User:Lemona1d/Path of the Titans

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The Path of the Titans is a new method of character progression introduced in the Whispers of Madness expansion. Unlocked at level 70, the Path of the Titans is tightly entwined with the Archaeology secondary profession but is NOT required to max out the progression.

Progression

At level 70, players choose one of six Paths for their character to progress through. Players are not forced into Trees dependent on their class's specialization, i.e. a Restoration Shaman could choose Golganneth, the Path of support, rather than the Path of healing, if the player so chooses. Doing so earns the player static bonuses along with eventually powerful bonuses specific to that specialization to better aid them in their role.

Each Path is divided into two sections - Steps and Plateaus. Steps are minor, general bonuses, such as increased healing or more damage dealt, while Plateaus are significant and powerful passive effectives specifically catered to each individual class specialization in the game.

Paths

Players choose and dedicate themselves to Paths dedicated after individual titans; namely, Aggramar, Aman'Thul, Eonar, Khaz'Goroth, Golganneth, and Norgannon. Each Titan governs a specific class role, except Aman'Thul, whose Path is for general bonuses.

Aggramar

Aggramar is the Path of physical damage. DPS Death Knights, Feral Druids, DPS Hunters, Zealot Inquisitors, Windwalker Monks, Retribution Paladins, DPS Rogues, Enhancement Shaman, and DPS Warriors favor this Path the most.

Aman'Thul

Aman'Thul is a general Path, offering no real specialization but rather a jack-of-all-trades set of bonuses. This progression set is best used by players questing, doing dailies, participating in PvP, and the like.

Eonar

The Path of the healer belongs to Eonar. Restoration Druids, Theurgist Inquisitors, Mistweaver Monks, Holy Paladins, Discipline and Holy Priests, and Restoration Shaman favor this path.

Khaz'Goroth

The tanking Path draws power from the titan Khaz'Goroth. Blood Death Knights, Guardian Druids, Occultist Inquisitors, Brewmaster Monks, Protection Paladins, and Protection Warriors favor this path.

Norgannon

Norgannon, master of magic, is the titan of the magical damage Path. Balance Druids, Mages, Shadow Priests, Elemental Shaman, Warlocks favor this path.

Plateau Bonuses

Plateaus come 3 to a Path and provide powerful passive effects catered to a player's chosen class specialization. Once have gone through multiple numbers of Steps, player can choose one of 3 Plateaus for their character. By the time they finish the Path of the Titans, all Plateaus will be unlocked.

Death Knight

Blood

Blade Barrier - Whenever your Blood Runes are on cooldown you gain Blade Barrier, reducing all damage taken by 5%.

Crimson Scourge - Increases the damage dealt by your [Blood Boil] by 20%, and when you land a melee attack on a target that is infected with your [Blood Plague], there is a 5% chance that your next Blood Boil will consume no runes.

Spell Deflection - You have a chance equal to your Parry of taking 30% less damage from a direct damage spell.

Frost

Endless Winter - Your auto-attacks have a 15% chance to generate 20 Runic Power, and your abilities that consume Runic Power have a 6% chance to not cost anything when cast.

Hoarfroast - Increases all damage done by 1% for every 1 Runic Power you have. In addition, spending more than 50 Runic Power in 5 sec grants you Boundless Winter, reducing the cost of your next ability that consumes Runic Power by 50%. This effect has a 20 sec cooldown.

Merciless Combat - Your [Icy Touch], [Howling Blast], [Obliterate] and [Frost Strike] do an additional 10% damage when striking targets with less than 35% health.

Unholy

Blood-Caked Blade - Your auto-attacks have a 30% chance to cause a Blood-Caked Strike, which hits for 25% weapon damage plus 12.5% for each of your diseases on the target.

Crypt Fever - Your [Plague Strike], [Icy Touch], [Chains of Ice], and [Outbreak] also infect their target with Crypt Fever, increasing damage taken from your diseases by 15% and all magic damage taken by an additional 8%.

Necrosis - Your auto-attacks deal an additional 12% Shadow damage. This effect is increased to 24% for off-hand weapons.

Druid

Balance

Blustering Winds - Your [Hurricane] and [Starfall] now cause Blustering Winds, reducing the target's attack speed and increasing their casting speed by 10%.

Earth and Moon - Your [Wrath], [Starfire], and [Wild Mushroom: Detonate] spells apply the Earth and Moon effect, which increases spell damage taken by 8% for 15 sec. Also increases your spell damage by 2%.

Insect Swarm - Your Nature damage spell critical hits cause Insect Swarm on the target, dealing 30% of the damage dealt over 9 seconds and reducing the target's chance to hit by 3%.

Feral

Blood in the Water - Using [Ferocious Bite] on target at or below 25% health that is affected by your [Rip] will prematurely end the effect dealing bonus damage in the process. Damage dealt this way will always critically hit. This effect has a 30 second cooldown.

Endless Carnage - Scoring a melee critical strike on a target has a 10% chance to immediately activate Fury Swipes regardless of cooldown.

Nature's Guidance - While in combat the energy cost of your combo point consuming abilities is reduced by 2 every second. This effect is reset when you use an ability that consumes combo points.

Guardian

Brutal Impact - Increases the stun duration of Bash by 1 sec, decreases the cooldown of [Bash] by 5 sec, and decreases the cooldown of Skull Bash by 3 sec.

King of the Jungle - Your Leader of the Pack also causes affected allies to heal themselves for 2% of their total health whenever they critically hit with a spell or ability. This effect has a 6 sec cooldown.

Predatory Strikes - Attacks made against you have a 15% chance to trigger a predatory strike, instantly retaliating for 120% of weapon damage.

Restoration

Fury of Stormrage - Reduces the mana cost of your [Wrath] spell by 50% and when you deal damage with your Wrath spell you have 6% chance to cause your next [Moonfire] or [Entangling Roots] within 8 sec to cost no mana.

Path of Life - When you direct heal with any spell, there is a 10% chance to refresh the cooldown of [Wild Growth]. When you periodically health with any spell, there is a 10% chance to refresh the cooldown of [Wild Mushroom: Bloom].

Revitalize - When you periodically heal with your [Rejuvenation] or [Lifebloom] spells, you have a 20% chance to instantly regenerate 2% of your total mana. This effect cannot occur more than once every 12 sec.

In addition, you also grant Replenishment when you cast or refresh Lifebloom.

Hunter

Artillery

Boundless Concentration - Attacks done by your pet have an 8% chance to reduce the cooldown of Mortar by 1 sec, and attacks done by your turret have a 6% chance to reduce the cooldown of you pet's abilities by 1 sec.

Hunting Party - Dealing damage has a 4% chance to grant all nearby allies 100% increased damage for 2 sec.

Quickdraw - Dealing damage to a target at or above 90% health has a 15% chance to refresh the cooldown of Barrage, Bombardment, or Grapeshot.

Beast Mastery

Killing Streak - When you score two Kill Command critical hits in a row, your third will deal 15% more damage and have its cost reduced by 10 focus.

Resistance is Futile - When your marked target attempts to run, flee or move, there is a 8% chance to cause your next Kill Command on the marked target within 8 sec to refund the focus cost.

Sic 'Em! - When you critically hit with your Arcane Shot or [Kill Command] the focus cost of your Pet's next basic attack is reduced by 100% for 8 sec.

Marksmanship

Aim of Eagles - Increases your auto-attack range by 6 yds. In addition, you gain 15% additional damage, critical strike chance, and critical strike bonus damage to all enemies further than 30 yds, and 8% additional damage, critical strike chance, and critical strike bonus damage to all enemies further than 15 yds.

Marked for Death - Increases the damage done by your shots and your pet's special abilities on marked targets by 5%, and increases the critical strike damage bonus of [Aimed Shot], [Arcane Shot], [Steady Shot], [Chimera Shot], and [Kill Shot] by 10%.

Rapid Killing - After killing an opponent that yields experience or honor, your next Aimed Shot or Steady Shot causes 20% additional damage. Lasts 20 sec.

Survival

Expose Weakness - Your ranged criticals have a 50% chance to grant you Expose Weakness. Expose Weakness increases your attack power 25% of your Agility for 7 sec.

Master Tactician - Your successful ranged attacks have a 8% chance to increase your and your pet's critical strike chance 6% for 8 sec.

Sniper Training - Increases the critical strike chance of your Kill Shot ability by 10%, and after remaining stationary for 6 sec, your [Cobra Shot], [Black Arrow], and [Explosive Shot] deal 10% more damage for 15 sec.

Inquisitor

Cabalist

Occultist

Theurgist

Zealot

Mage

Arcane

Flicker - Reduces the mana cost of [Blink] by 30%, and for 4 sec afterwards you gain Flicker reducing the chance for all attacks to hit you by 15%.

Missile Barrage - Your [Arcane Blast] and [Arcane Barrage] have a 12% chance to grant you Missile Barrage, reducing the channel time of your next [Arcane Missiles] by 1 sec and causing it to generate an additional Arcane Charge.

Unraveling - Your damaging Arcane spells have a chance to unravel the target, slowing their movement speed, attack speed, and cast speed by 2% and increasing all damage taken by 3%. This effect stacks up to 5 times and lasts 12 sec.

Fire

Burnout - Increases your spell critical damage bonus with all Fire spells by 20% but your spell criticals cost an additional 4% of the spell's cost.

Impact - Gives your damaging spells a 10% chance to reset the cooldown on [Inferno Blast] and to cause the next Inferno Blast you cast to stun the target for 2 sec.

Meltdown - Your [Pyroblast] and [Scorch] spells have a 50% chance to cause your target to become vulnerable to spell damage, increasing a spell critical strike chance against that target by 5% for 30 sec.

Frost

Enduring Winter - Reduces the mana cost of all spells by 6%. In addition, your [Frostbolt] spell has a 100% chance to grant up to 10 party or raid members Replenishment.

Permafrost - Your Chill effects reduce the target's speed by an additional 10% and the target's healing received by 10%. In addition, whenever you deal spell damage, your Water Elemental is healed for 10% of the amount dealt.

Winter's Chill - Increases your chance to critically hit with Frostbolt by an additional 3% and gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance spells will critically hit the target by 1% for 15 sec. Stacks up to 5 times.

Monk

Brewmaster

Mistweaver

Windwalker

Paladin

Holy

Conviction - Gives you a 3% bonus to damage and healing for 12 sec after causing a critical effect from a weapon swing, spell, or ability. This effect stacks up to 3 times.

Illumination - Critically healing with Holy Light, Holy Shock, and Flash of Light has a 40% chance to return mana equal to 60% of the mana spent.

Light's Grace - Your Flash of Light casts reduce the cast time of Divine Light by 1 sec.

Protection

Altruism - Reduces the cooldown of Devotion Aura by 30 sec. In addition, allies under the affects of your Devotion Aura receive 6% increased healing.

Reckoning - You have a 20% chance after blocking an attack for your next 4 weapon swings within 8 sec to generate an additional attack.

Redoubt - Increases your block chance by 6% and damaging melee and ranged attacks against you have a 10% chance to refresh the cooldown of Judgment.

Retribution

Benevolence - Reduces the global cooldown of Word of Glory by .5 sec. In addition, when you use Word of Glory to heal others, it increases the effectiveness of the heal by 25% and increases your damage done by 4% per charge of Holy Power for 10 sec.

Communion - Your Hand spells increase your party and raid's damage dealt by 3% and your damage by an additional 2%. In addition, your Judgment causes Replenishment.

Heart of the Crusader - In addition to the normal effect, your Judgement spells will also increase the critical strike chance of all attacks made against that target by an additional 3%.

Priest

Discipline

Equalize - Dealing Holy damage has a chance to increase the healing and reduce the mana cost of your next healing spell by 15%.

Infusion of Fortitude - Your direct critical heals have a 30% chance to refresh the duration of your absorption effects on the target.

Renewed Hope - Increases your chance to critically heal targets affected by the Weakened Soul effect by 4%. In addition, your [Power Word: Shield] reduces all damage the target takes by 6% for 10 sec. This effect has a 8 sec cooldown.

Holy

Blessed Recovery - After being struck by a melee or ranged critical hit, Blessed Recovery heals you for 9% of the damage taken over 6 sec. Additional critical hits taken during the effect increase the healing received.

Convalescence - You naturally store all overhealing you do, up to a maximum of 10% of your total health. The next time a nearby ally reaches 50% health you release all stored healing into the target.

Inspiration - Reduces your target's physical damage taken by 10% for 15 sec after getting a critical effect from your [Flash Heal], [Heal], [Greater Heal], [Binding Heal], [Prayer of Mending], [Prayer of Healing], or [Circle of Healing] spell.

Shadow

Dark Extortion - Dealing damage to a target below 35% health or scoring a critical hit has a 55% chance to grant you Extort, reducing damage dealt by the target and increasing your damage done by 2%. Extort stacks up to 5 times and lasts 10 sec.

Gathering of Wits - Increases the damage dealt by Shadowy Apparitions by 60%, and your [Mind Flay] also summons Shadowy Apparitions when it critically hits.

Mind Melt - Increases the damage done with your [Shadow Word: Death] by 20% on targets at or below 25% health, and when you deal damage with [Mind Spike], the cast time of your next [Mind Blast] is reduced by 40% lasting 6 sec. Mind Melt can stack up to 2 times.

Rogue

Assassination

Contamination - Increases the critical strike chance of all attacks made against any target you have poisoned by 3%. In addition, dealing damage with any poison has a 6% chance to grant you Cold Blooded, increasing the critical strike chance of your next melee ability by 100%.

Remorseless Attacks - After killing an opponent that yields experience or honor you gain Remorseless Attacks, increasing the critical strike chance on your next [Sinister Strike], [Backstab], [Mutilate], and [Ambush] by 20%. Lasts 20 sec.

Turn the Tables - Whenever anyone in your party or raid blocks, dodges, or parries an attack your chance to critically hit with all combo moves is increased by 6% for 8 sec.

Combat

Close Quarters Combat - While standing behind your target, your haste and critical strike chance is increased by 6%. While standing in front of your target, your dodge chance and damage is increased by 6%.

Excessive Force - Dealing damage with Sinister Strike increases the damage of your next [Revealing Strike] by 10%, and dealing damage with Revealing Strike increases the damage of your next Sinister Strike by 8%.

Unfair Advantage - Whenever you dodge an attack you gain an unfair advantage, striking back for 80% of your main hand's weapon damage. This cannot occur more than once per second.

Subtly

Celerity - Your offensive finishing moves break through the target's armor, increasing all damage you deal to them by 4%. This effect stacks indefinitely but has a 6 sec duration.

Serrated Blades - Your attacks ignore 9% of the target's armor, and your [Rupture], [Garrote], and [Hemorrhage] deal 10% additional damage.

Slaughter from the Shadows - Reduces the energy cost of Ambush by 12, Backstab by 4, and Hemorrhage by 2, and increases their damage by 12%.

Shaman

Elemental

Feedback - Your Lightning Bolt and Chain Lightning spells reduce the remaining cooldown on your Flux by 2 sec.

Lava Flows - Increases the critical strike damage bonus of your Lava Burst spell by an additional 24% and the periodic damage of your Flame Shock by 20%. In addition, when your Flame Shock is dispelled you gain 25% spell haste for 6 sec.

Enhancement

Booming Echoes - Reduces the cooldown of your Flame Shock and Frost Shock spells by an additional 1 sec., and increases the direct damage done by your Flame Shock and Frost Shock spells by an additional 20%.

Elemental Devastation - When you deal critical damage with a non-periodic spell, your chance to get a critical strike with melee attacks increases by 9% for 10 sec.

Restoration

Ancestral Healing - Reduces your target's physical damage taken by 9% for 15 after being critically healed by one of your spells.

Focused Insight - After casting any Shock spell, your next heal's mana cost is reduced by 65% of the cost of the Shock spell, and its healing effectiveness is increased by 20%.

Telluric Currents - Your attunement to natural energies causes your Lightning Bolt spell to restore mana equal to 240% of damage dealt.

Warlock

Affliction

Death's Embrace - While at or below 25% health, your [Drain Life] heals an additional 2% of your total health.

Increases the damage done by your Shadow spells by 8% when your target is at or below 25% health.

Eradication - When you deal damage with [Corruption], there is a 6% chance to increase your spell casting speed by 12% for 10 sec.

Shadow Embrace - Your [Shadow Bolt] and [Haunt] spells apply the Shadow Embrace effect, increasing all Shadow periodic damage dealt to the target by 4%. Lasts for 12 sec. Stacks up to 3 times.

Demonology

Demonic Pact - Increases your spell damage by 2%, and your summoned demon grants the Demonic Pact effect to all nearby friendly party and raid members.

The Demonic Pact effect increases spell power by 10%.

Mana Feed - When your summoned demon critically hits with its Basic Attack, you instantly gain 2% total mana.

When you gain mana from Life Tap, your summoned demon gains 30% of the mana you gain.

Destruction

Cataclysm - Your Shadowburn and Chaos Bolt instantly restore 4% of your total health and mana when they deal damage and also grant Replenishment.

Empowered Imp - Increases the damage done by your Imp by 10%, and all critical hits by your Imp have a 60% chance to increase the critical strike chance of your next spell within 8 sec by 100%.

Warrior

Arms

Blood Frenzy - Your bleed effects cause targets to take an extra 4% physical damage, and applying a bleed effect increases bleed damage taken by the target by 15% for 1 min. In addition, your auto-attacks and [Strikes of Opportunity] have a 5% chance to generate 20 additional Rage.

Lambs to the Slaughter - Your Mortal Strike causes the Slaughter effect, which refreshes the duration of Deep Wounds on the target and increases the damage of your [Execute], [Overpower], [Slam] and [Mortal Strike] by 5%. Lasts 15 sec. Stacks up to 3 times.

Unrelenting Assault - Reduces the cooldown of [Mortal Strike] by 1 sec and [Colossus Smash] by 3 sec and increases the damage done by both abilities by 10%. In addition, if you strike a player with [Overpower] while they are casting, their magical damage and healing will be reduced by 20% for 6 sec.

Fury

Protection

Field Dressing - Increases all healing received by 6%, and the effectiveness of your self-healing abilities by an additional 20%.

Impenetrable - Whenever you take damage from or block a melee attack you cause damage equal to 12% of your block value.

War Academy - Reduces the cooldown of Disarm by 10 sec and causes the target to take an additional 10% damage while disarmed.