Game changing? Symbiosis has the potential to be so overpowered it'll be a nightmare to balance. Correct me if I'm wrong, but wasn't GC working toward simplification and homogenization? I predict it'll be 5.2 before druid tanks aren't a necessity for raiding.
Ok, lets look at the usage (utility side) mind you.Rogue with taunt, now they can put that evasion to good use if they think a healer is coming to late with a heal, they can kite it a bit while sprinting away.Mage with healing touch, last man standing, he save his mirror image, and he is almost dead, perhaps he is the closest one to a tank or other almost gone member, POOF! Presence of mind is kinda usefull.Hunter with a sprint, well if you aren't a worgen, chances are when you were kiting something, it caught up with you, well now you get to go further faster. Lock with a juv, healers aren't his mana *#&@! any more.I wish Blizzard would have taken a "New" road with spell swapping. that is to say that new spells come out of the linking of druid and other players.for instance. Bear --> mage = CC usage for bear, mage gets a taunt treant, or perhaps a main rotation spell has a nature twist, say... rejuving a near by target. or it "splashes" a molten/ice/arcane (thorn) shield to who ever has threat.boomkin --> Lock = Fear / summon capacity for the boomkin. Maybe a demonic cat as a pet. The lock gets a shadow bolt laced with moon fire traces , if your worried about the idea of DPS through put rather than utility.Kitty --> Prot = Kitty gets.. i don't know, rend add-on to shred or mangle. Prot gets jagged pelt bark skin. Hurts on contact, and does the damage reduction.If we want to go even further with the "New" spell outlook for symbiosis. Resto druid --> Hunter. Resto: Natures Quiver. rapid fire volleys of "nourish" and"rejuv" like heals. or perhaps the volly plants seeds that bloom on impact. Hunter: Wrathful trigger finger. When your focused target takes a hit, this spell is active. Shot siphons 25% of damage delt and heals your focused target.Kitty --> Rogue Kitty: Sneaky Paws. Attack that deals a sickening poison and also knocks money from the target. (pickpocket based) Rogue: Catnip. Removes the current target from combat placing them in a MCed state for 15 seconds. (feline fun)Bear --> Paladin Bear: Natural Auras. area around the druid is flooded with the scent of honey causes melee attacks to have a 15% reduce hit chance Paladin: Code of Nature. Places a friendly target under watchful eye, if attacked it summons the paladin to that location and instantly heals them for %ammount / or stuns target if possible for 2/3 seconds.Boomkin --> Shammy. Boomkin: Ghostly Past. when activated the boomkins pelt radiates the rage of its entire race. Increases casting speed of the caster as well as 3 players with in 5 yards of the player. Shammy: Cross trained Ancestors. Summons a totem with 5hp in front of the shammy that emits 3 directional spells. 1/3 = healing 1/3 = damaging in the form of nature damage, 1/3 = buffing area. (range 15 yards)Rest --> Rogue Tree: Razor Sharp Leaves. When the druid is attacked or runs through a target the afflicted target is encased in a small cyclone of razor-sharp leaves and slowed by 15% (If applicable) Rogue: Not so fancy Footing. when hit by a snaring effect the duration is split in half with the snaring enemy, if the energy removes it, so does the rogue.Kitty --> DK SHARED. Fight or Flight When near the death knight in question, haste is split among the two and boosted by 10% at the cost of 10% stam. when separated by (?) yards. flight kicks in and run speed is increased by 15% at the cost of 10% APJust thoughts. Symbosis can be a can of worms :) Thats why i think they went the route they did with it. If they wanted a simple route. Caster DPS druid + Caster DPS = Druid=Forest's Soul. Better understanding of arcane and fel energies allows the druid to use the attuned targets base class to weave into their own spells. Ice slows with frost roots, fire burns with beams of light. dark erodes at attack power and spell power. Holy (disc) heals nearby targets for % amount.So on and so forth. Well thats my 5.50 worth :D
druids with bubble? oh no. and why do mages and locks get heals. ghostcrawler and his favouritism at work again i suppose. Effect cancelled if druid and target are too far apart? does that mean killing the druid will remove it too? still, something like this definitely needs more balance. we paladins dont even get a magic resistance ability from these druids.p.s. where is the ret's ability?
I feel like Disc/Holy should get tranq while shadow gets roots
Ret seems bugged right now, as do monks (they crash you) and a few others.
Is that really what you're taking from this elionor? That rogues will be tanks now?Growl is in no way a threat builder. It forces something to attack the rogue for 3 SECONDS. It is merely a way for rogues to take the heat off the tank for a couple seconds and let the healer get caught up if things get sketchy.
And all mages get is alter time from what i've read it's not that great. It's cata all over again. CoF- no one uses that, flame orb - REMOVED, time warp- reused hoer/bloodlust whoopee
Ok. I'm a bit confused here, but what's with the rogues getting growl?Seems more like a tank thing there.
I don't suppose if anyone could clarify one thing for me. in the article it says exchange, does this mean we lose the given ability? if so, i'm not sure i'm willing to lose my cloak, redirect or fient for a half-baked tank ability. i'm all for team play, but that seems an unfair loss. If we got tiger's fury (but with a much longer cd obviosuly) i may be tempted...Thank you for any feedback :)
My biggest problem here though is Unholy and Frost DKs. Am I the only one that thinks Wild Mushroom: Plague seems so contrived? I mean, yeah, I guess with the Plague Wing in Naxxramas, DKs with mushrooms would happen eventually and Druids having Wild Mushroom: Detonate would be the ones to provide. Sure. But then you look at it and realize that once again, Blizzard has found another way to deprive the class of utility. I mean, look at every other spec (except tanks, who shouldn't be asked to provide extra utility when they're already preventing the boss/adds from raping you), it gives them a utility outside of what the spec could do: off-tanking rogues, healing casters, rooting Priests, even Holy Pallies get a battle rez! Meanwhile, DKs get... another disease spreader. Nevermind that we have about 4-5 abilities that do the same thing at any given time. Can't even say I'm kidding.And as I said before, contrived: It's not even Wild Mushroom! The only thing the two have in common is 'summoning a mushroom'- it doesn't explode, it doesn't slow enemies, it doesn't heal allies... we can't even summon three at a time; it's freaking Magma Totem for diseases. They had to go out of their way to MAKE a completely new spell to give us in place of anything useful!We could use a gap closer like Skull Bash or Pounce or Feral Charge! We could use a CC like Cyclone! I would love to have Typhoon to contrast Death Grip and Gorefiend's Grasp! Toss me a heal or a cleanse- it'd be ironic, but I'd help do my part for the good of the party!And don't say they only pulled it because of a common motif- there is no way you can convince me Entangling Roots fits any priest motif, or those heals fit casters./endrant.As for the rest...I can totally see Feral getting Consecration while Guardian gets Divine Shield and Resto gets Cleanse. But if they want to maximize utility, then I guess they'd have to shuffle those around- Divine Shield for Resto, Cleanse for Feral and Consecration for Guardian?Also, Feral getting Death Coil for no cost or CD? Just free damage? Interesting idea.Balance getting Mirror Image: What will the clones cast? Frostbolt? *pfft*HAHAHAHAHAHAloljk probably Wrath in Boomkin form.
Frankly I'm insulted by the skill rogues gain from this, so-called-symbiosis . It's more like a parasitism in my view . Rogue gains growl , a move that gives a ROGUE agro , and gives a druid actually useful abilities .( Perfectly aware this is subject to change, but bliz could have given something decent )
Both of those skills could be utilized effectively in a PvP situation . Hunter : > Dash > gain distance from pursuing target after using disengage / or if on CD .Priest : > roots > CC attacker .Not the best skills , but keep in mind ,they ARE subject to change , and most likely will be .
Lifetap for bear tanks.. seems kinda scary :( that one will be changed for sure
MoP for druids looks amazing finally!
so rogues turn into a bear? cool, i wonder what that would look like on gnome rogues. looks like we get our temporary gnome druid after all.
The spell has sadly been formed around PvP by the looks of things. Virtually only a very small number of these trade off spells are useful in PvE and even then it's very very circumstantial.