In addition to the newly-discovered Glyphs, these are the Druid-related patch from the latest build on the Beta servers:
- Primal Tenacity now reduces the duration of Fear effects by 10/20/30% and reduces all damage taken while stunned by 10/20/30%.
Old version: 5/10/15% fear reduction and 5/10/15% damage reduction while stunned
- Infected Wounds effect now reduces the movement speed of the target by 10% and its attack speed by 3%.
Old version: 10% reduction to both movement and attack speed
- Challenging Roar now has a 3 minute cooldown, reduced from 10 minutes.
- Replenish now gives a 5/10/15% chance to restore 10 Energy/5 Rage/2% Mana or 10 Runic Power per tick.
Old version: 5/10/15% chance to restore 10 Energy/4 Rage/2% Mana/10 Runic Power per tick
Flourish Amount Healed Unchanged; Nourish Dynamic Changed
MMO Champion is reporting the total amount healed for Rank 1 of Flourish as 1610, which means the overall amount healed as not been nerfed as we had feared. Everyone celebrate, but do so quietly so as not to attract the attention of the nerf bat!
As expected, a change has been made to Nourish whereby it heals for an additional 20% provided you have a Rejuvenation, Lifebloom, and Regrowth running on the target. I say “expected” because with two Restoration Druids and a Priest in the raid, you could feasibly have healed for 35% more (Lifebloom x 2 + Rejuvenation x2 + Regrowth x 2 + Renew). Gift of the Earthmother appears to remain unchanged, still restoring 5% mana cost on Healing Touch and Nourish per heal over time on the target. It’s probably safe to expect a change similar to the one made to Nourish, however.
Balance Druids to Benefit from Improved Scorch
A recent change was made to the Mage talent, Improved Scorch:
Improved Scorch – More damage types added, now your Scorch spells have a 33/66/100% chance to cause your target to be vulnerable to Fire, Frost and Arcane damage, increasing damage taken by 2/4/6/6/10% and lasts 30 seconds. Stacks up to 5 times.
This means that a Balance Druid can expect to receive an additional 10% damage on all Starfire, Moonfire, and Starfall spells, assuming a Mage with 18 points in Fire is present.
Changes to Energy, Mana Regeneration and Potion Mechanics
Mana- and Energy-users can expect to see an interesting difference in the way they regenerate mana. It now regenerates steadily over time rather than waiting for 2-second “ticks” to increase. The overall effect is a more constant stream of mana, though it not clear if the actual formula has changed. You can view a video of this new mechanic via Filefront here.
Say goodbye to chain-potting in the expansion. Blizzard is implementing a "one potion per encounter" debuff called Potion Sickness:
While I’m personally pleased at the idea that I may not have to bring 20 Super-Duper Mana Potions to each raid (or whatever they’re called in the expansion), I recognize that this as a nerf to Alchemists who use trinkets that afford them X MP5. Also, keep in mind that, while I’m sure at this point that most of us are accustomed to having ample regeneration and not needing to chain pot, that probably won’t be the case when we reach level 80 and start to gear up. Mana management and personal mana-restorative abilities will become essential for raids. This also places increased pressure on DPS to complete encounters before their healing corps runs dry.
Note also that this debuff will apply to Super-Duper Health Potions, a consumable frequently brought in mass quantity by tanks. Healers will have to be more careful not to have our tanks need the use of such consumables since they are no longer going to be available more than once per encounter.
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