Spells and Talents
More rumored changes were mentioned today, with some very exciting implications for Druids of all flavors. I’m not going to list everything here, but I am particularly excited about the rumor that both Entangling Roots and Nature’s Grasp will be usable indoors. In my opinion, this is a completely necessary change after the announcement that Death Knights will have the Chains of Ice spell which "Forms icy chains around the enemy, locking the target in place for 15 sec." It would be nonsensical for Death Knights to lose potency indoors ("Only useable at night" perhaps?), and Balance Druids would have been up in arms if this new class gained access to the indoor root they’ve been clamoring for. What this means for Restoration Druids, however, is that we will presumably have a valid form of crowd control that’s usable in instances, freeing up another group spot for an non-Healing specced rezzer (ex. Shadow Priest, Elemental Shaman). Obviously, we’ll have to work extra hard to both heal and help CC, but we Druids are no stranger to giving it our all, right?
On a related note, I wanted to draw attention to a comment from reader Sayari on my earlier WotLK to Redress Druid Shortcomings article:
Earlier today, Thottbot posted spell data from the alpha build, though it was quickly taken down. It was up long enough to see some of the new spell scalings:
Mark of the Wild (Rank 9)
750 armor, 37 to all attributes, 54 to all resistances (untalented)
Talented would be 1050 armor, 52 to all attributes, 75 to all resistances.
Also, Lifebloom goes all the way up to rank 3 at level 80. Unfortunately the mana cost rises significantly to 430 — quite a jump from 220 (Rank 1) — while the base healing increases to 441/970 from 273/600 (Rank
Description: Thorns sprout from the friendly target causing 140 Nature damage to attackers when hit. Lasts $d.
Talented (with Brambles) it would be 245 damage per hit (and have a 15% chance to daze the attacker), that is a huge boost to the utility of thorns.
So even our long-neglected class buff, Mark of the Wild, may be getting some love, as well! Keep in mind that if this change to Thorns and Brambles goes live, the threat value from the damage of fully talented Thorns will be multiplying by nearly a factor of six in addition to the threat from the daze effect. From what I’ve been able to tell from the alpha talent tree, it would be possible to spend 58 points in Restoration and still get 3/3 Brambles (though not Insect Swarm).
Finally, we have a couple of pretty nifty new enchants to look forward to:
- Enchant Cloak – Wisdom: "Permanently enchant a cloak to reduce threat slightly and increase Spirit by 10. Requires a level 60 or higher item."
- Enchant Boots – Tuskar’s Vitality: "Permanently enchant boots to give a minor movement speed increase and 15 Stamina. Requires a level 60 or higher level item."
These two combination enchants are in addition to the improvements likely to be made to the standard enchants like +Healing to weapons and +Spirit to bracers.
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