I think something like this +4 is going to be the defacto tanking build.Im not sold on Imp Feral charge, it depends on how much cata fights will involve movement I guess. It may or may not work out as well as it looks, only time will tell OoC will be as effective as it is now for bears, i.e. not veryYour putting 5 points into Master Shapeshifter for a 4% increase in damage... when you could put those 5 points into Naturalist for 10% increase in damage.Also Blessing of the Grove doesnt benefit tanks in any way shape or form so is a waste of 2 points IMOman I dont know what I was smoking to skip out on naturalist. This is what is hould look like for tanking (+1) http://cata.wowhead.com/talent#0Zi0Ifocbtcfu0Gz0to0Ecxb
Im not so sure about this new 'Fury Swipe' ability. Awesome for cats, no doubt about it, but maybe a little less so for bears?At first glance it seems awesome. it gives your auto attack a chance to proc an extra free auto attack. But how does that mesh with Maul, which replaces an auto attack and the fact that maul is basically spammed constantly?Will Fury Swipes only proc from auto attacks or will it also proc from Maul-enhanced attacks? If it does then its pure awesomesauce distilled and packed into a furry form. If not then its a bit of a dead-end talent for bearsLet me help you with that, dear parrazell: "On-next-attack" abilities won't have that mechanic anymore. It has been said many times in official Blizzard posts. Maul will be an activated instant ability like Mangle, costing a variable amount of rage (a set minimum and using up to 30 or so additional rage), on the same mechanic as Ferocious Bite consumes 35 energy and up to 30 additional energy for extra damage. Maul will do the same. Base cost plus additional rage which will translate into a nice bonus damage per rage point used. As such, auto attacks will be a constant source of damage and rage throughout the fight, allowing for both a smoother rage generation AND extra threat through Fury Swipes. No auto attack will be transformed into any kind of special attack anymore. Even like this, a chance for one bonus extra melee swing every 6 seconds will mean great threat generation and also great rage generation.You said it, parrazell: "awesomesauce"!PS: I agree about OOC for bears not being very useful.PS2: Indeed I noticed that Feral Charge grants 30% haste for 8 seconds in Bear Form only; I was just too excited to notice I didn't point out the difference. Such haste bonus means awesomesauce burst damage -> threat, right? ^_^
Here's what worries me:
The same stuff was worrying me pelf, that's why I said "some buffs and some nerfs" in my first reply. I just tend to get more excited about new stuff than worrying about removed stuff :D(also pelf, no more 6% attributes on SotF!)
I play boomkin in PvE and PvP as well so here are my toughts:Solar beam will be imba in pvp, but u will have to spend 1 point on it even if u are playing PvE only to get Starsurge. And I dont think there will be much use of it in boss encaunters. :SAnd its a kinda low ranked talent, which means resto druids will get either wich will be a pain in the...Starsurge:didnt they say that this spell will be instant cast or something? Anyway it has 2 sec cast which is kinda long and anyone knows what "knocking them down" exactly means? Stun maybe? If yes than Ill be a realy happy doomkin. =DLunar Justice: well erm... sound fun but i dont think it has much of a use in a boss encaunter. Good for leveling or for playing rated battlegrounds. Im also wondering what happens when u kill a bunch of mobs. Lets say 10 at a time with starfall+hurricane. Will 10 moonlight spawn? =DNew Lunar guidance is ok.I dont know why they nerfed the moonkin form. :S I hope the new spells will make us help survive...The new Wrath of Cenarius sounds fun and can be used well both in PvP and PvE.Overall: im realy excited about the changes. But I kinda miss the new instant cast spell. >.>
I just want to say if a healer is rootet while being in a solar beam,his partner is DEAD.Thank you
Fellow Resto Druids,To appreciate many of these changes I think we need to stop thinking like WotLK healers and keep in mind a lot of what they said about how they'd like the healing playstyle to change.1) You won't be GCD limited. If we're casting spells every second we're going to run out of mana. This means that talents like Fury of Stormrage might have a use in PvE. (If I've got a free Wrath cast and nothing else to do, why not contribute some extra damage?)2) We'll be using a lot more of our spells and picking the right one for the job. This means we can't keep writing off anything that affects HT as "useless." We probably will find times when casting HT is the right thing to do.
I just want to say if a healer is rootet while being in a solar beam,his partner is DEAD.Thank youDruid healers can shapeshift out from roots and run out. But it will be great against other healers.But still, all pvp resto druids will have this so u can still give up on a boomkin when making an arena team and choose the resto instead. :/
I just want to say if a healer is rootet while being in a solar beam,his partner is DEAD.Thank youDruid healers can shapeshift out from roots and run out. But it will be great against other healers.But still, all pvp resto druids will have this so u can still give up on a boomkin when making an arena team and choose the resto instead. :/Solarbeam as it stands now fully talented will have a 16 yard radius or a 32 yard diameter. If heals ducks behind cover and you start to focus his buddy you can place this right at the corner and suddenly he has 32 extra yard to run to get heals on his buddy... rooting someone inside of it is small fries compared to that right there. Also the Shrooms will have a 70% slow effect atached to them in the PvP build so it's not just going to be a matter of dispell and run out of the effect. The spell effect is currently 12 seconds long and i wonder if that will stay in effect even in PvP since it does not effect a player directly as they can move outside of it quite easily in most cases. Rogues have a similar ability coming out that looks nearly as devastating.Perserverance... Honestly at 5 talents with 2% per talent i only see this being taken in PvP and Bear builds.This is likely going to be the Balance PvE talent build until the jury is out on how much Lunar Justice is worth compared to Genesis (dots are getting changed) and Nature's Focus' push back reduction.P.S. - Nom Nom Nom should stay named that way or something mildly silly in my opinion! Or at least continually referred to as such on these boards :P
The same stuff was worrying me pelf, that's why I said "some buffs and some nerfs" in my first reply. I just tend to get more excited about new stuff than worrying about removed stuff :D(also pelf, no more 6% attributes on SotF!)Aye. I just stopped listing things when I realized the theme was evident at that point. For certain, I can't wait to get my hands on it and see how it works in practice.I think the thing that I'm most O_o about is the <25% change to the rotation. That's an amazing idea. I love it.
I am a tree druid. Soon I will be a druid. But it looks like some of these talent cahnges will even out the difference.
Interestingly (in light of previous 'discussions' on the subject) it seems that the new Improved Tree of Life Talent buffs damage instead of healing.
Interestingly (in light of previous 'discussions' on the subject) it seems that the new Improved Tree of Life Talent buffs damage instead of healing.Tree of Life "modifies" pretty much all healing spells, generally in some dramatic buff sort of way. I don't remember exactly what they listed, but they did give an example for something and I remember it being impressive. But they're not just straight % healing buffs. It's more stuff like your Rejuvs jump to other targets, or your HT has it's cast time reduced by half kind of stuff. (I just made those two examples up, so they're not accurate.)Tree of Life will be a significant healing buff when used. It will also apparently buff your damage if you choose to cast a free-from-FoS Wrath or if you want to tree punch things.
Looks like Swiftmend is getting a lot of love and when Druid's targets are below 25% we will start to really heal.Also many spells have weird ranks(A 3 rank spell has 5/10/15/20% healing increases instead of 3 ranks, or a talent with 5 ranks only has 4 upgrades.)
aadro, not as good as it looks. We already had the +20% damage to mangle and rake, the 10% extra critical damage, and we lose 6% crit and 10 expertise. Lose our 30% aoe damage reduction which was so amazing for survivability,
If you ask me, I think Blizzard has been playing Pokemon lately :P Fury Swipes? Solar Beam :OInteresting to see what these Lunar and Solar charges will involve, are they going to be a resource like Death Knight runes?
I guess I'll have to try out the way they want to make healers play in cataclysm before I can really judge the new tree form, but for now I really don't like it. I avoid trinkets that you have to click on to use (apart from the ones that give back mana) simply because I end up never using them. There's no point using them as soon as they're up like a dps, because you tend to keep them for when you really need them, rather than using them when there's not much healing to be done. But when I really need them, I'm too busy trying to keep the raid alive to have time to think about using my trinkets. The same goes for the new tree form IMHO, I'll have one hell of a time knowing when to use it, and taking the time to press a key or click, especially when I'm desperately trying to keep someone alive.I can see myself giving up healing altogether with this really bad change. I want my permanent tree form, period.
I want my permanent tree form, period.This. DPS gets to be a cat or an owl all the time. Tanks get to be a bear all the time. Healers got to be a tree all the time. Now we only get it for 45 seconds every 5 (or 3.5) minutes? Boo on that.They could have let us keep the permanent tree form and added an "empowered tree form" cooldown to accomplish the same thing. Our tree could root itself into the ground (explaining the movement reduction) or some other neat little animation like that.Utterly cosmetic complaint, I know, but it still bothers me.
aadro, not as good as it looks. We already had the +20% damage to mangle and rake, the 10% extra critical damage, and we lose 6% crit and 10 expertise. Lose our 30% aoe damage reduction which was so amazing for survivability,Also dont forget about no moer Rip crits, we will all miss those, and dude aadra " -> Nom Nom Nom: OMFG! The holy grail of PvE DPS! Easier rotations, moar energy spent on Shreds / Ferobites due to continuous Rip flow! Yayyy!"You talk as if its going to be up all the time, Its only the last 25% of the health. Dont get me wrong its a cool talent but not "the holy grail" especially with all the stat decreases and what notOh ya u also notice that they took away imp MotW? ya so we get 4% more dmg to shred, but we lose 4% stats
I'm liking what the Feral Tank spec is looking like. I really like the idea of 'Pulverize', as well. Looks like Druid tanks are staying def capped with talents, so that's awesome :PLooking at the Restoration spec, I'm starting to get uncertain. First off, I don't like the idea of a 45 sec Tree form. Even deep in the Resto tree, DPS talents. I don't know what it is, but I like the idea of being a healer and not dps'ing. Also, I don't know if this is a little glitch or what, but when I was putting in some points in Resto, once I filled the talent in, it would change entirely what it did. (Efflorescence and Empowered Touch did).