Warriors:
Due to massive changes all Warriors have received all of their talent points back.
Attack Power from Strength: Strength now gives Warriors 1.5 Attack Power per point.
Critical Strike from Dexterity: Dexterity now grants .75 Critical strike rating per point. (hey we gotta give somewhere)
Dodge from Dexterity: Dexterity now grants Warriors significantly more dodge per point.
Block Rating: At 30% block, strength now grants significantly less block, every 10% block beyond that halves the amount of block rating from strength. This only effects chance to block. Damage blocked is not affected. Talents that increase Block are factored after Block is converted from strength.
Parry: Parry no longer is hardcapped at 20%. Strength's conversion into parry is halved at 20% and every 10% beyond that. Talents that increase Parry are factored after parry is converted from strength.
Dodge: Dodge is no longer hardcapped at 20%. Dexterity's conversion into dodge is halved at 20% and every 10% beyond that. Talents that increase Dodge are factored after Dodge is converted from Dexterity.
Attack Power Contribution to abilities has been greatly increased.
Champion:
Punishing Blow: Damage increased to 140% of Weapon plus 350.
Debilitating Strike: Now deals Weapon plus 61 to 65 and increases the damage of your Finishers by 30% of your strength.
Bullrush: Snare is no longer on the same DR's as other Snares.
Thunderous Kick: Now knocks back your target 15/25/35 meters.
Titan's Strike: Damage increased to 140% of Weapon plus 360 on target. All other effects are unchanged. Stun is not on Diminishing returns with any other ability.
Mark of Inevitability, Leg Sweep, and Mark of Extermination are no longer on the Global Cooldown
Disruptive Strike: Now deals 120% of weapon damage plus 115 to 118 damage.
Cornered Beast: Re-worked: For the next 10 seconds your abilities cause your target(s) to bleed for 25% of your strength over 10 seconds. Stacks up to 5 times. 2 minute CD.
Destroyer's Bearing: All critical strikes deal 15% more damage on Critical strikes (talented up to 35% via Intense Training), all finishers deal 25% more damage (talented up to 45% via Intense Training), and finishers have a 25% chance to grant an attack point.
Don't Make me Angry: Now grants 15/30% strength instead of AP.
Bloodthirst swapped in position of tree with Grim Satisfaction to bolster leveling downtime as a champion. Blood Frenzy removed. Bloodthirst damage increased to 120% of Weapon damage plus 110 to 113 damage. Heals the Warrior for 2% of damage done. Now has a 15 second Cooldown. Still only usable after getting a killing blow
Grim Satisfaction: Now grants 3/6/10 power per critical hit.
Raging Clue: Whenever you are at 100 Power Bloodthirst is now available for usage and deals 10/20% more damage.
Cruel Efficiency now grants hit rating instead of % to hit while wielding a two-hander.
Paragon
Duality of Mind: No longer increases Parry. Now contributes 10/20/30/40/50% of off hand weapon damage to all attack abilities.
Strike Like Iron: Removed, Replaced with Path of the Tempest
Grace of the 5 Rings: Now grants a 10/20/30% chance of your off-hand mimicking your attack for 25% of the damage done.
Wrist Strike: Removed. Replaced with Paired Strike.
Serenity: Re-worked: Successful Follow-up attacks now restore 3/6/10 Power.
Predictable Movements: Cooldown lowered to 1 minute 30. Tooltip updated to indicate that it does not work on raid or dungeon bosses. Causes warrior to not take damage from next ability used on them and reflects 10/20/30% of the attack back at the attacker. Now works on all types of damage.
Path of the Tempest: Removed, replaced with Shifting Blades
Shifting Blades: No longer on the Global Cooldown. Only works while Dual Wielding.
The root formerly know as Shifting Blades: Now Reign of Steel: You deal an additional 20% of your damage dealt over the next 15 seconds to all targets. 2 minute Cooldown.
Fleet of Foot: Now clears all snares.
Run like the Wind: Removed. Now (sorry WoW) Steel Flurry: For the next 10/20/30 seconds you deal 100% of your damage done to a second target. Power Regeneration lowered by 20% while active. 2 minute Cooldown.
Path of the Hurricane: Now fixed to a 120 degree cone in front of Warrior and does not Hop between targets outside of that cone. (Person Pet Peeve)
Deadly Grace: Also affects Death Touch and Rising Waterfall now. PotR is strictly ranged now and RW will deal more damage in melee range.
Touch of Tranquility: Real CC: 30 second duration, 15 second CD
Death Touch: Now deals 120% of weapon damage plus 140. No longer deals damage over time. Secondary Effect is "target deals 15% less damage" (in line with Infestation and Power Drain). 1 Minute CD.
Thread the Trees: Now snares enemies within 10 meters of the warrior as well as current effect. Cooldown increased to 45 seconds. Tooltip updated to indicate that there's no minimum range.
Way of the Wind: Now increases Parry by 20% while dual wielding and removes cooldown from Turn the Blade
New 44 point talent Strike Like Steel: Finisher that increases Paragon's Swing speed, critical strike, and energy regeneration by 10/20/30% while dual wielding for the next 10 seconds. 30 second cooldown. (Big fan of some haste buffs or procs in here somewhere.)
Flurry now Called Rage of Telara: Removes all Crowd control and snares on the Paragon, renders the Paragon immune to all CC and snares, charges and stuns the target for 4 seconds dealing 140% of weapon damage plus 350 to the target and increasing the paragon's strength by 15% for 10 seconds. 2 minute cooldown.
Riftblade:
Not much here. I actually think the mechanics work pretty well. It just needs some love, and this is the first tree I suggest to have:
Strength of Soul: New 0 point talent, Riftblades gain spell focus, spell critical strike rating, and spell power at a 1-to-1 ratio with melee hit, melee crit, and attack power.
Flamespear: Now deals 50% of weapon damage plus spell power.
Stonespear: Now deals 75% of weapon damage plus spell power.
Windspear: Now deals 100% of weapon damage plus spell power.
Imp. Freeze Armor: Also now Removes Freeze Armor from the Global Cooldown and lowers power cost by 10/20 as well as current effects.
Rift Surge: Now only works on the next spell or ability, damage changed to 100 to 140% of weapon damage plus spell power times 2. 30 second cooldown. Now works on all bosses.
Rift Storm: Now deals 100 to 140% of weapon damage plus spell power times 3 divided by the number of targets within range.
Enhanced Burst: Now grants 3/6/10 seconds of uptime based on points spent on applying burst. Is now dispelled when burst applying it is dispelled (aka considered the same debuff).
Strikes, Elemental Touch, Static Shock, and Stormblade: Now receive bonuses from spell power in addition to current scaling.
Blade of Elemental Affinity: 60% of all damage dealt by the Riftblade is converted to healing on all party members within 50 meters of the Riftblade. This lowers the Riftblade's damage by that amount. Only works on Riftblade abilities.
Avatar of the Rift: No longer increases scaling from attack power or boost burst damage. Now increases Spell power by an additional 10-30% of attack power and increases critical strike damage bonus on all riftblade abilities by 50%. Retains existing defensive aspects.
Beastmaster:
Bond of Alacrity: Now works in combat.
Agile Footwork removed, Replaced with Here Kitty: Reduces the cast time of your Call Greater Primal Companion and Lesser Primal Companion by 10-50%.
Tenacious Wounds: Your bleed damage is increased by 10/20% of your strength.
Feral Sweep: Now deals 140% of Weapon damage plus 110 plus 200 Bleed.
Tearing Slash: Now deals 140% of Weapon damage plus 125 plus 210 Bleed.
Kinship: (Another ability like Bloodthirst that's good for leveling, but crappy for just about anything else). Re-worked: You and your pet gain an additional 50% of your bond bonuses for 15 seconds. 1.5 minute cooldown.
Protective Instincts: Now increases health of all party and raid members by 15% for 5/12/20 seconds (based on attack points). 2 minute cooldown.
Improved Protective Instincts Renamed Bloody Perfect: Your bleed tick an additional 1/2/3 times.
Primal Senses renamed Stalking Death: Your primal companion can now achieve 1/2/3 levels of stealth and increases stealth detection while stealthed by 1/2/3 levels.
Ties that Bind: Increases bonus health and armor of protective companion by 10/20/30%. Reduces penalty of Enraged companion by 10/20/30%.
Spoils of the Hunt: Current Effect as well as clears all CC/Snares/stuns on you and your pet and makes you immune for 3/6/10 seconds. 1 minute Cooldown.
Calming Influence: Cooldown removed. It's 44 points in.....srsly. Underpowered much?
Low Level Appealing-to-DPS tank talents:
VK:
Ravenous Strength: This will obviously be overpowered as all hell if our scaling is fixed, hence it should only work with a shield equipped and the Vindicator Block-with-a-two hander talent should be updated to allow its usage just like how Planar blade buffs Rift Summon.
Damage still buffed by RB on discharge.
VK's get the AP > SP conversion, but it doesn't stack with Reaver's, RB's, or Pallies.
Reaver:
Scaling increased, damage still buffed by RB.
I won't get into the tanking changes, because, to be honest, other than a Plague bringer puller for every tree, I actually love rift's warrior tanking.




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