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Phaelia Blue: 3.1 Changes (Mana Regen and More)

Published on February 6, 2009 by Phaelia
Blue, Patches
33 Comments

Bornakk today released information on the changes to mana regeneration in Patch 3.1:

As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput.
Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us.

  • Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.
  • To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.
  • The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.
  • Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.
  • In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.
  • We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.
  • We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.
  • These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.

These are some pretty extreme changes. My initial impressions:

  • The mention of heals over time and clearcasting procs (Omen of Clarity) in the first point makes me feel like this nerf is being directly targeted at Druids, though it will likely impact our Spiritual Sisters, the Priest, as well. Despite the Paladin nerfs, it may end up as a relative buff to Paladins (and possibly Shamans) who don’t rely upon Spirit.
  • So much for learning to dance the 5SR dance. An across the board nerf to mana regeneration outside the Five Second Rule makes trying to time your heals and rotations less valuable.
  • Intensity and Intensity-like effects are being buffed, but only to keep regeneration inside the Five Second Rule relatively equal to the current value. At the same time, mana regeneration across the board is being reduced. As a Druid, the value of Spirit was based largely upon its effect on Innervate. This represents a substantial nerf to Spirit and a corresponding buff to the value of Intellect since Replenishment is not being changed (to avoid devaluing the classes that provide it).
  • Expect to see more Balance Druids pursuing 3/3 Intensity to make up for the nerf to mana regen within the 5SR.
  • As Innervate multiplies out of combat regeneration, this may represent a substantial nerf. If they successfully handicap mana regeneration, we may see a lot more Druids using the [Glyph of Innervate] for the boost when used on themselves moreso than the benefit granted when conveyed to another. I hope that Innervate not being listed among the talents and abilities being boosted is simply an oversight.
  • /mourn [Darkmoon Card: Blue Dragon] (Okay, okay. I know it’s two expansions old. But we had such good times together! /sniff)
  • The nerf to clearcasting effects means Omen of Clarity will no longer help you get outside the 5SR, though the benefits for doing so are going to so greatly de-emphasized that I don’t really see why such a change is needed.
  • This probably hurts Druids more than other healers because our go-to heal, Regrowth, is so much more mana intensive than that of other classes. Expect to take HPM (and therefore Nourish) into consideration in the future.
  • The reduction in value of Spirit will cause Restoration Druids to purposefully seek out more cloth armor, possibly those items whose regeneration comes in the form of MP5. Here is the current breakdown of 0-Resilience, 0-hit rating epics with spell power:
    • 12 leather epics without Spirit
    • 45 leather epics with Spirit
    • 27 cloth epics without Spirit
    • 66 cloth epics with Spirit

    I’m sure non-Spirit cloth casters won’t be big fans of this aspect of the change.

Overall, these changes are terrible for Druids. Both Spirit and Innervate are taking a big hit in usefulness, Omen of Clarity is being nerfed for mana users, a popular (if outdated) trinket is being made obsolete, and no other stat is being made more attractive to us to compensate (hello, crit and haste, I still hate you).

Additional Restoration Changes in 3.1

You can view the full list of Druid (and lesser classes) changes here, but here are the ones that will affect Restoration:

  • Thorns and Nature’s Grasp can be cast in Tree of Life form.
  • Replenish – to avoid confusion, this talent has been renamed “Revitalize.” It now also works with Wild Growth.

For some reason, I thought we could already cast Nature’s Grasp in Tree of Life. That’s a nice buff for handling accidental PvE aggro (but too long of a cooldown to be much of an improvement in PvP). Huzzah for finally being able to cast Thorns in Tree of Life. And here I was expecting to have to wait until the Emerald Dream expansion! I hate the name “Revitalize,” but I’m thrilled to see it added to the splash HoT of Wild Growth. This change, combined with the overall nerf to mana regeneration should make it a more attractive 3-point investment.

Want impressions from other Druids in the blogosphere? Check these out:

  • Kalon from ThinkTank
  • Karthis from Of Teeth and Claws
  • Keeva from Tree Bark Jacket
  • Sydera from World of Matticus

P.S. Given the above, who thinks I need to rename Phaelia to something beginning with a “K”? Khaelia? Ew.

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33 Comments
Categories: Blue, Patches

Phaelia Blue: Mana Regen to be Updated or Redesigned

Published on January 29, 2009 by Phaelia
Blue
32 Comments

As longtime players may recall, having enough mana regen to be effective once meant maintaining a careful balance of Spirit, MP5 (yes, even Druids once found this stat desirable), and/or spell crit (for our tin-plated brethren). Then along came Patch 2.4 with its complete revamp of the once easily understood mana regeneration formula. Intellect suddenly became a factor along with a coefficient that scaled inversely with level. They even threw a square root in there for good measure. With these changes, Intellect suddenly gained newfound import and many Druids and Priests found themselves with practically endless founts of mana once they reached at least middling TBC-level raid content.

With the release of Wrath, Blizzard attempted to de-trivialize mana regeneration by significantly decreasing the level-based coefficient from 0.009327 to 0.005575. Many players initially complained that they found mana regeneration a real struggle. Of course, this was before players had acquired much gear from Heroics or Naxxramas, and most quickly discovered that our mana regeneration was at least as manageable as it had been at the end of TBC. Exacerbating this issue, the Replenishment effect now provided by Shadow Priests, Retribution Paladins, and Survival Hunters made Intellect an incredibly desirable regeneration-based stat. As a result, many players can now significantly discount efficiency comparisions when deciding which spell to cast. Sound too good to be true? Blizzard thinks so, too:

We think mana regen is too trivial at the moment in PvE and just right or too difficult in PvP (depending on the class). Now part of that is because the content is easy. Part of it is because we’ve given players a lot of reasons to avoid having to worry about the FSR. Part of it is just generous talents (like Illumination). Part of it was the change to let Int scale regen to some degree. The whole package is something we’re looking at. Mana regen is supposed to be part of the game – you aren’t supposed to graduate out of it with enough gear.

We can probably assume that too-easy content won’t always be a factor, but what about the Five Second Rule? With the introduction of Lifebloom in TBC and its 1-2-3-4-5-6-CAST! mechanic, Restoration Druids didn’t really have the luxury of planning around the Five Second Rule. With the 3- and 1-second extensions provided by Nature’s Splendor and the optional [Glyph of Lifebloom] respectively, however, many Druids are once again able to steal a second or two of out-of-combat mana regeneration every now and again. Just look at how much you can do in one 10-second cycle and still get a “tick” of regeneration that’s outside the 5SR: sample_rotation

This is a lot more feasible (and a lot less tedious) than it would have been in TBC with 7-second Lifebloom and 2-4 tanks. While Priests have long been masters of taking advantage of the Five Second Rule, they aren’t limited as a Druid is by Lifebloom. The question is whether this type of micro-management would actually be enjoyable to the more time-constrained Druid. As Keeva highlights in her article Waxing Philosophic: Healer Squabbles, the amount of damage in an encounter is finite over time. This means that healers are essentially competing with one another to accomplish the same objective. Intentionally “opting out” of healing your raidmates for 5 out of every 10 seconds will do little to make you feel – or appear – useful.

Lhylee of Maelstrom (US) asks if it wouldn’t be simpler to scrap the whole idea of the Five Second Rule altogether and simplify the system across all healing classes:

Question: would not it be simpler for Devs, Class Designers and Boss Designers not to have to deal with the FSR, and rework the mana regen system and simplify it between healing classes? (I’ve never heard about a DPS class running oom anymore, as they did in Vanilla) Eventually change talents and values around it, and rework Spirit too to make it a more valuable stat for all classes? (why would warriors not put some Spirit to really boost their health regen?)

I find it interesting that Lhylee specifically says “healing classes” and not “mana-based classes.” The implication here is that mana regeneration being considered trivial is not necessarily an issue for DPS classes. The argument for this being the case generally centers around the idea that mana-based DPS needs to be able to compete with Energy-, Rage-, and Runic Power-based DPS, something that can’t happen if their DPS isn’t sustainable over long periods of time. Obviously, all healing classes are limited by mana.

Twiddling your thumbs waiting for your mana to regenerate while people fall around you (no doubt planning what bad words they’ll carve into your bark later) is frustrating. In TBC, healers could fall back upon Super Mana Potions, using them early and as often as possible to avoid falling into mana-starved, Lifebloom-maintenance-only mode. While I’m not saying I want to go back to chugging 3-4 mana potions per boss attempt, failing because I can’t sustain healing output isn’t fun. At the same time, it can be fun to plan your spell selection to avoid getting into a situation like the one described, and Druids have traditionally excelled in this area with our efficient heals over time.

On a separate thread entitled GC: Why should we be worried about mana?, Pointyend of Khaz Modan (US) asks about why mana management is considered so core to raid difficulty:

It’s challenging enough to be a healer just keeping people healed and watching all the GCDs.

Ghostcrawler responds:

I am sympathetic if you find healing too difficult. Many players do not and are clamoring for more of a challenge. There are many ways we challenge players in PvE, including complex encounters, short enrage timers and high damage. When mana management, or healing in general, are too easy then certain encounters become too easy. Furthermore, the game mechanics as designed don’t work — Spirit and mp5 become stats players aren’t interested in. Choosing efficiency vs. throughput is not a meaningful decision. Healers in general are marginalized because raids can get by with fewer of them.

[…]

We have structured the game in such a way that you can find a difficulty level you are comfortable with. Naxxramas is one of the easiest raids we have ever done. Malygos gets a little more difficult, and Sartharion with multiple drakes is fairly difficult. Going into the future we will keep adding even more challenging and hardcore encounters while still making sure players who just aren’t into that can still enter raids. The game has difficulty levels. If you are finding things so difficult that they aren’t fun then by definition you probably aren’t a cutting-edge raider. That’s cool. We want to make sure you still have plenty of interesting things you can do, even within a raiding environment.

Right now, it isn’t uncommon for a guild’s corps of 8-10 TBC healers to roll off for the 5-6 slots allotted to them in current content, and the problem only gets worse as a guild becomes more comfortable with the content in question. The seemingly obvious solution to this dilemma would be to increase the amount of damage done in a limited time frame so that you would need more healers to keep up with it. Huge, Hurtful Strike-esque hits to the tank run the risk of causing the raid to wipe to the RNG, leaving AoE splash damage the only alternative (that I can think of). However, Blizzard has stated they’re specifically trying to limit or reduce the amount of AoE healing necessary to avoid having to make all healers AoE-healing super stars (see also: Wild Growth, Circle of Healing, and [Glyph of Holy Light] nerfs).

While it’s not clear how to improve healer representation without nerfing mana regen, Replenishment seems to be an ability that may need to be nerfed because it scales so incredibly well. To quote Lhylee of Maelstrom (US) again:

Replenishment [returns] 0.25% of your max mana every second. So it is basically 1.25% of max mana as MP5 (easier to compare that way)

  • Raid buffed, you can easily [reach] 22K mana in Naxx25
  • 22,000 x 1.25 = 275 MP5 (315 MP5 at 25K mana) (scales)
  • Improved BoW = 110 MP5 (fixed)
  • Improved Mana Spring = 110 MP5 (group only) (fixed)

Replenishment is eclipsing other mana return effects so much so that boosting your mana pool through Intellect is frequently the preferred way to improve your mana regeneration. When asked about the strength of this ability, Ghostcrawler responded:

We consider Replenishment mandatory. What I mean by that is we assume that you have Replenishment available to your raid. It is technically possible to go without it, but you will need to overgear the instance or otherwise compensate for it in other ways.

That doesn’t mean we will or will not nerf Replenishment. But we don’t want it to feel optional (assuming you are in reasonably challenging content) and nerfing it too much might have that effect.

So it would appear that Replenishment is here to stay. That’s not a bad thing since it seems to be fulfilling its purpose of increasing the desirability of a couple of specs that sometimes had a hard time gaining legitimacy in TBC. Nonetheless, it needs its effectiveness toned down so that it stays in line with other similar effects.

And finally, I’d like to share this tidbit from the Why are priests considered a ‘hybrid’ class? thread:

I think you can make a good argument that the pendulum has swung back towards Spirit and away from MP5. I think long term the whole system is in need of an update or re-design, but this is not a 3.1 level task.

This is one of the reasons that I am not planning to revisit mana regeneration post-Wrath right now. I suspect/hope that the system that will replace our current one will:

  • Make MP5 a more attractive stat to otherwise Spirit-based healers and/or make Spirit attractive to all mana users
  • Make mana management an important part of healing to reward and encourage efficiency
  • Simplify the mana regeneration formula so that gear comparisons are less tedious (and utilities like the 2.4 Mana Regen Calculator are unneeded)
  • Co-incide with some or all of the healing overhaul

What are your opinions on the current state of mana regeneration? Do you think current content isn’t challenging because you have too much mana or that you have too much mana because the current content isn’t challenging?

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32 Comments
Categories: Blue

Phaelia Blue: Question, Answer, and Response

Published on January 15, 2009 by Phaelia
Blue
19 Comments

I’m super busy this week, so this will be a quick post reviewing Ghostcrawler’s responses to Resto-related questions from Arenis of Bonechewer (US).

1. Is any attention being given to how bad many Druids perceived Replenish? Maybe uping the returns of mana at the very least?

Yes, it is dreadful. Totally agree.

Replenish is pretty lackluster and doesn’t justify its 3-point expense. The returns are either negligible or unnecessary and Rejuvenation is an awkward healing spell to leverage in anything but a 5-man instance where you’re guaranteed to be the only healer. It also doesn’t have any hope of comparing to the awesomeness of Replenishment. Not that it necessarily should, but the effects are similar enough that the comparison will be drawn. » More on Replenish

2. Is any attention being given to how bad many Druids perceive Living Seed? Living Seed is very low on overall healing for 3 talent points mostly because it is based off crits, which outside Regrowth aren’t a Druid’s strong stat, it is over-heal the majority of the time.

I don’t think Seed is nearly as bad as Replenishment. We get caught in this cycle sometimes where a class says "I don’t want X stat" so we give them a talent that uses it and then the response is "now you are making me want a stat I don’t want." That’s overly pithy to describe the situation, but it does come up a lot.

That’s definitely overly pithy. Resto doesn’t value crit because our primary method of healing, heals over time, do not benefit from it. What crit we DO benefit from is easily achievable through Improved Regrowth, making stacking crit for our other direct heal(s) kind of silly.

3. Is any attention being give to how bad our PvP survivability is? We can’t stay in Tree if a warlock is around. We can’t CC if we are in Tree. If we aren’t in Tree we lose our armor and melee tear through us faster than if we are in it. Lifeblooms that cost about 1500 mana to stack to 3 are being wisped away by DKs without so much as a thought or bloom. The regen in what PvP gear is accessible to losing teams is terrible. The numbers show Resto Druids are the worst Healers in arena atm. Yes even worse than priests.

PvP survivability is not something we want to address on a class by class basis at this point. A lot of players feel they are dying too quickly. Going through all the talent trees to offer survivability doesn’t get at the root of this concern. As an aside, non-tanks often skip survivability talents anyway unless they are borderline OP in PvP. We are trying to bundle more of them with offensive effects.

Resto is definitely paying for its dominance in S2-S4 right now. I spend more time in Wisp Form than Elf Form in battlegrounds these days. If they buff Holy Paladins with Resto Druids and Holy and/or Discipline Priests, I’m going to be peeved.

4. Haste and Crit on our gear is pretty useless to us after a certain point. Once we reach the Haste softcap for raids, which is pretty low, we don’t need that anymore. Crit is also pretty situational as it will only really affect Nourish and we don’t get enough Crit on our gear for it to be a substantional boost to the spell. Perhaps Haste affecting Hot Ticks. Perhaps Crit affecting Hots – yeah i am dreaming on that one, but can u tell us why not?

Honestly, there is a technical limitation that prevents hots (and dots) from being able to crit. We are removing that limitation though, so who knows. :)

Haste and armor pen are things we put on lower level gear to make it lower level gear. Higher level gear will be more suitablly optimized.

–

I did not say your hots will just start critting in the next patch. I said we had the technology to do that if we think it is necessary. We would certainly have to nerf Resto in other ways to compensate for those higher healing numbers.

Critting HoTs is potentially promising though I have to disagree with the idea that we would need to be nerfed to make up for such a change. Tanks are the primary beneficiaries of our HoT ticks, and much of that healing is already overhealing (regardless of whether it displays as such on the meters). Providing a more sporadically beneficial health buffer shouldn’t necessitate a reduction of throughput in other areas.

5. Poor Idol choices. Currently there is 1 for lifebloom and 1 for rejuv. Any hopes of getting more for other spells or perhaps less specific idols?

We will try and add more. Typically these need to go on vendors (though not always) since they are so spec specific (and therefore prone to causing frustration when they drop).

The idol choices in Wrath really, really stink. As Arenis points out, they only benefit Lifebloom (nerfed so badly that it’s only useful triple-stacked) or Rejuvenation (generally reserved for tanks). I’m worried that if they only put these items on token-based vendors, that we won’t get anything as cool as the [Idol of the Crescent Goddess] was in TBC. There’s a certain something extra special that can be given to items that are acquired from individual bosses that you don’t typically see from items that are token-purchased. Qwezar of Zangarmarsh (US) made a really good suggestion that these idols could be acquired through a token system similar to the tier tokens. This would allow one item to drop that was possibly redeemable by a Protection Paladin, Elemental Shaman, or Restoration Druid.

6. Why can’t we cast thorns in Tree Form?

We want druids to be shapeshifters so we constantly struggle with how much to allow them to do without shifting. Feral and Balance have a lot of the same questions.

This is another silly limitation. Expect to see Thorns duration increased to 30 minutes or Tree of Life able to cast it … in the Emerald Dream expansion.

7. We can’t Trees cast Barkskin while silences. Trees do have bark afterall.

If you have bark, then why do you need more? :) Seriously, this is something we are considering.

This would be a nice change but won’t affect me a ton since I currently have no plans to participate in Arenas.

8. Having more than 1 Tree in a Raid usually only happens if there is a lack of other healers. Any input on what can be done about Trees stacking better with eachother? Like a boost to Hots if another tree has one up on a target?

I am not finding this is a general rule (one tree per raid) except for groups that just tended to keep the same players they had in BC. Except for paladins with their weird buff stacking mechanics (something we are looking at) I do see plenty of concerns from all classes that there isn’t enough reason to bring more than one of them. Yet, that was kind of the point. All things being equal, we would prefer you to bring a diverse group (to avoid raid stacking and get everyone into the raids) but we don’t want to overly penalize you if you cannot for whatever reason.

I also haven’t experienced this personally. Given, my guild isn’t the type that necessarily min/maxxes its raid composition (nor is WotLK raid content such that this is necessary so far), but I don’t really feel any less effective if there’s a second Druid on board.

Overall, it was really nice to see some responses in the healer forum to something other than Priest whining, and I’m encouraged by the acknowledgement that Replenish is “dreadful.”

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19 Comments
Categories: Blue

Phaelia Nourish to Benefit from Moonglow and Wild Growth HoT (and Blues)

Published on January 8, 2009 by Phaelia
Blue, Patches, Spells and Talents
39 Comments

According to the most recent patch notes, a couple of improvements to the oft-derided spell Nourish will go live with the next patch:

  • Moonglow: This talent now also benefits Nourish.
  • Nourish: Wild Growth applied to a target now increases the healing done by this spell by 20% like other heal over time effects.

This means that instead of spamming Regrowth as a raid heal, you’ll cast Wild Growth on the five raid members at lowest health (hopefully) and then apply Nourish to supplement the healing (WG will now grant a 20% throughput bonus). This not only gives Nourish a special niche (high HPM raid heal) but lessens the sting of the 6-second cooldown simultaneously being applied to Wild Growth. Also, it’s worth noting that, while Nourish remains the lowest option in terms of HPS, you’ll be using it on targets who are already getting healed over time by Wild Growth. A Regrowth bomb would likely just waste that HoT. I’m especially pleased about this new synergy and the idea that a Druid will “nourish” a “wild growth.”

Here are the revised HPM/HPS graphs for the new variations of Nourish. I’ll update the Direct Healing in Wrath article with these graphs (and updated observations) when these changes go live:

hpm_direct_hots hps_direct_hots hpm_direct_no_hots

hps_direct_no_hots

And, in case you missed them, here are all the other announced Druid-related changes in the upcoming patch:

  • Aquatic Form is now available from druid trainers at level 16.
  • Feral Attack Power: All weapons now have the potential to grant feral attack power based on their dps (as compared to the best superior-quality weapons available at level 60). Players will see their existing feral weapons grant roughly the same attack power as they did before (+/- 2 or so), but many new weapons will be options for the feral druid. Some feral weapons have had strength converted to attack power to be more appealing to other classes able to equip them. All druids will see the amount of feral attack power granted by an item in the item tooltip, if it grants any, but other players will not see that information.
  • Remove Curse and Abolish Poison can now be used in Moonkin form.
  • Genesis: Now works with Tranquility and Hurricane.
  • Growl: Range increased to 30 yards.
  • King of the Jungle – The Bear effect is now physical, and thus cannot be dispelled.
  • Moonglow: This talent now also benefits Nourish.
  • Nature’s Grace – Now also effects Revive.
  • Nourish: Wild Growth applied to a target now increases the healing done by this spell by 20% like other heal over time effects.
  • Polearms: Now trainable by Druids.
  • Primal Tenacity: Now reduces the cost of Bear Form, Cat Form, and Dire Bear Form by 17/33/50% in addition to its previous effects.
  • Protector of the Pack: No longer changes value based on party size.
  • Savage Roar: The buff now persists outside of Cat Form but only provides its benefits while in Cat Form.
  • Starfall: Instead of canceling shapeshifting, now cancels on shapeshifting into an animal form.
  • Survival of the Fittest: This talent now grants 22/44/66% bonus armor in Bear Form and Dire Bear Form in addition to all of its previous effects.
  • Swipe: Swipe (Cat) has now been added at level 71, dealing 260% weapon damage, costs 50 energy with no cooldown. All talents affecting the Bear Form version affect the Cat Form one as well.
  • Wild Growth now has a 6 second cooldown.
  • Bear Form: This ability will now grant the correct attack power per level for levels 71-80.
  • Entangling Roots: When determining if a new Entangling Roots should overwrite an old one, and will now calculate the correct damage modifiers for the creature type of the target.
  • Maim: Tooltip adjusted to match the duration the ability has always had.
  • Opening: Opening doors and objects should no longer cause shapeshifted forms to be cancelled.
  • Rake: The initial damage from this ability is now properly considered bleed damage, and will be increased by Mangle and Trauma.
  • Savage Fury – Mangle (Bear) damage was being increased by a higher percentage than intended. This has been fixed, and in result Mangle (Bear) should see roughly a 16% damage reduction. Also fixed a bug with Savage Fury where the Rake bleed effect was not being increased.
  • Starfall will no longer cause nearby creatures to become hostile for no apparent reason while the Druid is affected by fear effects. In addition, it will no longer pick ambient creatures as targets.
  • Survival Instincts: The extra health from this ability now persists in all forms, but the ability can only be activated in Cat Form, Bear Form, or Dire Bear Form. This prevents the health gain from occurring multiple times if constantly shapeshifting.
  • Swiftmend: Riptide will no longer cause this ability to light up, and this ability will no longer sometimes consume Earthliving off the target.
  • Idol of the Emerald Queen: This idol was providing greater healing than implied by its tooltip. It has been reduced to correct value.
  • Glyph of Rejuvenation: The heal from this glyph is now properly considered a periodic heal.
  • Soul Preserver: This item will now interact correctly with Desperate Prayer, Lay on Hands, Riptide, and Wild Growth.

Boo at no longer being able to Swiftmend Bobo the Shaman’s Riptide!

Blue Tidbits

Responding to concerns from Priests that they’re not strong enough in PvE or PvP, Ghostcrawler made the following (much abbreviated) statement:

If your raid is stacked with Paladin healers your group healing will suffer. If your raid is stacked with Druid healers, your tank healing will suffer. If your raid is stacked with Priests, you won’t have any problems.

Um … what? Am I the only one who finds it alarming that developer opinion is that Druids aren’t good tank healers? Especially given that three (arguably four) out of five of our healing spells are designed for use on tanks? Lifebloom is too inefficient to use single-stacked, Rejuvenation generally heals too slowly to use as a raid heal and better serves as a buffer, Nourish works best on a target with one or more HoTs (and don’t even get me started on the 4-piece T7 set bonus), and Regrowth gets a 20% throughput bonus when used on a target who already has Regrowth (assuming the [Glyph of Regrowth], of course). With a 6-second cooldown on Wild Growth and 4-minute cooldown on Tranquility, we are definitely not specialized as raid healers. The changes to Nourish above will certainly help counteract the Wild Growth nerf, but I find it worrisome that a developer would make a statement that seemingly flies in the face of the spells and tools we’ve been given.

On a separate topic entitled It’s time for the silence mechanic to change, Ghostcrawler shared this bit of PvP-specific but encouraging news:

We are considering DR for silence effects.

Praise Elune! Am I the only one who’s tried trinketing out of a silence? Silence is nothing but a form of caster-specific crowd control and should have been subject to diminishing returns from the beginning.

Related Posts

  • PTR Changes: 6-Second Cooldown on Wild Growth
  • Blue: Nourish may be Affected by Wild Growth
  • Speculation: Revitalize and Wild Growth
39 Comments
Categories: Blue, Patches, Spells and Talents

Phaelia Blue: Nourish may be Affected by Wild Growth

Published on December 23, 2008 by Phaelia
Blue, Spells and Talents
17 Comments

Ghostcrawler announced yesterday that Nourish may get its 20% effectiveness increase from the HoT conferred by Wild Growth in an effort to make Nourish a more attractive raid heal. Bamft of Azshara (US) originally posed this suggestion in the Healing forums:

Subject: GC: Allow WG to count towards Nourish bonus?
I know I’d use the spell a lot more if I could WG a party and then tab/nourish them all off of that HoT. Just something to consider.

To which Ghostcrawler encouragingly responded:

Yeah, there is a good chance we’ll do this.

This change would mean that a Druid could better leverage Nourish by casting Wild Growth on her raid group, watching to see who had been hit with the HoT, and then patch heal whoever needed it with Nourish, effectively switching it over to the “tank heal” graphs of Direct Healing in Wrath. In this case, Regrowth would not get the +20% bonus from the [Glyph of Regrowth] which could make Nourish a more competitive option.  This news comes hot on the heels of an earlier announcement that Blizzard will look to both increase talent-based benefits to Nourish and to add a Nourish-specific Glyph to help increase its viability relative to Regrowth:

We think there is some validity to the notion that Nourish is not propped up enough by talents. It will also be getting a glyph at some point.

Break out the tinsel and Winter Veil lights, everyone. We might have a new toy to play with soon! :-)

Related Posts

  • Nourish to Benefit from Moonglow and Wild Growth HoT (and Blues)
  • Wild Growth … Grows a Pair *
  • Ghostcrawler: Healers not to be Interchangeable
17 Comments
Categories: Blue, Spells and Talents
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Phaelia
Hey, Stormwalker! Great to hear from you! Our little sprout is growing fast, but don’t call him “little” when he’s around or he’s sure to tell you “I a little bit big!” :-)

Stormwalker
I…I…kinda miss you and your Druidic writings of old. Good to see you’re still around, busy with RL. The little sproutling looks a little bigger now! Regards, Stormwalker, of old.
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Triadx
Gratz on the mini sprout!

Keybinding
Oh my gosh! You look beautiful. Is that a new druid in training? Maybe he will rebel and spec feral or oomkin? /cheer!

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Beautiful! Congratulations! (I know this is just a tad late) .-= Bolink´s last blog ..Druid Defense in Warsong Gulch =-.

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15 short years till he wants to borrow the car! Cheers!
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Claire Swazey
I have a cat who has learned to open the pet door lock. I’d never have thought…
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Alahnna (Mama Druid)
Over two years later and this is still relevant and so very helpful. I hope you are having a blast with your little sprout, who’s probably running all over the place now. =D

Marc
Hi, Too bad this blog is no longer maimtained. Thanks for you post though. I wanted to address the issue of lefties. I am on, and use the N52TE. I use a trackball with my right hand and the n52TE with my left, no problems.
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