Whirlygig/Emerald Dream expansion pack ideas

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This article is fan fiction

The contents herein are entirely player made and in no way represent official World of Warcraft lore or history. The characters, places, and events listed are of an independent nature and are applied for roleplaying purposes only.

All credit to Jarius (posts)/Masslen, who came up with the idea. Spellbreaker info from Clayskeleton (posts).

Concept art of the Emerald Dream from the official Warcraft Encyclopedia

The Dream of CreationEdit

The Emerald Dream, also known as the Dream and the Dream of Creation, is the verdant realm of the Dragon Aspect Ysera. It is a vision of the world as a verdant natural paradise. Tranquil forests stretch away in every direction, and rolling hills and majestic mountains mimic Azeroth's landscape. One could say that Azeroth and the Emerald Dream are duplicates of each other — the Emerald Dream is Azeroth as seen through a magic lens, untouched by the hands of mortals. The Emerald Dream is the Azeroth that would not have been split by magic into the two landmasses of today - within it is the original greater landmass of Kalimdor, covered in the hazy emerald green forests of aeons past. Nature is in a perfect balance in the Emerald Dream. Animals of all types inhabit the world, including some that are extinct on Azeroth and subspecies that never got the chance to evolve. Many fey creatures, such as sprites and faerie dragons, also roam the forests. However, it is not only the inhabitant creatures that roam the Dream. Creatures from Azeroth constantly visit, though they may or may not know it. Dreaming creatures arrive in the Emerald Dream and often have prophetic and helpful visions. Druids enter the plane through their connection with nature. While within the dream, the traveler can, through exercise of will, view the waking world and to a limited extent interact with it, as presumably all aspects of the world have some connection to the Emerald Dream. Accessing the Emerald Dream via more conventional magic is possible, but the plane’s natives do not look kindly on intruders. As part of an ancient pact made between Ysera and Malfurion Stormrage, the druids are required to spend long periods of time sleeping in the Emerald Dream in exchange for their powers over the forces of nature, presumably so that they will better appreciate that which they have pledged themselves to preserve. Recently, strange events have been transpiring within the Emerald Dream and it appears that Malfurion himself may be trapped within its confines. A darker force has found its way into the Emerald Dream as well. Called The Nightmare, this mobile area of corruption stems from the twisted thoughts and fears of sleeping beings’ subconscious minds. The Nightmare travels slowly through the Emerald Dream, leaving corrupted, vicious animals and Unwaking travelers in its path. None, not even Ysera, knows why the Nightmare exists — nor why its boundaries grow…

Two New Playable Races Edit

Official horde mini-iconQuilboar- HordeEdit

Althought the Horde regularly fights the Bristleback and Razormane quilboars, there is one tribe that has taken a stand to join the Horde- the Pinetail quilboars. The Pinetails are a sect that broke off from the Razormane Quilboars after rumors spread that Chargla Razorflank was dealing with the Scourge. Led away from the Barrens under massive persecution of the other Quilboar tribes, even attacked by various tribes, the Pinetails fled to the Stonetalon Mountains.

Here they elected a leader, a male Quilboar named Otzo Pinescar. In the Stonetalon Mountains, the Grimtotem Tuaren fought the Pinetail Quilboar, seeking to enslave them. Otzo led his tribe away, and in makeshift canoes, they fled to a chain of islands they named the Chieflands. Harpies lived here, led by Merla Steelwing. Now, the Pinetails fight the Harpies from their new city of Razorfen Ku’ual, which was created in a ritual using Blood Shards to create the massive thorny vines found throughout Kalimdor.

After they began settling the Chieflands, Razormane Quilboar also came to the Chieflands in an attempt to destroy this upstart tribe under orders from Chargla Razorflank. The Grimtotems also followed them here, taking control of part of the southern Chieflands.

With the trouble from the Steelwings, the Grimtotems, and the Razormanes, Otzo became frantic. He sent emissaries to the Horde in an attempt to gain allies. The Tauren and orcs, through hatred fro the Quilboars, said no, but the Trolls, Blood Elves, Undead, and Naga all said yes, out of need for more allies against the Alliance and other threats. Thus, these races sent troops to the Chieflands in an effort to help the Pinetail Quilboar.

As a young Quilboar fighting to defend your freedom, you must fight to survive throughout Azeroth, and realms beyond.

Available classes:

Warriors- Like most other races, quilboars have learned the ways of the sword and shield. Quilboar Warriors start out with a shield and a mace.

Shaman- Much like their Razormane and Bristleback relatives, the Pinetail quilboars practice shamanism regularly.

Hunter- As a way of survival, quilboars hunt game. Some quilboars are known to have great accuracy and can easily shoot a plainstrider in the head. However, unlike crossbow wielding Razormanes, the Pinetails are more technologically advanced and use guns.

Druid- Because of their friendship with taurens and connection with the natural world, quilboars are great druids.

Warlock- The Pinetail Quilboars use demonic magic with might to fight their many enemies.

Racials: -Staff Mastery: +5 staff skill bonus -Animal Instinct (Active): Escapes polymorph effects and becomes immune to them for 10 seconds, and during these 10 seconds speed is increased by 20% (No effect if mounted, sprinting, or using AotC) -Critical Power: Crit chance increased by 1% -Tough Fur: +10 bonus to fire resistance

Reputation: Although it seemed hard to trust them, the orcs, trolls, and taurens learned to befriend the quilboars, thus start friendly with Razorfen Ku’ual (Quilboar capital). The Forsaken, Blood Elves, and Deep Covenat Naga still see them as primitive and untrustworthy, causing them to be neutral with Razorfen Ku’ual.

Mount- The Quilboar would ride Striders. Colors: Brown, Gray, and Amber.

Epic Colors: Copper, Sangria, and Beige.

Official alliance mini-iconFurbolg-AllianceEdit

Since the moon first rose on the north western forests of the twilit, primordial continent of Kalimdor, the ursine furbolg hunted, fished and gathered in the endless woodlands of that ancient land. Revering the twin bear brothers; Ursol the Shaman and Ursoc the Warrior, these bear-men were a peaceful race. Ever since the cataclysmic sundering 10,000 years ago, the noble furbolgs had been the staunch allies of the night elves, with whom they shared the forests of Kalimdor. Protecting plant and beast from those who would cause them needless harm, the furbolgs aided the night elves during the Long Vigil, using their innate link with the land to keep the wooded north safe from all adversaries.

However, when the Burning Legion returned to claim Azeroth and have vengeance on the night elves and their allies, it was precisely their affinity that the furbolgs had with their forest home that proved to be their undoing. As glade and river fell to the demons and became sullied with the Nether's taint, the furbolgs soon lost themselves to a mindless rage that spread like wildfire through the tribes. When Archimonde and his hordes were finally defeated at the Battle of Mount Hyjal, only a single tribe could aid the mortal armies. After the dust settled and the demons were banished, the night elves feared that the bear-men had been all but obliterated – and that those who had survived were corrupted beyond saving. The wizened elders that had lead the furbolgs for centuries were replaced by fierce firebrands, and generations of wisdom were forgotten as the bear-men retreated further and further into their home territories and attacked any who came near.

And yet, hope remained for the children of Ursol and Ursoc. Deep beneath the shattered glades and blasted slopes of Mount Hyjal, a small proportion of the furbolg race had managed to escape the corruption by retreating into the bowels of the earth – taking refuge within the vast network of caverns and tunnels known as the Barrow Deeps, which lay beneath much of the forested heart of Kalimdor. Three tribes – the Purespring, the Barkskin and the Timbermaw managed to evade both total annihilation and the Legion's corruption, gathering under the totem of Celeritas, a wise shaman who had aided and been aided by Priestess Tyrande Whisperwind during the war. Though many of their number had been slain by demons or corrupted wildlife, the furbolgs had managed to discover a tract of tunnels – only recently vacated by the slumbering Druids of the Claw – that due to protective druidic magics were devoid of dangers. Naming their region of dominance Urstaran, meaning “Home of the Bear Brothers” in their own language, a beacon of ursine culture was relit, and Urstaran became a centre of influence for the Purespring Tribe, which Celeritas lead. Furbolg hunters wandered the lands again, searching for food to support their families, whilst furbolg druids and shamans worked to soothe the spirits of the tortured land and to fill the tunnels and caverns with life. Safe at last from the troubles of the world outside, furbolg culture blossomed, villages became filled with the sound of laughter once more and the holds and dens became centres for art and spirituality as much as they were for military strength.

Years pass. Despite the pleasant environment and safety within Urstaran, many furbolgs longed for the wide forests of the lowland woods, and to discover what was going on in the world. The Timbermaw in particular, lead by the aged warrior Gorn One-Eye, wished to return to their old holdings, and to see if anything could be reclaimed. They argued that, had the demons been victorious, the furbolgs would surely have been aware by now and, if the Legion had indeed been defeated, then there was no reason why they shouldn’t claim back their old haunts. The other tribes however were far more cautious. It was felt that even if the Legion had been defeated, the peoples and forests outside would be so impure that they would be dangerous to even contact. Still Celeritas resolved that he would keep no one within Urstaran against their will and so he permitted Gorn and his people to leave, so long as they sealed and guarded the exit tunnels behind them and refused to tell any outsiders, even night elves, about the furbolgs’ new home. The Timbermaw split into two groups, one, consisting of those who felt less inclined to leave Urstaran headed south and exited through an old Earthen fortress, before sealing it and claiming it as their own. The remainder of the tribe turned north, and exited into their old home of Timbermaw Hold, at the northern boundary of the forests that had become known as Felwood. The Timbermaw, expecting to see the crystal streams and verdant vales that they had known, restored after the defeat of the demons, instead bore witness to the accursed, noxious land their territory had become. Frightened by this change, the Timbermaw realized their folly at leaving Urstaran, and resolved to seek out allies who would aid them fight against their corrupted kinsmen – whom the pure furbolgs had dubbed “felbolgs” – and to defend their new homeland at any cost.

After a time, Celeritas and his elders became concerned. The elderly shaman had expected the Timbermaw to return, he himself suspecting that the forests had been corrupted irrevocably. When this did not take place, Celeritas worried that the Timbermaw had been enslaved, destroyed or worse, imprisoned and forced to reveal the location of Urstaran. Not knowing of Gorn’s vow to guard the gates of the Barrow Deeps, Celeritas declared that the united tribes would return to the surface, to discover the fate of the Timbermaw, and the state of the world outside. Knowing that the tunnels the Timbermaw had used were blocked and probably dangerous, the remaining three tribes decided to try an alternative method for ascending to the surface. Using the prolific moonstones that studded their underground home, the Timbermaw used the potent nature magics that surrounded them to create a portal to the heart of Elune’s power on Azeroth – suspecting that such a place would surely be free of the Legion’s taint. As such, the brave pathfinders who volunteered to go through the portal first found themselves stumbling into the moonlit sanctum of the Temple of the Moon in Darnassus. Upon hearing the news that the night elves had not only survived, but were proliferating and allied to a powerful union of races, Celeritas hurried from Ustaran through the portal to meet with Tyrande, and once the pact of friendship between the bear-men and the Kaldorei was renewed, the furbolgs travelled to the Eastern Kingdoms, to pledge their allegiance to the Grand Alliance. The Purespring and Barkskin tribes joined the Alliance, but the Timbermaws remained neutral, considering it better to keep on friendly terms with both factions in order to enlist both in purifying Felwood. Now, with allies to aid them and a defensible homeland to call their own, the furbolgs have a brighter future ahead of them. Their renewed confidence and political power has resulted in many changes – firstly, they have begun to extend their territory further into the Barrow Deeps, which due to their location underneath Felwood still bear the scars of the Third War. As word has spread of Urstaran, those furbolgs who have managed to avoid corruption or who have been cured of it have flocked to the capital of Ustaran, turning it into a centre for trade and learning. As one such furbolg, your destiny within that world is yours to shape.

Available Classes: Warrior- Furbolgs have always been confident and powerful warriors, using their pure strength as a deadly weapon.

Druid- The Furbolg are deeply connected to the Emerald Dream, thus being perfect Druids.

Mage- The Furbolg use the Arcane arts to their advantage, using the magic to fight the demons of Ashenvale and enemies to the Grand Alliance.

Rogue- There are a number of reasons why a furbolg would become a rogue: corruption, adaption to their shadowy cave environment, guerrilla warfare (logical) or alternative monk fighting methods etc. The furbolg are not Tauren size, but about human size. Just imagine the look on the enemy's face when a giant bear wearing black materializes behind them...

Hunter- The furbolg trapper is a unit in Warcraft III. This, combined with the hunter-gatherer society that the furbolgs exhibit indicates that hunting will be of great importance to furbolg culture.

Racials: Enrage:(Warrior, Rogue and Hunter) Increase Attack Power, Defence and Health, Decrease Weapon Skills. (Druid and Mage) Increase Spell Damage, Healing Spells, Mana and Casting Time. Last 60 seconds or untill death. Only useable with less then 20% Health

Need Ideas on other.

Reputation: 0/6000 Friendly with Alliance

Mounts: Thre Furbolg Mount is the Stag. Colors: Dark Gray, Brown, and Amber

Epic Colors: White, Copper, and Sangria

New ZonesEdit

Chieflands- Level 1-12Edit

The Chieflands, the new home of the Pinetail clan of Quilboars, is a beautiful chain of islands. The ground is reddish dirt, and the islands are sparsely forested with great evergreen pines. However, many harpies have also migrated here from the Stonetalon Mountains nearby, and are causing the Pinetail Quilboar’s problems, by burning their settlements and attacking their trade caravans. Grimtotem Tauren are also here, intent on enslaving what they see as a lesser civilization. The Razormane Quilboar, wanting to destroy the Pinetail for their ‘treason’ have come to take over Razorfen Ku’ual.

Many young Pinetails, ready for training, arrive at Pinescar Isle, and than continue on their way to Spearhide Village, near the capital of Razorfen Ku’ual.

Seapine Woods- Level 10-20Edit

The Seapine Woods, a shadowy coastline in southern Kalimdor, is now the territory of the Pinetail Quilboars. This is where many of the large reptilian creatures of the Un'Goro Crater have their young, and raise them. This region has also been invaded by Naga loyal to Azshara, and there is a Silithid nest in the north.

Barrow Deeps- 1-10Edit

An ancient cave system beneath Mount Hyjal. It was the sleeping place of the Druids of the Claw for thousands of years until the return of the Burning Legion and the Third War. After awakening the Druids of the Talon from their slumber, Malfurion Stormrage and Tyrande Whisperwind entered the Barrow Deeps in search of the remaining Druids. Furion continued on in search of the Druids of the Claw. He soon found them but they were lost and feral, their minds gone into atrophy. Grateful to be awake and in their right minds once more, the Druids of the Claw agreed to follow Furion in the fight against the demonic Legion. Now, this system of caverns is used by the Furbolgs as their new nation of Ustaran. Young Furbolgs often end hibernation at the Greenpaw Vale and begin their training. Nearby is Purespring Village, and beyond are the gates of Ustaran, capital of the new Furbolg nation.

Mount Hyjal- 10-20Edit

Mount Hyjal is the site of Nordrassil, the first World Tree created from an acorn of G'Hanir. The area was devastated in the Battle of Mount Hyjal, but is slowly recovering. The Furbolgs of Ustaran have built settlements here in an attempt to futher their influence and to help heal the area. Demons and Satyr from Felwood and Ashenvale have come here in an attempt to destroy the young nation, and corrupted Furbolgs are here also, and attack their brethren’s holds constantly.

Twilight Grove 65-70Edit

The Twilight Grove in the Emerald Dream is the location of the portal to the Twilight Grove that sits in the middle of Duskwood. It is a beautiful place that looks like Ashenvale, and it is uncorrupted by the Nightmare.

Shadow Grove 67-72Edit

The Shadow Grove is connected to Bough Shadow in Ashenvale. The grove appears to be slowly being corrupted by the Nightmare. None know what will happen if the Nightmare reaches the portal to Azeroth, but it would not be good.

Dream Grove 65-70Edit

The Dream Grove is connected to Dream Bough in Feralas, the portal to the Emerald Dream.

Crystal Grove 65-70Edit

The Crystal Grove is connected to Crystalsong Forest in Northrend, and was affected by the same draconic magic that turned that forest to crystal, thus resulting in the grove glittering like thousands of gems. The Nightmare is slowly entering this area, corrupting it. None know what would happen if it reached the portal.

Deadwood Bog 70-80Edit

An area of the Emerald Dream that is completely destroyed by the Nightmare. Located north of what is presently the Maelstrom. Once a beautiful and verdant place, then known as Wispwood Marsh, it was destroyed soon after the Nightmare appeared. The wildlife was corrupted, as were the wisps and druids and now attack anything on sight.

Ley Fields 68-75Edit

An area of the Emerald Dream where Durotar, the Barrens, and Mulgore would be today. It is a sprawling zone of verdant fields bristling with magical energy, thus called the Ley Fields. Many wisps inhabit these fields. In the northern area, the Nightmare is beginning to spread, and adventurers come here to try and stop it. The druids have an outpost at Cenarian Den, and travelers go there to help fight the Nightmare.

Stormrage Mountains 78-83Edit

The Stormrage Mountains, named after Malfurion Stormrage, are a great mountain range that encompasses what would now be called the Redridge Mountains, as well as most of Khaz Modan.

Emerald Paradise 75-80Edit

The Emerald Paradise is a beautiful coastline in the Emerald Dream. Marine life of all kinds flourishes in the waters here.

Iceshadow Fields 83-87Edit

The Iceshadow Fields are located where much of Northrend would be. This area has been corrupted by the Nightmare, and it was once called the Icechill Fields.

Darkened Woods 85-90Edit

The Darkened Wood is where the Nightmare first originated from, and it is the area where Tirisfal Glades, the Plaguelands, and Quel’Thalas would be in Azeroth.

Gnarlpine Coast 80-85Edit

The Gnarlpine Coast is where the Azuremyst Isles, Moonglade, and Teldrassil are located in the waking world. However, they have recently been ruined by the Nightmare, which corrupted the Druids in the Dream here, as well as the Gnarlpine Furbolgs.

Emerald Dream 75-87Edit

The Emerald Dream is a vision of the world as a verdant natural paradise. Tranquil forests stretch away in every direction, and rolling hills and majestic mountains mimic Azeroth's landscape. It is what in the waking world would be called almost all of Southern Kalimdor, the South Seas, and Stranglethorn Vale. Somewhere within its beautiful fields lies the Eye of Ysera.


Neutral 15NeutralEdit

Brood of YseraEdit

- The Green Dragonflight watches over all of nature and the Emerald Dream, the ethereal dream world that all life is a part of. Ysera and her brood seek help against the Nightmare.

Official alliance mini-iconAllianceEdit


-the Furbolg capital.

Official horde mini-iconHordeEdit

Razorfen Ku’ualEdit

- The Quilboar capital.


New High Level DungeonsEdit


Uldum- A Titan vault in Tanaris.

Emerald DreamEdit

Deadwind Caverns- A large system of caverns in the Darkened Woods, from where the Nightmare is said to have originated.

Eastern KingdomsEdit

Tirisfal Grove- This grove is where Krasus’ made his dwelling, as well as where the High Elves first landed on the Eastern Kingdoms. Below the elven citadel is a mystical pool, far older and more powerful then even dragons. This power is somehow connected to the Nightmare. It is up to adventurers to discover the secret of the Nightmare, and what is beneath the Tirisfal Grove…

Raid InstancesEdit

Nightmare’s Lair- below the Tirisfal Grove is a mystical pool, and below this pool is an ancient system of caverns and tunnels, made for some unknown purpose. But these tunnels hold a darker and more dangerous secret. Discover the connection between these caverns and the Nightmare, and even the Old Gods…

Spellbreaker Edit

Spellbreaker: an elven warrior trained to disrupt and contort magical energies.

First info Edit

Well, with the new threads trashing every known thread in existence, I'm stuck working back to the top from square one. Oh well, good thing I wrote [most of] my ideas on MS Word. The power of documentations saves me some work. YOu may remember my Befallen, Breaker and Necrologist threads, the fill of detail, and the weighings of features, class roles, and uniquities I tried to fill these classes with. I suggest you read on, and if you want a tank for your precious BE, support like the wind!

Lore: It is said that some seek to control magic. Yes, many wizards and magi can wield magical spells, but they can’t actually CONTROL magi, or in the very least, they cannot control the magic of others all that well. In this way, those who sought to control magic began to study and train, and they began to realize that magical control was strenuous, and taxing on one’s own energy. As such, being mages at the same time would take be all but impossible, if controlling the magic around them was to be their goal.

At the same time, while the manipulation of magic could lead to it being a destructive force, it could also lead to a destruction of the very magic that was wanted to be destroyed. Thus, those with a fear or hatred of the corruption of magic would be known to take up this art as well in order to destroy and fizzle out as much magic as possible, and dare it be said, they would absorb the corruption so those they loved did not need to deal with it at all.

Thus we have breakers, the inquisitors at one end, and the power hungry at the other. Of course, there are always those in between, who want the power to fizzle out all mana, but that’s just complicated.

Races: Gnomes, Night Elf, Troll, Blood Elf

Race Logic:

Gnomes are a curious bunch. With their desire for science, some have felt that a control of the arcane that some of their brothers use can help them achieve new breakthroughs in science and technology. Others feel that with this power, they can absorb the taint in their ruined homeland and save Gnomergan even with great risks.

Night Elves are perhaps the oddest one to be here. You see, the Night Elves are those crusaders I was talking about, taking up the art of magic control in order to destroy it as soon as they got it. Though an oddity and rarity amongst the Night Elves, those who take up the call are a brave lot (though amongst players, they will likely be the most popular race.)

Blood Elves should be an obvious choice. After all, it is from elves that the class comes, so this is too obvious. Like... Lrn2play TFT?

Trolls are a choice for a reason similar to why dwarves get hunters... +5 throwing. This is perhaps the only time you’ll ever see this bonus have any actual meritable use.

Weapons: 1h Swords, 2h swords, 1h axes, 2h axes, polearms, daggers, throwing weapons, wands, 1h maces, 2h maces

Armor: Cloth, Leather, Mail, Shields, Plate (at 40)

Bars: Health/Energy

Important Stats: Strength helps with power, obviously, and agility increases your throw damage and crit rate, as well as armor. Stamina is always useful to live longer. Intelligence may surprise you. See, though no mana bar, the Breaker does cast some spells, and their critical hit rate is determined by the int stat, so don’t be too shocked.

Advantages: Can use a variety of weapons, practically every melee weapon.

Gets the ability to auto throw, which basically automatically launches your throwing weapon much like Autoshoot for wand or hunters. They get autowand too.

Can cure mana fast in a single cast, non ticking fashion. Even though the spell is on a timer, its still useful.

Casts spells on an energy bar, meaning that castability, though slow, will not require breaks the way a mage might. Of course, said spells can still be interrupted or silenced.

Can wear plate and use shields. Defenses are good.

Can steal buffs that normally cannot be casted on others, such as Inner Fire, Mage Armor... and can give them to himself or a party member.

Has a physical attack that ignores armor.

Disadvantages: DPS is a bit poor, simply because the damage they can deal is never the highest attainable. Basically, they are more of a utility and support energy class.

No combo points. Well, this isn’t really quite a disadvantage, since it just doesn’t suite the class, but let me point out that they can’t hold a candle to rogue DPS... they can hold one with paladins maybe though.

Cannot hold aggro very well unless dealing damage.

Spell damage is a bit low.

No healing... at least for the health bar.

A bit lacking vs characters without mana.

Tier Class Armor has more int on it than most players would probably enjoy... as in, any number over one point of int.

Class Role: The Breaker is an interesting support buffer. Rather than buffing directly, their specialty is to rearrange buffs to the benefit of the party. So... giving your tank buddy the Warlock’s Demon armor is certainly worth a great deal of merit for instance, and stealing nasty heal spells from enemies who cast regens on themselves never hurts either. They also have nice bonuses with wands and throwing weapons, and even with an auto-throw, they will never likely have the DPS other classes can have. As such, they are subpar for raid DPS... but they are still with merit and worth their raid slot. After all, they can heal priest, mage and druid mana bars, so they can’t truly be bad. Their wand grafting spells can inflict debuffs and other effects, such as DoTs, magic vulnerability, and very small healing (but not enough to constitute a healing class pigeonhole.) As such, we see a support class, but unlike the faction specific buffers, the Breaker cannot really take on the healing role. As such, these plate wearers are stuck off-tanking, or pretending to be a hunter or mage. They do have one benefit in using energy. While other classes may run low on mana, energy comes back, and casting magic on an energy bar is certainly a very handy thing to be able to do.

By game function, Breakers are as their name suggests. They break things, and even have an ability or two dedicated to breaking gear though not on a permanent basis. Basically, unlike my Befallen before this, the Breaker is a unique fellow who is trying to find his way in a world where he may daresay, be unique

A side note, if you think Mages will suffer, just remember, Amplify Magic + spell steal... do the Breakers dare chance trying to steal the Mage/Ice armor spell when they could be hitting an I LOSE button? Yea, mage duels are a bit dangerous.

Skill Trees: The three schools of the Breaker are Martial Combat, Disruption, and Control. These are the trees where talents break up as well, and it is where the heart of the Breaker is.

Martial Combat: The name implies what it does best. Physical power. That is for the most part what skills in this part of the spell book are used for. As such, tanking, melee and ranged dps are found here. Here are a few skill examples.

Armor Breach - With great focus, the next attack that the Breaker uses will ignore an enemy’s armor rating entirely. Very useful, even though it requires 35 energy, especially late game when armor becomes high. In spite of this, this melee attacks is probably one of few ways that the Breaker holds a consistent dps. Higher ranks of this skill add a small damage boost and generate some threat. This is the Breaker’s starting skill at level one. At first, it is not very strong, but it certainly grows fast as you level up to be a very important and strong skill.

Grafted Throw - For 20 seconds, your throwing attack speed is increased. Costs 60 energy. Higher ranks increase the speed bonus. Has a 5 minute cooldown.

Arcane Deflector - Activate to increase your block rate with shield by a large percentage. Lasts 3 blocks, and each block deals arcane damage that generates threat.

Thrash Element - Deals a strong instant physical attack that only works on targets who work strongly with the powers of the elements and their magic. In this case, those are elementals and dragons. Requires melee range. Costs 20 energy and is on a 15 second cooldown. It’s basically Exorcism for Breakers and different targets.

Flash Ball - Throws a holy ball of light at the enemy. Deals a small area based damage to all in the area of it. The real kicker is its added effect. When used, it will wipe a target’s aggro meter clean of everyone on its aggro list. So its basically like an aggro reset. The only thing wrong with it is its 8 minute cooldown, as well as its 90 energy requirement. It also costs a reagent.

Faux Shatter - For 4 seconds, the target will think all of its equipped gear is currently broken, and thus, will fight as though naked. This ability costs 85 energy and has a 1 second casting time. After the ability ends, the enemy gets a 5% boost to all stats and armor for 10 seconds.

Control: This school deals with magic damage, spell stealing, and simply just controlling magic in general. It is a bit more complicated than that. In this school, the wand graft is found. The four grafting spells grant your wand an attack bonus from four of the game’s six available spell elements (holy, fire, nature, arcane.) Though the bonus is not much, it is fun to pick the right element for the situation, and each element has an added extra.

All Wand grafts cost 50 energy and last until another graft is used. Grafts cannot be dispelled, as they are a part of the wand, pretty much and thus even unequipped, the wand remains grafted for the time duration.. Just think of it the same way you do Shaman Weapon buffs, except with wands. Also, a slight racial bonus exists for Wand Graft. Depending on your race, Wand Graft will cost 5 less energy to cast and have a 5% boost to the damage bonus and abilities.

Nature Wand Graft - Adds nature damage to your next wand attack. Also inflicts a DoT poison on the enemy. Though the poison is weak, it does make Rogue’s and cat druid lives more difficult. Only one graft can be active at a time. This poison effect deals damage and can stack up to 5 times on a target. Higher ranks increase the damage bonus and the DoT power. (Night Elf racial boost.)

Holy Wand Graft - Adds holy damage to your wand. Each strike with your wand also grants a rather small amount of healing to your entire party. Higher ranks increase the damage bonus and the amount healed. (Troll Racial Boost)

Arcane Wand Graft - Adds arcane damage and places a debuff on the enemy. This debuff increases the damage that the enemy receives from spells cast at it. This effect can stack up to five times, and can stack with other magic damage increasers such as Shadow Vulnerability. Higher ranks, which are few. (Gnome racial boost)

Fire Wand Graft - Adds a lot of fire damage to your wand attack that cause a high amount of threat. This is basically the element you use to tank with. Higher ranks increase the damage and improve the threat generation. (Blood Elf racial boost)

Radiant Ball - This ranged attack deals arcane damage on a 2 second casting time. Its power is a bit low, but its fast and constant, and to top it off, it only uses 20 energy. Higher ranks increase the damage dealt. Radiant Ball has a nifty feature to it. After every five successful castings, Radiant Ball will crit, no ifs ands or buts Note, that this effect is lost if a crit happens by chance sooner, and attacks vs immunities, or resisted castings do not count either.

Spell Steal - Takes a negative buff from you or a nearby ally or a positive buff from a nearby enemy, and places them on a nearby foe or nearby friend(or you) respectively. The buffs that can be swapped must be magical, so you cannot take Battle Shout or Crippling Poison, or Curse of Agony. You can however take Frost Armor, Mage Armor, Demon Armor, Inner Fire, Power Word: Shield, Unholy Guard (from the Befallen thread) and Psychic Scream, to name a few, and swap them around. This skill can be a lot of fun, because you can steal a good deal of skills. It’s mostly useful in PvP however, as enemies with buffs aren’t too commonly found. Costs 60 energy. Still, the prospect of removing fear (from an ally, mind you, you’ll never get it from yourself) and placing it on a foe is rewarding, and buffing yourself with an enemy’s Frost Armor can help you tank. Even better, when you get a magical debuff from a boss or so, you can place it back on the boss and watch him suffer. Just be careful that an enemy mage doesn’t trick you with amplify magic to shove the Breaker an I LOSE button and just WTF pwn the amplified breaker.

Mana Filler - This spell, with a 2 second casting time, is like a cure spell... for mana bars. It costs 80 energy, and cannot be used again for 90 seconds. Furthermore, the target effected becomes Full, and unable to be filled for 2.5 minutes. It does recover a nice amount of mana though, but not an overpowered amount. Mages, priests... heck, every mana class will certainly like it, so don’t be afraid to use it, but use wisely.

Weapon Breach - This nature based instant attack spell costs 25 energy. What it does is cast a debuff on the enemy’s weapon and weakens the weapon directly, causing it to deal less damage and increases its miss rate. This is rather short duration, but its still strong in its own right against, oh say, melee.

Disruption: Probably the most PvP as well as DPS oriented tree, the Breaker’s ability to destroy magic and ruin casters is found in this tree, as well as a few nukes. Believe it or not, the differences between Control and Disruption are in how they handle a very similar task of handling damage dealing and buffs.

Spell Bomb - You’ve seen this spell in the game. Spell bomb is a magical debuff that causes targets who cast spells to take some fire damage. Of course, this version isn’t nearly as overpowered as the kind NPCs use, so its use is much less devastating. Still, it’s a nice instant cast skill that costs 70 energy and hurts casters. You’ve probably seen this spell before, especially if you’ve ever had the guts to try Uldaman. Higher ranks cause the enemy more damage when they cast. The only downside is its somewhat short range of 15 yards.

Burning Tongue - Deals fire damage to the target and puts a very small DoT on them. As well, casting speed is increased. A 3 second casting spell that costs 40 energy. Higher ranks increase the damage and improve the amount of time that casting is ruined by.

Spell Pierce - Casts a strong arcane damaging needle at the enemy. Has a 30% chance to dispel a positive buff from the enemy. Higher ranks increase damage and increase the chances of dispelling. Costs 50 energy and has a 2.5 second casting time.

Negative Feedback - Stuns the enemy for 3 seconds. During this time, they will slowly lose mana or energy, but take no damage. Higher ranks increase the stun duration and the mana/energy drained per second. Attacking the mob may disrupt the mana draining. Instant cast with a 5 yard range and costs 70 energy.

And that... well, that’s the end of this word file. Talents, other skills, and so on will be filled up in further threads.

Second Info Edit

I notice people are worried about Breach Armor being too strong. Trust me, it’s not. Considering it’s one of a DPS melee Breaker’s main skills (which is going to be limited to PvP mostly due to more important roles in raids), you will find your breaker more likely to be doing wand, throwing, or even magic DPS if at all. The fact is, a Breaker’s ranged skills have synergy with their talent trees. Melee mixes best with tanking, and for tanking, Armor Breach doesn’t have much kick.

Anyway, I figured I'd add more skills now that everyone has had time to sample the Breaker. Might run into problems, considering the fact that some skills conflict with Expansion abilities, such as mages getting Spell Steal. Oh well. Speaking of which, think of battling a mage as a game of Russian Roulette. Spell Stealing on a clever mage will sometimes get you... Amplify Magic. From there, the mage shall pwn your face with boosted damage. It’s not a pretty sight.

Well, on we go.

Martial Combat

Heave - Adds a 3 second delay to your next throwing attack, and makes you begin to throw. When thrown, your weapon will do 240% damage, and causes massive threat Requires a throwing weapon to be equipped. Basically, this is a tanking/pulling ability used when your group lacks a warrior to get that snap aggro in order to tank, because lets face it, the druid and the paladin would probably both be better as healers. Costs 10 energy and has a 5 second cooldown. Obviously, requires the equipping of a throwing weapon.

Puncture Toss - Your next throw does slightly increased damage and cannot miss. It can still however be parried, dodged or blocked. Costs 40 energy and has a 30 second cooldown.

Man Tosser - This awkward ability requires you be in melee range, and also that you have a throwing weapon equipped. What it does, simply put, is that this ability will take the person and throw him about 20 yards. This also uses up one of your equipped throwing weapons, which is also tossed at the enemy. This ability costs 75 energy and has a 5 minute cooldown. It also stuns the enemy for 2 seconds. Note, this will not throw enemies over cliffs or down steep drops.

Overloaded Wrath - This ability with a 30 minute cooldown causes the Breaker to generate energy when striking with melee or ranged throw attacks, or when hit. Basically, it causes the breaker to have his energy bar pretend to act like a rage bar at the exact same time. This ability lasts 20 seconds. This is a teir 3 talent.

Summon Throwers - Allows the Breaker to summon throwing weapons. Costs 80 energy. Like all summoned items, they will disappear fifteen minutes after logging. Higher ranks make stronger throwers.

Throwing Graft - Your currently equipped stack of throwing weapon gains a feedback effect. It will drain mana, energy, focus and rage alike. All throwing attacks get a +2 damage bonus. Cost 65 energy and lasts 10 minutes.

Magi Blocker - The ultimate talent in the Martial Combat tree. Basically, your shield’s block rate is also applied to spells, thus you can block spell damage. Suffice to say, this ability is passive, meaning it’s always active.

Ricochet - Causes your next throw to deal a slight boost to damage, and hit its two closest neighbors in a 10 yard radius. This is a bounce effect, and the second target will take a slightly reduced amount of damage, and will be reduced again for the third target. Costs 50 energy and works on your next throw attack. Obviously, it requires you have throwers equipped.


Magic Reversal - A debuff ability. The ability has a strange mechanism to it. See, it reverses pain and healing of the enemy that you cast it on for their next damaging or healing spell or ability, it reduces the mana/energy/rage spent on the move by 60%, and the target will take/heal half the damage the spell was meant to heal/deal. So, let's say you get hit by a Mind Blast by a priest that you have cast this ability on. For easy reference, his mind blast would have dealt 700 damage had it not been a Magic Reversal. Instead, you are healed for 350 damage, and the priest thankfully only spends 2/5 of the original spell cost. You understand all that? All other effects work to their full capacity. Costs 40 energy and has a 1.5 second casting time.

Intangible Recall - This talent based ability is invisible... not in any way shape or form. Actually, it has nothing to do with actually Intangibility at all. Basically, this skill is simple. It’s basically a Cold Snap for the Breaker. Any ability that the breaker has with a cooldown under 10 minutes is instantly finished. Requires a full energy bar of 100. Has a 15 minute cooldown. Tier 5 talent.

Block Out - This is the tier seven talent What it is, basically, is a crowd control spell. It breaks if the mob is attacked. Suffice to say, being able to hold any mob type has a disadvantage of duration, also suffice to say, if the mob is normally stun/CC immune, it will still be immune. 70 energy, 8 second cooldown. Has a 2 second casting time.

Split Source - When cast on a party member, you will reduce the rage/mana/energy costs of their skills and abilities half way. When used on mana, the split shares based on what percent of the caster’s total mana spent was. Let’s say a mage casts a 700 mana spell on a 7050 mana pool. The cost of the spell is halved, and the breaker loses 10 energy... or 10%. Suffice to say, this sharing will fail if the breaker doesn’t have enough energy, or if the caster doesn’t have enough mana to cast the spell as if unbuffed by Split Source (Though it costs 350 mana, you must have at least 700 mana to actually cast the normally 700 mana spell.) Though it may seem broken, its actually not as broken as you think. By costing 90 energy, you likely wont have energy to spare for a few seconds, and what of the breaker’s OWN needs. Surely, a breaker cannot tank or do a Refill while Splitting. Anyway, this skill lasts 15 seconds, and also causes the target ally target to generate 5% more threat. In this way, you put your allies at risk... unless you’re giving your paladin friend a tanking buff... suffice to say, Breakers tank better than pallies... mainly because Paladins can heal. This skill is instant cast.

Wizard’s Shout - For 2 minutes, buffs the party with an increase to spell damage. Costs 15 energy, and is basically a magical version of Battle Shout.


Disrupt Summoned - Banishes a Summoned Creature. A summoned creature is basically a pet or minion... you see them all the time. Yes, this works on warlock and hunter pets too, as well as enemy summons of many varieties. Creature type doesn’t matter, as long as it has the label <Xxxx’s Minion or Pet>, it is banishable. This banish effect is short duration. Fortunately, it only uses 45 energy, and has a 1 second casting time.

Abruption - This instant strike ability has a very useful function. Not only does it stop any action in process, it gives its target the global cooldown on every single skill they have, and it works on monsters too, That means 1.5 seconds of no skills. Costs 60 energy, and has a 45 second cooldown.

Forced Fighting - This skill is a taunt of sorts. It forces an enemy to target the Breaker for 5 seconds, and works in PvP. While in effect, the target may not choose a new enemy target. Useful for protecting flag holders in WSG. Costs 5 energy and has a 20 second cooldown. Also generates a moderate amount of threat. Higher ranks generate more threat and cost one less energy. After all 6 ranks, there is no energy requirement at all. This is in the disruption tree because it ‘disrupts’ combat, get it?

Unnatural Purity - Places a strange poison on the target. When the target casts a spell, they will be struck with a poison DoT that deals nature damage. This DoT can stack up to 5 times. Note that this effect is not considered a poison for all intensive purposes, nor is it magical, disease or curse. Simply put, it is a typeless effect that deals nature damage, both the Debuff and the DoT. The DoT isn’t too strong, but its not useless. Besides, it only costs 25 energy and has a 1.5 second casting time. This is a tier 5 talent.

Magical Breakdown - An AoE spell that deals four consecutive explosions, one every .5 seconds. First is arcane, next is a blast of nature, then holy, and then fire. Note, like wand grafts, the school that your race is best at is the spell type that will hit the hardest, and deal 20% more damage. Note that all 4 blasts are of equivalent power. This spell is instant cast and costs 55 energy. Each burst is not all that strong, but deal a great amount of threat... it also causes a slight amount of damage to the Breaker, so don’t go thinking that you’ll never need a mage, especially when considering that mage spells are far stronger. This is a channeling spell, but it is inconsequential, as you are stunned in it. On the bright side, the breaker becomes immune to stun, silence, fear and any other skill that would force him to break concentration. It’s still not very strong though. Has a 4 second cooldown.

Inquisition - This is the tier 7 of the Disruption tree. This skill causes you to do an instant attack, it deals a high amount of threat, deals a holy damage burst, and has a 40% chance of removing a positive buff from the target. It costs 70 energy to us it, and has a 7 second cooldown. Higher ranks increase all aspects, including the chance to remove a buff spell.

Magic Thunderbolt - A direct damage spell that casts quickly and deals small yet energy efficient damage. Has a 50% chance of being either nature or arcane damage. The difference is apparent based on its color. Costs 25 energy and has a 1.5 second casting time. It also causes no threat at all, so don’t use if you’re tanking.

Talent Tree's Edit

Intellectual wigwams! Hear me! It is time for talent trees! Note these tree are pre-expansion versions of the trees. Great change will be undergoing these trees.

Martial Combat - As it is with the skills in this tree, the talents focus on throwing weapons and tanking. Its good for if you want to offtank, but don’t expect to replace a warrior, because the ability to spam sunder armor is just too strong in compare.

Tier 1

Shield Utility - Increases your chance to block with a shield by 1% per rank, and reduces spell damage dealt to the breaker by 1% per rank if he has a shield equipped. (5 ranks)

Pretense - Increases your static Defense score by 2 per rank. (5 ranks)

Tier 2

Throwing Specialization - Increases the range of your throwing weapons by 5% per rank, and increases their damage output by 1% per rank. (5 ranks)

Improved Armor Breach - Reduces the energy cost of Weapon breach by 3.333 energy per rank, and increases its threat generation by 1% per rank. (3 ranks)

Toughness - Increases your armor from items by 2% per rank (5 ranks)

Tier 3

Anti-Magic’s Lure - A skill teaching talent. This skill, when activated, increases your threat generation by 2% per rank, and your threat generation with arcane damage by 5%. This lasts an indefinite amount of time, costs no energy, and can be turned on and off as easily as a light switch. (3 ranks)

Sapping Strikes - Physical Attacks drain a small amount of mana from the target enemy, and deal a slight amount of additional damage. The mana drained is proportionate to the damage dealt. (1 rank)

Sharp Eye - Increases your chance to hit with throwing weapons by 1.5% per rank This skill requires Throwing Spec as a prerequisite. (3 ranks)

Tier 4 Improved Heave - Decreases the time added to your heave throw by .5 seconds per rank, and increases your critical hit chance with heave by 13.333% per rank. (3 ranks)

Toss Frenzy - Your critical hits with throwing weapons put a buff on the breaker. This buff causes your next 10 plus 5 throws per rank to require no ammo, and deal 15% more damage per rank. This effect lasts ten throws, or 30 seconds, a crit during the throw resets the effect. (3 ranks)

Arm Breaker - Causes your parries to instantly counterattack with a strike to the arms. This strike causes threat and deals 20% of the damage that the Breaker would have recieved if he hadn’t parried. (5 ranks)

Tier 5

Improved Puncture Toss - Your puncture toss has a 10% chance per rank to stun the enemy and deals 2.5% more damage per rank. (4 ranks)

Throwing Harness - Increases the damage of your throwing weapons. This item is automatically placed in your ammo slot, and its power naturally increases with level. Like other ammo items, it does not need repairs. (1 rank)

Imposing - This talent is a flat out threat raiser. Increases threat generation by 1% for all moves per rank, and an addition percent for all Martial Combat moves per rank (5 ranks)

Tier 6

One Handed Weapon Specialization - Grants your one handed weapons a 2% chance to gain a second attack per rank. This extra attack deals no threat (3 ranks)

Spell Warding - Increases magical resistance by 2% per rank (5 ranks)

Burning Hands - Passive ability adds fire damage to your weapon attacks, ranged or melee. Higher ranks add more damage, produce extra threat. (5 ranks)

Tier 7

Magi Blocker - Causes your shield to be able to block spells, which can reduce their damage if the block is successful. Requires a shield to be equipped. (1 rank)

Shatter Armor - Grants 5% chance per rank that your Breach Armor skill will keep your target’s armor at zero for 2.5 plus an extra .5 seconds per rank. (3 ranks)

Tier 8

Wind Wringing - Your Shield will catch enemy attacks with wind, and throw back a portion of the damage plus some nature damage. 6% chance per rank. (5 ranks)

Magic Honing - Increases your resistance to Holy, Fire, Nature and Arcane damage by 5%. In addition spells that cause these elements as damage do 5% more damage.

Tier 9

Eruption Swipe - Teaches Eruption Swipe. Instant attacks the enemy for slightly reduced damage. Afterwards, a big burst of fire damage spreads out for a 15 yard range, dealing strong damage that gets a slight boost based on your weapon’s power. Costs 60 energy and has a 10 second cooldown. (1 rank)

Control - This tree makes a mage and wand man out of your breaker. Basically, it plays a supportive group role that raids will certainly like, provided your character is not there to tank spells. It also makes your wand a force to be reckoned with.

Tier 1

Self Control - Increases the Breaker’s chance to avoid interruption when casting Control spells by 13% per rank. (5 ranks)

Wand Specialization - Increases wand damage by 7% per rank (5 ranks)

Tier 2

Improved Radiant Ball - Reduces the auto crit from every 5 to every 4 at the first rank only and also increases its damage output by 4% every rank. (5 ranks)

Substance - Increases the damage output of all spells by 2% per rank (5 ranks)

Clairvoyant Eye - Grants the Breaker a 2% chance to dodge magical spells and effects per rank. (3 ranks)

Tier 3

Wand Sniper - Increases your range with wands by 2.5 yards per rank. (3 ranks)

Improved Wand Graft - Reduces the cost of wand specialization by 5 energy per rank and increases the duration of the graft by 30 seconds per rank. Requires 5 points in wand specialization. (2 ranks)

Improved Wizard Shout - Increases the power of your Wizard shout by 8% per rank (5 ranks)

Tier 4 (Note, all elemental specific wand grafts have two ranks of improvement, unless the buff is the one your race is proficient in naturally)

Improved Wand Grafts - Increases the damage of your wand grafts by 5% per rank, and the damage/benefit of the graft's secondary effect by 3% where applicable. (5 ranks)

Magical Basis - Increases your damage with spell damage by 2% per rank. (3 ranks)

Tier 5

Launched Reflexes - Allows your wands to receive attack bonus from your agility at 33% of the normal rate per rank (3 ranks)

Intangible Recall - Teaches you the skill Intangible Recall. This ability instantly ends all your cooldowns of skills with less than a 10 minute cooldown. This skill can only be used every 15 minutes.

Improved Mana Filler - Increases the amount of mana filled by Mana Filler by 5% per rank. (2 ranks)

Tier 6

Launch Reflexes - Allows your wands to receive attack bonus from your agility at 20% of the normal rate per rank (3 ranks)

Tireless Magic - Increases spell damage by 8% of your stamina per rank. (5 ranks)

Tier 7

Block Out - Teaches Block Out. This skill is basically an undiscriminating, short duration CC spell. It lasts 8 seconds (but higher ranks buyable at the trainer last longer), and no enemy type is immune the bubble that blocks them from the world. Enemies normally immune to crowd control are immune anyway. (1 rank)

Singing Energy - Increases silence, spell interruption, fear, and daze resistance by 3.2% per rank. (5 ranks)

Improved Radiant Ball - Reduces the number of balls you must shoot before your assured critical hit by 1 ball per rank. (3 ranks)

Tier 8

Irresistible - Reduces resistance to your spells by 3% per rank. (3 ranks)

Tenderized Foe - Your spells have a 2% chance to ignore spell resistance and immunities per rank. (5 ranks)

Tier 9

Inner Blaze - Teaches Inner Blaze. The Breaker Surrounds himself in a ring of fire, which deals damage to hostile units around him. It also increases the mana and energy regeneration of allied units around him and slightly slows the regeneration of enemies. This effect lasts for 15 minutes and costs 40 energy. Higher ranks provide more bonus. (1 rank)

Disruption - This talent tree is all about, strangely enough, melee dps, and to an extent, magical dps and dispelling. It also deals with mana draining.

Tier 1

Undisturbed - Grants your disruption spells a 14% chance to avoid disruption when struck in combat (5 ranks)

Disruptive Power - Grants your melee attacks +1% to thier critical strike chance. (5 ranks)

Tier 2

Natural Feedback - Any enemy that strikes you will lose a small amount of mana relative to the amount of damage they deal. Higher ranks increase the drain. (3 ranks

Strong Magic - Your spells get damage bonuses based on 5% of your character’s strength per rank. (5 ranks)

Tier 3

Sorcerous Venom - This skill teaching talent gives the Breaker the spell Sorcerous Venom. This 55 energy, 2.5 second casting time, nature damage spell is a simple damage with DoT spell of the poison variety. It deals initial damage, then hits every 3 seconds for the next 15 (increases to 24 at higher ranks, which are taught by trainer.) If an enemy under the effect is channeling a spell, he will take double damage from that tick while channeling. Of course, remove poison easily removes it. As stated before, higher ranks can be learned at the Breaker trainer. (1 rank)

Improved Man Tosser - Reduces the cooldown of man tosser by 40 seconds per rank. (3 ranks)

Weapon Specialization - Increases your chance to hit with weapons by 1% and the damage they deal by 1%. Both per rank. (3 ranks)

Eye Shatter - Your melee critical strikes have a 20% chance per rank to cause the enemy’s next attack to automatically miss. (5 ranks)

Tier 4

Improved Magic Thunderbolt - Increases the damage of Magic Thunderbolt by 4% per rank. (5 ranks)

Improved Abruption - Reduces the cooldown by 5 seconds, and increases the target’s time of inability to use skills by .5 seconds. (2 ranks)

Unbreakable - Requires Disruptive Power. Increases your maximum energy bar by 5 points per rank. (2 ranks)

Tier 5

Improved Magical Breakdown - Reduces the delay between spell bursts by .1 second per rank. (3 ranks)

Improved Spell Pierce - Increases the critical hit chance of your Spell pierce by 2% percent per rank, and increases damage by 3% per rank. (5 rank)

Weakness Fizzle - Your melee moves have a 2% chance per rank to automatically dispel a positive curse, poison, or disease from an enemy, or a negative one from yourself. (3 ranks)

Tier 6 Two Handed Weapon Specialization - Increases damage and chance to avoid dodge, parries, blocks and chance to hit with 2 handed weapons by 1% per rank (5 ranks)

Powerful Feedback - Increases mana drain from mana draining abilities by 6% per rank. (3 ranks)

Tier 7

Empowered Spell Pierce - Increases the dispel rate of Spell Pierce. In addition, its casting time is reduced by .1 second per rank. (5 ranks)

Inquisition - Teaches your breaker Inquistion. A strong attack that has a holy damage burst attached to it. Costs 70 energy and has a 7 second cooldown. It causes a high amount of threat, and has a 40% chance to dispel an enemy effect, or to disrupt a spell the enemy was currently casting. Higher ranks of skill can be bought at the Breaker trainer. (1 rank)

Tier 8

Improved Output - Increases spell damage and physical damage dealt by 1% per rank. (5 ranks)

Tier 9

Disrupt Safety - Teaches the Breaker the ability disrupt safety. When cast, an enemy will take 2% more damage from all sources. Additionally, they will have 3% less chance to avoid hits and resist spells and will miss and have their spells resisted 3% more often. Costs 95 energy, has a one second casting time and lasts 5 minutes. If dispelled, the target will be stunned for one second as will the dispeller and two seconds if they’re dispelling their own self. (1 rank)

Improved Disrupt Safety - Requires Disrupt Safety. Furthers all percentage values by 1% per rank. (2 ranks)

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