I seriously need to work on my title for these types of posts. Of course, I guess you know exactly what you’re getting into if you clicked through!
- Earth and Moon (Tier 10) changed so your Wrath and Starfire spells have a 100% chance to apply the Earth and Moon effect. It now also increases your spell damage by 1/2/3/4/5%. (Previously had a 20/40/60/80/100% chance to apply the Earth and Moon Effect)
- Eclipse (Tier 9) changed so when you critically hit with Starfire, you have a 33/66/100% chance of increasing damage done by Wrath by 10%. (Previously 20/40/60% chance)
- Improved Moonkin Aura (Tier 7) gives 3% spell haste for all ranks and now you gain 5/10/15% of your spirit as additional spell damage.
- Improved Faerie Fire (Tier 7) increases your critical strike chance against targets afflicted with Faerie Fire by 1/2/3%.
- Nature’s Splendor (Tier 3) changed to – When you cast Moonfire, Insect Swarm, Rejuvenation, Regrowth or Lifebloom you have a 33/66/100% chance to increase it’s duration by 3 sec.
Overall, some excellent changes to Balance. Still no bloat reduction yet, though, and the improvement to Eclipse certainly isn’t making things easier:
- The change to Earth and Moon is really nice and means that Balance Druids will be able to apply the 13% increase to damage taken much more quickly. The additional spell damage is also awesome, of course.
- Eclipse is obviously an improvement.
- The percentage haste granted by Improved Moonkin Aura used to ramp up with the number of points invested (1/2/3%), and the spell damage based on Spirit is, in my opinion, a fantastic change since it means Blizzard won’t have to design separate Moonkin and Tree leather (though we still don’t benefit from spell crit as much as we do from other stats).
- Improved Faerie Fire formerly only affected the chance to hit the target with spells but has also been given a self-only buff to spell crit against the target. This gives Moonkin a better reason to pick up this spell again.
- Nature’s Splendor has been changed once again. If you remember, it was originally a scaling, percentage-based increase to duration (10/20/30%) and was then changed to a constant increase of 1/2/3 seconds. The change so that each point increases the chance of increasing the duration of your spells is probably going to make having just 1 or 2 points in the ability annoying when it comes to maintaining a Lifebloom stack. It also no longer affects Flourish (renamed in this build to Wild Growth). /cry
- Shred – Effects which increase Bleed damage also increase Shred damage.
- Maul – Effects which increase Bleed damage also increase Maul damage.
- Bash now interrupts spell casts for 3 sec.
- Barkskin is now usable in all forms.
- Berserk (Tier 11) no longer causes your Mangle (Bear) and Maul attacks to hit up to 3 targets
- Predatory Instincts (Tier 8 ) reduces the damage taken by area of effect attacks by 3/6/9/12/15%. (Previously increased your chance to avoid them)
- Protector of the Pack (Tier 8 ) damage reduction is now at 3% for each party member across all ranks.
- Improved Leader of the Pack (Tier 7) – In addition, you gain 4% of your maximum mana when you benefit from Improved Leader of the Pack heal.
- Feral Charge (Cat) (Tier 5) – Causes you to leap behind an enemy, dazing them for 3 sec. 30 second cooldown.
- Faerie Fire (Feral) (Tier 3) now deals damage and causes extra threat while in bear form.
- Brutal Impact (Tier 2) now reduces the cooldown of bash by 15/30 sec in addition to its previous effect.
- Glyph of Swipe has been removed.
- Glyph of Maul has been added – Your Maul ability now hits 1 additional target.
Finally, we see some of the changes they’ve been working on to help Ferals:
- While not reclassified as bleeds themselves (they aren’t DoTs), Shred and Maul will benefit from talents and abilities that cause bleed damage to increase. More damage/threat is always good, right?
- The two changes to Bash will no doubt be helpful in PvP (interrupts spellcasting and gains a reduced cooldown from Brutal Impact).
- From earlier blue posts this week, we knew that Barkskin would be usable in Dire Bear Form and you can read more about this change over at Unbearably HoT.
- A Bear can now forego spending three points in Protector of the Pack and just pick up the first one to get all 12% of the damage reduction (losing out on the additional 40% attack power increase). I don’t really know enough to say whether that will be desirable, but it does make the talent a little more flexible and less mandatory to max out.
- The mana regeneration change to Improved Leader of the Pack was also expected. Thankfully, it’s based on maximum mana rather than base mana. As Currant points out, Ferals will still have to be mindful not to shift out without enough mana to shift back in since the effect obviously fades when in caster form.
- The additional threat from Feral Faerie Fire is a nice change, though I’m not sure if the damage it deals is so that it does come with increased threat or just to keep it from being used to build threat on mobs that are crowd controlled.
I don’t understand what was changed about Feral Charge (Cat). I believe that it has always dazed for 3 seconds.Edit: Apparently it now causes you to land facing your target rather than facing away from them. (Thanks, Kalon!)
- I was sad to see the Glyph of Swipe removed, but it’s nice that Bears can make their Maul ability multi-target if they want to. Of course, using the Glyph of Maul would limit a Bear to using only Mangle and Lacerate for building threat with a mob standing beside one or more mobs that are crowd-controlled.
- Gift of the Wild now affects the whole raid.
- Lifebloom healing reduced. Mana cost increased. (Check Skill list for details)
- Flourish renamed Wild Growth.
- Wild Growth (Tier 11) – Heals up to 5 friendly party or raid members within 15 yards of the target for 350 over 7 sec. The amount healed is applied quickly at first, and slows down as the Wild Growth reaches its full duration.
- Gift of the Earthmother (Tier 10) changed to reduce the base global cooldown of your Rejuvenation and Lifebloom spells by 4/8/12/16/20%.
- Tree of Life (Tier 9) increases healing received by 6%. (Previously 3%).
- Improved Tree of Life (Tier 9) now increases your healing spell power by 5/10/15% of your spirit while in Tree of Life Form. (Previously reduced the mana cost by 5/10/15%)
Earlier this week, Ghostcrawler indicated that the endless mana of Restoration Druids was considered an issue:
We are still playing with deep Resto a little. One of the concerns (for us, though probably not you!) is that with all the tree talents and some decent Spirit that druids never run out of mana.
On the other hand, we’re having trouble getting Resto druids to ever run out of mana.
In an effort to redress this "problem," the base mana cost of Lifebloom is being increased from 10 to 14%, an increase of 40%. The base amount healed by the HoT portion is simultaneously being reduced from 462 to 371, ostensibly to increase the use of other spells to make up the difference. I haven’t had the chance to test the coefficient, yet, but it sounds like it’s been reduced, as well, for a decrease to total healing of 25%. This is, by far, the largest nerf to the spell we’ve seen.
Flourish has been replaced with a spell called Wild Growth. I say "replaced" rather than "renamed" because, while the core mechanic hasn’t changed (an AoE HoT that tapers off over time), the numbers are drastically different:
- Wild Growth costs 35% base mana, up from the 32% of Flourish
- Wild Growth heals for 1085 over 7 seconds, down from the 4410 of Flourish
- Wild Growth is not affected by Nature’s Splendor (Flourish was)
- Wild Growth has a 15 yard radius, down from the 20 yard radius of Flourish (40 yard range)
Beta Tester Naois is reporting that the ticks from this spell have dropped off as follows:
Before: 893, 893, 893, 1216, 1108, 1000, 893, 785, 678, 570 = 8929 Total
After: 439, 411, 383, 355, 326, 299, 271 = 2484 Total
|Flourish even got a name nerf.|
If you multiply the final amount healed by the new Wild Growth by 5 targets, you end up with a value that’s probably pretty close to what you’d expect a maximum rank Healing Touch critical to heal for… for essentially the same mana cost. Of course, a Healing Touch is a targeted spell that doesn’t have the potential to tick away ineffectually the same way that HoTs do. Compare this new spell to Circle of Healing which costs less mana and does all of its healing up front. This nerf is way, way too extreme, and Wild Growth will probably be skipped over by a lot of Druids.
They’ve removed the mana refund portion of Gift of the Earthmother (causes your Healing Touch and Nourish spells to refund 5% of their base cost for each healing over time effect on the target) while increasing the GCD reduction portion from 10% to 20%. This means at 5 points, it will reduce the global cooldown of Rejuvenation and Lifebloom from 1.5 to 1.2 seconds. This is, of course, down from its original value of 0.5 seconds (that also included the mana reduction). This talent is now officially in the "worthless" category. Save those 5 points and put them into something useful.
Both Tree of Life and Improved Devotion Aura are being boosted from 3% to 6% which is a very nice change. Every raid will want one or the other present (but there’s no reason to bring two Restoration Druids which is their stated intent). At the same time, the 15% mana reduction on HoTs bonus from 3/3 Improved Tree of Life is being replaced with a talent to convert 15% Spirit into Spell Power. This directly parallels the change being made to Improved Moonkin Aura. I’m happy to have more reason to stack Spirit (though I was never convinced we wouldn’t want to because Intensity is so valuable), but I’m really concerned that they’ve gone way overboard with the mana efficiency nerfs to Restoration Druids.
Yes, Restoration Druids were exceptionally mana efficient. That was intended, however, to offset the fact that a large portion of what HoTs heal for is often ineffectual. To make things even more difficult to test, Omen of Clarity is bugged and proccing too frequently, making it difficult to get an idea of what kind of efficiency hit we’ve taken without dropping the skill altogether. Overall, the nerf to Flourish has gutted the skill that made healing in Wrath so much more fun for me than in TBC.
- Unbearably HoT | Slightly Less Unbearable: Beta Build 8962
- The Nerf Bat Falls! - Pastor Playz
- The Talented Druid, v. 3.0 : World of Matticus
- wow gold–Making Gold Guide-www.wowgoodga.com » Balance buffed, Resto nerfed in 8962II
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