic Shadow spells for 15 sec. You can have up to a maximum of 3 orbs.
  +
;Mastery
  +
*[[Shadow Orb Power]]: Increases the damage done by your Shadow Orbs by 11.6%. Each point of Mastery increases damage by an additional 1.45%.
  +
  +
  +
==={{ClassIcon|Rogue|Large}} [[Rogue]]===
  +
  +
[[File:APB Rogue Assassination.png]] [[Rogue_talents#Assassination|Assassination]]: A deadly master of poisons who dispatches victims with vicious dagger strikes.
  +
;Role
  +
*Melee DPS
  +
;Primary Spell
  +
*[[Mutilate]]: Instantly attacks with both weapons for 150% weapon damage plus an additional 201 with each weapon. Damage is increased by 20% against Poisoned targets. Awards 2 combo points.
  +
;Passive Bonuses
  +
*[[Improved Poisons]]: Increases the chance to apply Deadly Poison to your target by 20% and the frequency of applying Instant Poison to your target by 50%.
  +
*[[Assassin's Resolve]]: While wielding daggers, your maximum Energy is increased by 20 and your melee damage is increased by 15%.
  +
;Mastery
  +
*[[Potent Poisons]]: Increases the damage done by your poisons by 28%. Each point of Mastery increases damage by an additional 3.5%.
  +
  +
  +
[[File:APB Rogue Combat.png]] [[Rogue_talents#Combat|Combat]]: A swashbuckler who uses agility and guile to stand toe-to-toe with enemies.
  +
;Role
  +
*Melee DPS
  +
;Primary Spell
  +
*[[Blade Flurry]]: While active, the rogue's attacks strike an additional nearby opponent, but energy regeneration is reduced by 30%. Lasts until cancelled.
  +
;Passive Bonuses
  +
*[[Vitality (rogue talent)]]: Increases your Energy regeneration rate by 25% and your Attack Power by 25%.
  +
*[[Ambidexterity]]: Increases the damage done by your off hand and thrown weapons by 75%.
  +
;Mastery
  +
*[[Main Gauche]]: Your main hand attacks have a 16% chance to grant you an attack that deals damage equal to 100% of a main hand attack. Each point of Mastery increases the chance by an additional 2.00%.
  +
  +
  +
[[File:APB Rogue Subtlety.png]] [[Rogue_talents#Subtlety|Subtlety]]: A dark stalker who leaps from the shadows to ambush <his/her> unsuspecting prey.
  +
;Role
  +
*Melee DPS
  +
;Primary Spell
  +
*[[Shadowstep]]: Causes you to step through the shadows and appear behind an enemy target. Your next Ambush or Garrote delivered within 10 sec will deal 30% additional damage, and your movement speed is increased by 70% for 3 sec.
  +
;Passive Bonuses
  +
*[[Master of Subtlety]]: Attacks made while stealthed and for 6 seconds after breaking stealth cause an additional 10% damage.
  +
*[[Sinister Calling]]: Increases your total Agility by 25% and increases the percentage damage bonus of Backstab and Hemorrhage by an additional 25%.
  +
;Mastery
  +
*[[Executioner]]: Increases the damage done by all your finishing moves, and the effectiveness of your Slice and Dice, by 20%. Each point of Mastery increases damage by an additional 2.5%.
  +
  +
  +
==={{ClassIcon|Shaman|Large}} [[Shaman]]===
  +
  +
[[File:APB Shaman Elemental Combat.png]] [[Shaman_talents#Elemental|Elemental]]: A spellcaster who harnesses the destructive forces of nature and the elements.
  +
;Role
  +
*Ranged Magical DPS
  +
;Primary Spell
  +
*[[Thunderstorm]]: You call down a bolt of lightning, energizing you and damaging nearby enemies within 10 yards. Restores 8% mana to you and deals 1529 to 1745 Nature damage to all nearby enemies, knocking them back 20 yards. This spell is usable while stunned.
  +
;Passive Bonuses
  +
*[[Elemental Fury]]: Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 100%.
  +
*[[Shamanism (shaman talent)]]: Your Lightning Bolt, Chain Lightning, and Lava Burst spells gain an additional 20% benefit from your spell power, and their casting time is reduced by 0.5 sec.
  +
;Mastery
  +
*[[Elemental Overload]]: Grants a 16% chance for Elemental Overload to occur. Elemental Overload causes a Lightning Bolt, Chain Lightning, or Lava Burst spell you cast to trigger a second, similar spell on the same target at no additional cost that causes 75% of normal damage and no threat. Each point of Mastery increases the chance of Elemental Overload by an additional 2%.
  +
  +
  +
[[File:APB Shaman Enhancement.png]] [[Shaman_talents#Enhancement|Enhancement]]: A totemic warrior who strikes foes with weapons imbued with elemental power.
  +
;Role
  +
*Melee DPS
  +
;Primary Spell
  +
*[[Lava Lash]]: You charge your off-hand weapon with lava, instantly dealing 200% of that weapon's damage to an enemy target. Damage is increased by 40% if your off-hand weapon is enchanted with Flametongue.
  +
;Passive Bonuses
  +
*[[Mental Quickness]]: Increases your spell power by an amount equal to 50% of your attack power, and reduces the mana cost of your instant spells by 75%.
  +
*[[Dual Wield (shaman talent)]]: Allows one-hand and off-hand weapons to be equipped in your off-hand, allows you to parry frontal melee attacks, and increases your chance to hit by an additional 6%.
  +
*[[Primal Wisdom]] Your melee attacks have a 40% chance to immediately restore 5% of your base mana.
  +
;Mastery
  +
*[[Enhanced Elements]]: Increases all Fire, Frost, and Nature damage done by 20%. Each point of Mastery increases damage by an additional 2.5%
  +
  +
  +
[[File:APB Shaman Restoration.png]] [[Shaman_talents#Restoration|Restoration]]: A healer who calls upon ancestral spirits and the cleansing power of water to mend allies' wounds.
  +
;Role
  +
*Healing
  +
;Primary Spell
  +
*[[Earth Shield]]: Protects the target with an earthen shield, reducing casting or channeling time lost when damaged by 30% and causing attacks to heal the shielded target for 1770. This effect can only occur once every few seconds. 9 charges. Lasts 10 min. Earth Shield can only be placed on one target at a time and only one Elemental Shield can be active on a target at a time.
  +
;Passive Bonuses
  +
*[[Purification]]: Increases the effectiveness of your healing spells by 10%, and reduces the casting time of your Healing Wave and Greater Healing Wave spells by 0.5 sec.
  +
*[[Meditation]]: Allows 50% of your mana regeneration from Spirit to continue while in combat.
  +
;Mastery
  +
*[[Deep Healing]]: Increases the potency of your healing spells by up to 24%, based on the current health level of your target (lower health targets are healed for more). Each point of Mastery increases healing by up to an additional 3.0%.
  +
  +
  +
==={{ClassIcon|Warlock|Large}} [[Warlock]]===
  +
  +
[[File:APB Warlock Affliction.png]] [[Warlock_talents#Affliction|Affliction]]: A master of Shadow magic who specializes in fear, drains and damage-over-time spells.
  +
;Role
  +
*Ranged Magical DPS
  +
;Primary Spell
  +
*[[Unstable Affliction]]: Shadow energy slowly destroys the target, causing 1115 damage over 15 sec. In addition, if the Unstable Affliction is dispelled it will cause 2007 damage to the dispeller and silence them for 4 sec. Only one Unstable Affliction or Immolate per Warlock can be active on any one target.
  +
;Passive Bonuses
  +
*[[Shadow Mastery]]: Increases Shadow spell damage by 30%.
  +
;Mastery
  +
*[[Potent Afflictions]]: Increases all periodic shadow damage you deal by 13.04%. Each point of Mastery increases periodic shadow damage by an additional 1.63%.
  +
  +
  +
[[File:APB Warlock Demonology.png]] [[Warlock_talents#Demonology|Demonology]]: A warlock who uses both Fire and Shadow magic along with powerful demons.
  +
;Role
  +
*Ranged Magical DPS
  +
;Primary Spell
  +
*[[Summon Felguard]]: Summons a [[Felguard (warlock minion)|Felguard]] under the command of the Warlock.
  +
;Passive Bonuses
  +
*[[Demonic Knowledge]]: Increases your Fire and Shadow spell damage by 15%.
  +
;Mastery
  +
*[[Master Demonologist]]: Increases the damage done by your demon servants and damage you deal while transformed into a demon by 16%. Each point of Mastery increases damage by an additional 2.0%.
  +
  +
  +
[[File:APB Warlock Destruction.png]] [[Warlock_talents#Destruction|Destruction]]: Calls down demonic fire to burn and demolish enemies.
  +
;Role
  +
*Ranged Magical DPS
  +
;Primary Spell
  +
*[[Conflagrate]]: Instantly deals fire damage equal to 60% of your Immolate's periodic damage on the target.
  +
;Passive Bonuses
  +
*[[Cataclysm (warlock talent)]]: Increases Fire spell damage by 25%.
  +
;Mastery
  +
*[[Fiery Apocalypse]]: Increases all fire damage you deal by 10.8%. Each point of Mastery increases fire damage by an additional 1.35%.
  +
  +
  +
==={{ClassIcon|Warrior|Large}} [[Warrior]]===
  +
  +
[[File:APB Warrior Arms.png]] [[Warrior_talents#Arms|Arms]]: A battle-hardened master of two-handed weapons, using mobility and overpowering attacks to strike <his/her> opponents down.
  +
;Role
  +
*Melee DPS
  +
;Primary Spell
  +
*[[Mortal Strike]]: A vicious strike that deals 150% weapon damage plus 423 and wounds the target, reducing the effectiveness of any healing received by 10% for 10 sec.
  +
;Passive Bonuses
  +
*[[Anger Management]]: You gain 1 rage every 3 seconds while in combat, and generate 25% extra Rage from damage dealt.
  +
*[[Two-Handed Weapon Specialization (warrior specialization)]]: Increases the damage you deal with two-handed melee weapons by 12%.
  +
;Mastery
  +
*[[Strikes of Opportunity]]: Grants a 17.6% chance for your melee attacks to instantly trigger an additional melee attack for 100% normal damage. Each point of Mastery increases this chance by 2.2%.
  +
  +
  +
[[File:APB Warrior Fury.png]] [[Warrior_talents#Fury|Fury]]: A furious berserker wielding a weapon in each hand, unleashing a flurry of attacks to carve <his/her> opponents to pieces.
  +
;Role
  +
*Melee DPS
  +
;Primary Spell
  +
*[[Bloodthirst]]: Instantly attack the target causing (AP * 80 / 100) damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. This effect lasts 8 sec. Damage is based on your attack power.
  +
;Passive Bonuses
  +
*[[Dual Wield Specialization]]: Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 5% and raises the damage of your off-hand attacks by an additional 25%.
  +
*[[Precision (warrior talent)]]: Increases your chance to hit with your attacks by 3% and increases auto attack damage by 40%.
  +
;Mastery
  +
*[[Unshackled Fury]]: Increases the benefit of abilities that cause or require you to be enraged by 11.2%. Each point of Mastery increases enrage effects by an additional 5.60%.
  +
  +
  +
[[File:APB Warrior Protection.png]] [[Warrior_talents#Protection|Protection]]: A stalwart protector who uses a shield to safeguard <himself/herself> and <his/her> allies.
  +
;Role
  +
*Tanking
  +
;Primary Spell
  +
*[[Shield Slam]]: Slam the target with your shield, causing 1872 to 1966 damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat.
  +
;Passive Bonuses
  +
*[[Sentinel (warrior talent)]]: Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you.
  +
*[[Vengeance]]: Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.
  +
;Mastery
  +
*[[Critical Block]]: Increases your chance to block by 12% and your chance to critically block by 12%. Each point of Mastery increases your block and critical block chances by an additional 1.5%.
  +
  +
== External links ==
  +
{{elink|type=wowus|link=http://www.worldofwarcraft.com/info/underdev/4p0/classandmastery.xml|desc=Cataclysm Class & Mastery Systems Update}}
  +
  +
[[Category:Masteries]]
  +
[[Category:Talents]]

Revision as of 04:52, 28 August 2011

Specialization refers to choosing a primary talent tree. At level 10 each character is able to choose a specialization, before spending their first talent point. Choosing a specialization immediately grants the character a number of passive bonuses, as well as a signature ability – known as a primary ability – unique to their specialization.

For hybrid classes, selecting a specialization will determine the role (healing, tanking, melee DPS or ranged DPS) that the character is optimized for. However even for non-hybrid (pure) classes, with unique abilities and talents, each specialization has its own character and playstyle, different strengths and weaknesses, and offers a significantly different experience of the class.

Each tree has its own Mastery. You may learn Mastery from your trainer at level 80. Each point of Mastery skill (not rating) obtained from gear and other sources will further increase the bonus.

Once a specialization has been chosen, it is not possible to spend talent points in the other talent trees until 31 points have been spent in the primary tree. With only 41 talent points in total available at maximum level (85), the talent-tree lockout ensures that the majority of your character's points will be spent in their primary tree, enhancing areas of their abilities fitting to their specialization. This also further increases the unique character and playstyle of each specialization, with many powerful and unique talent abilities available only through spending points in the appropriate tree, in effect providing further specialization-specific abilities.

Once 31 points have been spent in the primary tree, further talent points can be spent in any desired tree. With a potential 10 points remaining to be spent, it is possible to gain talents in the first tier of any (or all) of your class's talent trees, making all first tier talents available to all specializations; the second tier of talents can be reached in 2 trees (including the primary) but not all 3. Third tier talents can only be reached by characters of the appropriate specialization, meaning that all talents and talent abilities in and above the third tier can be considered specialization-specific.

Upon reaching level 30, characters can train in Dual Talent Specialization, allowing them to switch back and forth between two sets of talents, glyphs, and action bars. This allows players to alternate specializations without re-speccing, saving gold and time spent.

For hybrid classes (excluding Priests) a character's specialization will also determine the attribute increased by the armor specialization bonus. The armor specialization bonus is a 5% increase of your primary attribute while wearing your correct armor class (plate, mail, leather or cloth) in all slots. For hybrids, the primary attribute depends on the specialization chosen.

Intellect is considered the primary attribute for healers and offensive casters, i.e. all Mages, all Warlocks, all Priests, Balance and Restoration Druids, Elemental and Restoration Shaman and Holy Paladins.

Agility is considered the primary attribute for leather and mail wearing melee damage dealers and hunters, i.e. Feral Druids in cat form, all Rogues, all Hunters and Enhancement Shaman.

Strength is considered the primary attribute for plate wearing melee damage dealers, i.e. Arms and Fury Warriors, Frost and Unholy Death knights and Retribution Paladins.

Stamina is considered the primary attribute for tanks i.e. Feral Druids in bear form, Blood Death knights, Protection Warriors and Protection Paladins.

Note that for the pure classes (Hunters, Mages, Rogues and Warlocks), the character's role and primary attribute are independent of specialization selected. In addition the primary attribute of a Priest is independent of specialization in spite of the fact that Priests are a hybrid class (because both of their roles benefit from Intellect).

To sum up, selecting a Specialization will determine:

  • Role - Tanking, Healing, Ranged DPS or Melee DPS (hybrid classes only)
  • Primary ability
  • Passive bonuses
  • Mastery
  • Available talents and talent abilities
  • Primary attribute buffed by armor specialization (hybrid classes only)


Class Specializations

Below is a complete list of Specializations and the abilities and bonuses offered by each. Damage and Healing numbers given for abilities reflect maximum rank (Level 85).

Death Knight Death knight

File:APB Deathknight Blood.png Blood: A dark guardian who manipulates and corrupts life energy to sustain <him/her>self in the face of an enemy onslaught.

Role
  • Tanking
Primary Spell
  • Inv weapon shortblade 40 [Heart Strike]: Instantly strike the target and up to two additional nearby enemies, causing 175% weapon damage plus 819 on the primary target, with each additional enemy struck taking 25% less damage than the previous target. Damage dealt to each target is increased by an additional 15% for each of your diseases present.
Passive Bonuses
  • Spell misc warsongfocus [Veteran of the Third War]: Increases your total Stamina by 9% and your expertise by 6.
  • Spell deathknight bloodtap [Blood Rites]: Whenever you hit with Death Strike or Obliterate, the Frost and Unholy Runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.
  • Vengeance: Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.
Mastery
  • Blood Shield: Each time you heal yourself with Death Strike while in Blood Presence, you gain 50% of the amount healed as a damage absorption shield. Each point of Mastery increases the shield by an additional 6.25%.


File:APB Deathknight Frost.png Frost: An icy harbinger of doom, channeling runic power and delivering rapid weapon strikes.

Role
  • Melee DPS
Primary Spell
  • Spell deathknight empowerruneblade2 [Frost Strike]: Instantly strike the enemy, causing 130% weapon damage plus 277 as Frost damage.
Passive Bonuses
  • Spell deathknight icytalons [Icy Talons]: Your melee attack speed is increased by 20%
  • Inv weapon shortblade 79 [Blood of the North]: Permanently transforms your Blood Runes into Death Runes. Death Runes count as a Blood, Frost, or Unholy Rune.
Mastery
  • Frozen Heart: Increases all frost damage done by 16%. Each point of Mastery increases frost damage by an additional 2.0%.


File:APB Deathknight Unholy.png Unholy: A master of death and decay, spreading infection and controlling undead minions to do <his/her> bidding.

Role
  • Melee DPS
Primary Spell
  • Spell deathknight scourgestrike [Scourge Strike]: An unholy strike that deals 100% of weapon damage as Physical damage plus 624. In addition, for each of your diseases on your target, you deal an additional 18% of the Physical damage done as Shadow damage.
Passive Bonuses
  • Spell shadow animatedead [Master of Ghouls]: Reduces the cooldown on Raise Dead by 60 sec, and the Ghoul summoned by your Raise Dead spell is considered a pet under your control. Unlike normal Death Knight Ghouls, your pet does not have a limited duration.
  • Ability deathwing bloodcorruption death [Reaping]: Whenever you hit with Blood Strike, Pestilence, or Festering Strike, the Runes spent will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.
  • Spell shadow unholystrength [Unholy Might]: Dark power courses through your limbs, increasing your Strength by 20%.
Mastery
  • Inv sword 41 [Dreadblade]: Increases Shadow damage done by 20%. Each point of Mastery increases Shadow damage by an additional 2.5%.


Druid Druid

File:APB Druid Balance.png Balance: Can take on the form of a powerful Moonkin, balancing the power of Arcane and Nature magic to destroy enemies at a distance.

Role
  • Ranged Magical DPS
Primary Spell
  • Spell arcane arcane03 [Starsurge]: You fuse the power of the moon and sun, launching a devastating blast of energy at the target. Causes 1018 to 1404 Spellstorm damage to the target and generates 15 Lunar or Solar energy, whichever is more beneficial to you.
Passive Bonuses
  • Spell nature moonglow [Moonfury]: Arcane and Nature spell damage increased by 10%.

Increases the critical strike damage bonus of your Wrath, Moonfire, Starfire, Insect Swarm and Starfall spells by 100%.

Mastery
  • Total Eclipse: Increases the bonus damage from Eclipse by 16%. Each point of Mastery increases the bonus by an additional 3%.


File:APB Druid Feral Combat.png Feral Combat: Takes on the form of a great cat to deal damage with bleeds and bites or a mighty bear to absorb damage and protect allies.

Role
Primary Spell
  • Ability druid mangle2 [Mangle]: Mangle the target, inflicting damage and causing the target to take additional damage from bleed effects for 1 min. This ability can be used in Cat Form or Bear Form.
Passive Bonuses
  • Ability druid predatoryinstincts [Aggression]: Increases your attack power by 25%.
  • Vengeance: Requires Bear Form. Each time you take damage while in Bear Form, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health. Entering Cat form will cancel this effect.
  • Ability ambush [Feral Instinct]: Reduces the chance enemies have to detect you while Prowling.
Mastery
  • Ability racial cannibalize [Savage Defender] (Requires Ability racial bearform [Bear Form]): Increases the damage absorbed by your Savage Defense ability by 32%. Each point of Mastery increases the absorb by an additional 4%.
  • Razor Claws (Requires Ability druid catform [Cat Form]): Increases the damage done by your bleed abilities by 25.04%. Each point of Mastery increases bleed damage by an additional 3.1%.


File:APB Druid Restoration.png Restoration: Uses heal-over-time Nature spells to keep allies alive, taking on the form of a tree when the need is most urgent.

Role
  • Healing
Primary Spell
  • Inv relics idolofrejuvenation [Swiftmend]: Consumes a Rejuvenation or Regrowth effect on a friendly target to instantly heal the target for 5229.
Passive Bonuses
  • Spell nature sleep [Meditation]: Allows 50% of your mana regeneration from Spirit to continue while in combat.
  • Spell nature spiritarmor [Gift of Nature]: Healing increased by 25%.
  • Inv misc herb talandrasrose [Disentanglement]: The Druid to clear all roots when Shapeshifting in addition to snares.
Mastery
  • Harmony:Your direct healing is increased by an additional 10% and casting your direct healing spells grants you an additional 10% bonus to periodic healing for 10 sec. Each point of Mastery increases each bonus by an additional 1.25%.


Hunter Hunter

File:APB Hunter Beast Mastery.png Beast Mastery: A master of the wild who can tame a wide variety of beasts to assist <him/her> in combat.

Role
  • Ranged Physical DPS
Primary Spell
  • Ability devour [Intimidation]: Command your pet to intimidate the target, causing a high amount of threat and stunning the target for 3 sec. Lasts 15 sec.
Passive Bonuses
Mastery
  • Master of Beasts: Increases the damage done by your pets by 13.6%. Each point of Mastery increases pet damage by an additional 1.7%.


File:APB Hunter Marksmanship.png Marksmanship: A master archer or sharpshooter who excels in bringing down enemies from afar.

Role
  • Ranged Physical DPS
Primary Spell
  • Inv spear 07 [Aimed Shot]: A powerful aimed shot that deals 160% ranged weapon damage plus (RAP * 0.724)+776.
Passive Bonuses
Mastery
  • Ability hunter wildquiver [Wild Quiver]: Grants a 14.4% chance for your ranged attacks to also instantly fire an additional ranged shot for 50% normal damage. Each point of Mastery increases the chance by an additional 1.8%.


File:APB Hunter Survival.png Survival: A rugged tracker who favors using animal venom, explosives and traps as deadly weapons.

Role
  • Ranged Physical DPS
Primary Spell
  • Ability hunter explosiveshot [Explosive Shot]: You fire an explosive charge into the enemy target, dealing RAP*0.273+453 Fire damage. The charge will blast the target every second for an additional 2 sec.
Passive Bonuses
Mastery
  • Essence of the Viper: Increases all elemental damage you deal by 8%. Each point of Mastery increases pet damage by an additional 1%.


Mage Mage

File:APB Mage Arcane.png Arcane: Manipulates arcane energies, playing with the very fabric of time and space.

Role
  • Ranged Magical DPS
Primary Spell
  • Ability mage arcanebarrage [Arcane Barrage]: Launches bolts of arcane energy at the enemy target, causing 1044 to 1274 Arcane damage.
Passive Bonuses
Mastery
  • Ability mage arcanebarrage [Mana Adept]: Increases all spell damage done by up to 12%, based on the amount of mana the Mage has unspent. Each point of Mastery increases damage done by up to an additional 1.5%.


File:APB Mage Fire.png Fire: Ignites enemies with balls of fire and the breath of dragons.

Role
  • Ranged Magical DPS
Primary Spell
  • Spell fire fireball02 [Pyroblast]: Hurls an immense fiery boulder that causes 1291 to 1639 Fire damage and an additional 872 Fire damage over 12 sec.
Passive Bonuses
Mastery
  • Spell fire selfdestruct [Flashburn]: Increases the damage done by all your periodic fire damage effects by 22.4%. Each point of Mastery increases periodic damage done by an additional 2.8%.


File:APB Mage Frost.png Frost: Freezes enemies in their tracks and shatters them with Frost magic.

Role
  • Ranged Magical DPS
Primary Spell
Passive Bonuses
  • Spell fire bluefire [Frost Specialization]: Increases the damage of your Frost spells by 25% and of your Frostbolt spell by an additional 15%.
Mastery
  • Spell frost frostarmor [Frostburn]: All your spells deal 5% increased damage against Frozen targets. Each point of Mastery increases damage by an additional 2.5%.


Paladin Paladin

File:APB Paladin Holy.png Holy: Invokes the power of the Light to protect and to heal.

Role
  • Healing
Primary Spell
  • Spell holy searinglight [Holy Shock]: Blasts the target with Holy energy, causing 1399 to 1515 Holy damage to an enemy, or 2629 to 2847 healing to an ally, and grants a charge of Holy Power.
Passive Bonuses
  • Spell holy championsgrace [Walk in the Light]: Increases the effectiveness of your healing spells by 10% and removes the cooldown on your Word of Glory.
  • Spell nature sleep [Meditation]: Allows 50% of your mana regeneration from Spirit to continue while in combat.
Mastery
  • Illuminated Healing: Your direct healing spells also place an absorb shield on your target for 12% of the amount healed lasting 15 sec. Each point of Mastery increases the absorb amount by an additional 1.50%.


File:APB Paladin Protection.png Protection: Uses Holy magic to shield <himself/herself> and defend allies from attackers.

Role
  • Tanking
Primary Spell
  • Spell holy avengersshield [Avenger's Shield]: Hurls a holy shield at the enemy, dealing 2802 to 3424 Holy damage, silencing them, interrupting for 3 sec, and then jumping to additional nearby enemies. Affects 3 total targets.
Passive Bonuses
  • Vengeance: Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.
  • Ability paladin touchedbylight [Touched by the Light]: Increases your total Stamina by 15%, increases your spell hit by 8%, and increases your spell power by an amount equal to 60% of your Strength.
  • Ability paladin judgementofthewise [Judgements of the Wise]: Your Judgement grants you 30% of your base mana over 10 sec.
Mastery
  • Divine Bulwark: Increases your chance to block melee attacks by 18%. Each point of Mastery increases block chance by an additional 2.25%.


File:APB Paladin Retribution.png Retribution: A righteous crusader who judges and punishes opponents with weapons and Holy magic.

Role
  • Melee DPS
Primary Spell
  • Spell paladin templarsverdict [Templar's Verdict]: An instant weapon attack that causes a percentage of weapon damage. Consumes all charges of Holy Power to increase damage dealt:

1 Holy Power: 30% Weapon Damage

2 Holy Power: 90% Weapon Damage

3 Holy Power: 235% Weapon Damage

Passive Bonuses
Mastery
  • Hand of Light: Your Templar's Verdict, Crusader Strike, and Divine Storm deal 16.8% additional damage as Holy damage. Each point of Mastery increases the damage by an additional 2.1%.


Priest Priest

File:APB Priest Discipline.png Discipline: Uses magic to shield allies from taking damage as well as heal their wounds.

Role
  • Healing
Primary Spell
  • Spell holy penance [Penance]: Launches a volley of holy light at the target, causing 699 to 789 Holy damage to an enemy, or 2352 to 2656 healing to an ally instantly and every 1 sec for 2 sec.
Passive Bonuses
  • Spell arcane mindmastery [Enlightenment]: Intellect increased by 15%.
  • Spell nature sleep [Meditation]: Allows 50% of your mana regeneration from Spirit to continue while in combat.
  • Ability paladin savedbythelight [Absolution]: Enables your Dispel Magic spell to be cast on friendly targets to remove 2 harmful magical effects.
Mastery
  • Spell holy divineprotection [Shield Discipline]: Increases the potency of all your damage absorption spells by 20%. Each point of Mastery increases the potency of absorbs by an additional 2.5%.


File:APB Priest Holy.png Holy: A versatile healer who can reverse damage on individuals or groups and even heal from beyond the grave.

Role
  • Healing
Primary Spell
Passive Bonuses
  • Spell nature healingwavegreater [Spiritual Healing]: Healing increased by 15%.
  • Spell nature sleep [Meditation]: Allows 50% of your mana regeneration from Spirit to continue while in combat.
  • Ability paladin savedbythelight [Absolution]: Enables your Dispel Magic spell to be cast on friendly targets to remove 2 harmful magical effects.
Mastery
  • Echo of Light: Your direct healing spells heal for an additional 10% over 6 sec. Each point of Mastery provides an additional 1.25% healing over 6 sec.


File:APB Priest Shadow Magic.png Shadow: Uses sinister Shadow magic, especially damage-over-time spells, to eradicate enemies.

Role
  • Ranged Magical DPS
Primary Spell
  • Spell shadow siphonmana [Mind Flay]: Assault the target's mind with Shadow energy, causing 501 Shadow damage over 3 sec and slowing their movement speed by 50%.
Passive Bonuses
  • Spell holy greaterheal [Shadow Power]: Spell damage increased by 15%. Increases the critical damage of your Shadow spells by 100%.
  • Spell priest shadoworbs [Shadow Orbs]:You have a 10% chance for your Shadow Word: Pain and Mind Flay spells to grant you a Shadow Orb each time they deal damage. Casting your Mind Blast or Mind Spike spell consumes all Shadow Orbs, increasing damage of that spell by 10% per Shadow Orb, and granting 10% increased damage on your periodic Shadow spells for 15 sec. You can have up to a maximum of 3 orbs.
Mastery
  • Inv chaos orb [Shadow Orb Power]: Increases the damage done by your Shadow Orbs by 11.6%. Each point of Mastery increases damage by an additional 1.45%.


Rogue Rogue

File:APB Rogue Assassination.png Assassination: A deadly master of poisons who dispatches victims with vicious dagger strikes.

Role
  • Melee DPS
Primary Spell
  • Ability rogue shadowstrikes [Mutilate]: Instantly attacks with both weapons for 150% weapon damage plus an additional 201 with each weapon. Damage is increased by 20% against Poisoned targets. Awards 2 combo points.
Passive Bonuses
  • Ability poisons [Improved Poisons]: Increases the chance to apply Deadly Poison to your target by 20% and the frequency of applying Instant Poison to your target by 50%.
  • Ability rogue sinistercalling [Assassin's Resolve]: While wielding daggers, your maximum Energy is increased by 20 and your melee damage is increased by 15%.
Mastery
  • Potent Poisons: Increases the damage done by your poisons by 28%. Each point of Mastery increases damage by an additional 3.5%.


File:APB Rogue Combat.png Combat: A swashbuckler who uses agility and guile to stand toe-to-toe with enemies.

Role
  • Melee DPS
Primary Spell
  • Ability warrior punishingblow [Blade Flurry]: While active, the rogue's attacks strike an additional nearby opponent, but energy regeneration is reduced by 30%. Lasts until cancelled.
Passive Bonuses
  • Ability warrior revenge [Vitality]: Increases your Energy regeneration rate by 25% and your Attack Power by 25%.
  • Inv glove cloth oribosdungeon c 01 [Ambidexterity]: Increases the damage done by your off hand and thrown weapons by 75%.
Mastery
  • Inv weapon shortblade 15 [Main Gauche]: Your main hand attacks have a 16% chance to grant you an attack that deals damage equal to 100% of a main hand attack. Each point of Mastery increases the chance by an additional 2.00%.


File:APB Rogue Subtlety.png Subtlety: A dark stalker who leaps from the shadows to ambush <his/her> unsuspecting prey.

Role
  • Melee DPS
Primary Spell
  • Ability rogue shadowstep [Shadowstep]: Causes you to step through the shadows and appear behind an enemy target. Your next Ambush or Garrote delivered within 10 sec will deal 30% additional damage, and your movement speed is increased by 70% for 3 sec.
Passive Bonuses
  • Ability rogue masterofsubtlety [Master of Subtlety]: Attacks made while stealthed and for 6 seconds after breaking stealth cause an additional 10% damage.
  • Ability rogue sinistercalling [Sinister Calling]: Increases your total Agility by 25% and increases the percentage damage bonus of Backstab and Hemorrhage by an additional 25%.
Mastery
  • Executioner: Increases the damage done by all your finishing moves, and the effectiveness of your Slice and Dice, by 20%. Each point of Mastery increases damage by an additional 2.5%.


Shaman Shaman

File:APB Shaman Elemental Combat.png Elemental: A spellcaster who harnesses the destructive forces of nature and the elements.

Role
  • Ranged Magical DPS
Primary Spell
  • Spell shaman thunderstorm [Thunderstorm]: You call down a bolt of lightning, energizing you and damaging nearby enemies within 10 yards. Restores 8% mana to you and deals 1529 to 1745 Nature damage to all nearby enemies, knocking them back 20 yards. This spell is usable while stunned.
Passive Bonuses
  • Spell fire volcano [Elemental Fury]: Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 100%.
  • Shamanism (shaman talent): Your Lightning Bolt, Chain Lightning, and Lava Burst spells gain an additional 20% benefit from your spell power, and their casting time is reduced by 0.5 sec.
Mastery
  • Elemental Overload: Grants a 16% chance for Elemental Overload to occur. Elemental Overload causes a Lightning Bolt, Chain Lightning, or Lava Burst spell you cast to trigger a second, similar spell on the same target at no additional cost that causes 75% of normal damage and no threat. Each point of Mastery increases the chance of Elemental Overload by an additional 2%.


File:APB Shaman Enhancement.png Enhancement: A totemic warrior who strikes foes with weapons imbued with elemental power.

Role
  • Melee DPS
Primary Spell
  • Ability shaman lavalash [Lava Lash]: You charge your off-hand weapon with lava, instantly dealing 200% of that weapon's damage to an enemy target. Damage is increased by 40% if your off-hand weapon is enchanted with Flametongue.
Passive Bonuses
  • Spell nature mentalquickness [Mental Quickness]: Increases your spell power by an amount equal to 50% of your attack power, and reduces the mana cost of your instant spells by 75%.
  • Ability dualwield [Dual Wield]: Allows one-hand and off-hand weapons to be equipped in your off-hand, allows you to parry frontal melee attacks, and increases your chance to hit by an additional 6%.
  • Spell shaman spectraltransformation [Primal Wisdom] Your melee attacks have a 40% chance to immediately restore 5% of your base mana.
Mastery
  • Enhanced Elements: Increases all Fire, Frost, and Nature damage done by 20%. Each point of Mastery increases damage by an additional 2.5%


File:APB Shaman Restoration.png Restoration: A healer who calls upon ancestral spirits and the cleansing power of water to mend allies' wounds.

Role
  • Healing
Primary Spell
  • Spell nature skinofearth [Earth Shield]: Protects the target with an earthen shield, reducing casting or channeling time lost when damaged by 30% and causing attacks to heal the shielded target for 1770. This effect can only occur once every few seconds. 9 charges. Lasts 10 min. Earth Shield can only be placed on one target at a time and only one Elemental Shield can be active on a target at a time.
Passive Bonuses
  • Spell holy dispelmagic [Purification]: Increases the effectiveness of your healing spells by 10%, and reduces the casting time of your Healing Wave and Greater Healing Wave spells by 0.5 sec.
  • Spell nature sleep [Meditation]: Allows 50% of your mana regeneration from Spirit to continue while in combat.
Mastery
  • Deep Healing: Increases the potency of your healing spells by up to 24%, based on the current health level of your target (lower health targets are healed for more). Each point of Mastery increases healing by up to an additional 3.0%.


Warlock Warlock

File:APB Warlock Affliction.png Affliction: A master of Shadow magic who specializes in fear, drains and damage-over-time spells.

Role
  • Ranged Magical DPS
Primary Spell
  • Spell shadow unstableaffliction 3 [Unstable Affliction]: Shadow energy slowly destroys the target, causing 1115 damage over 15 sec. In addition, if the Unstable Affliction is dispelled it will cause 2007 damage to the dispeller and silence them for 4 sec. Only one Unstable Affliction or Immolate per Warlock can be active on any one target.
Passive Bonuses
Mastery
  • Potent Afflictions: Increases all periodic shadow damage you deal by 13.04%. Each point of Mastery increases periodic shadow damage by an additional 1.63%.


File:APB Warlock Demonology.png Demonology: A warlock who uses both Fire and Shadow magic along with powerful demons.

Role
  • Ranged Magical DPS
Primary Spell
Passive Bonuses
Mastery
  • Spell shadow shadowpact [Master Demonologist]: Increases the damage done by your demon servants and damage you deal while transformed into a demon by 16%. Each point of Mastery increases damage by an additional 2.0%.


File:APB Warlock Destruction.png Destruction: Calls down demonic fire to burn and demolish enemies.

Role
  • Ranged Magical DPS
Primary Spell
  • Spell fire fireball [Conflagrate]: Instantly deals fire damage equal to 60% of your Immolate's periodic damage on the target.
Passive Bonuses
Mastery
  • Fiery Apocalypse: Increases all fire damage you deal by 10.8%. Each point of Mastery increases fire damage by an additional 1.35%.


Warrior Warrior

File:APB Warrior Arms.png Arms: A battle-hardened master of two-handed weapons, using mobility and overpowering attacks to strike <his/her> opponents down.

Role
  • Melee DPS
Primary Spell
  • Ability warrior savageblow [Mortal Strike]: A vicious strike that deals 150% weapon damage plus 423 and wounds the target, reducing the effectiveness of any healing received by 10% for 10 sec.
Passive Bonuses
Mastery
  • Ability backstab [Strikes of Opportunity]: Grants a 17.6% chance for your melee attacks to instantly trigger an additional melee attack for 100% normal damage. Each point of Mastery increases this chance by 2.2%.


File:APB Warrior Fury.png Fury: A furious berserker wielding a weapon in each hand, unleashing a flurry of attacks to carve <his/her> opponents to pieces.

Role
  • Melee DPS
Primary Spell
  • Spell nature bloodlust [Bloodthirst]: Instantly attack the target causing (AP * 80 / 100) damage. In addition, the next 3 successful melee attacks will restore 0.5% of max health. This effect lasts 8 sec. Damage is based on your attack power.
Passive Bonuses
  • Ability dualwield [Dual Wield Specialization]: Allows you to equip one-hand and off-hand weapons in your off-hand. Increases all Physical damage by 5% and raises the damage of your off-hand attacks by an additional 25%.
  • Ability marksmanship [Precision]: Increases your chance to hit with your attacks by 3% and increases auto attack damage by 40%.
Mastery
  • Unshackled Fury: Increases the benefit of abilities that cause or require you to be enraged by 11.2%. Each point of Mastery increases enrage effects by an additional 5.60%.


File:APB Warrior Protection.png Protection: A stalwart protector who uses a shield to safeguard <himself/herself> and <his/her> allies.

Role
  • Tanking
Primary Spell
  • Inv shield 05 [Shield Slam]: Slam the target with your shield, causing 1872 to 1966 damage (based on attack power) and dispelling 1 magic effect on the target. Also causes a high amount of threat.
Passive Bonuses
  • Sentinel (warrior talent): Increases your total Stamina by 15% and your block chance by 15%. You also generate 50% additional rage from attacking targets that are not targeting you.
  • Vengeance: Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.
Mastery
  • Critical Block: Increases your chance to block by 12% and your chance to critically block by 12%. Each point of Mastery increases your block and critical block chances by an additional 1.5%.

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