[:1]All constructive criticism is welcome. I have thought this through a bit. If some of it seems over powered, or like it wouldn't fit, just mention it! :D
Wild Mushroom - im starting here. Sadly, as much as they try, i cant see this being an offensive ability. Its basically the same idea as frost trap, but wastes too many CDs and isn't all that practical in the heat of battle.
My improvement - Wild Mushroom (1.5 minute CD) - You spawn (no targeted area required) a wild mushroom at your feet. After 3 seconds, it will release invigorating spores, causing your non-eclipse wrath and lunar spells to act as if they were in eclipse. Lasts 10 seconds. Must be within 15 yards of the mushroom. Can not be cast during an eclipse and upon entering an eclipse, the mushroom will disappear.
(note: i have considered that the spores be a stacking buff, so that people wont just pop haste trinks and get a ton of free eclipsed casts from this. Perhaps 3 / 4 casts and the mushroom will disappear)
(the main idea behind this was that, in arenas, you start off with 0 eclipse energy which is a disadvantage. this will help your dps a bit as you attempt to reach an eclipse)
Barkskin - a nice defensive spell, but not quite as nice as other classes.
My improvement - Barkskin - *same current bonuses, plus* while barkskin is active your Starsurge can not be interrupted, Thorns damage is increased by 15%, and if you are not in an eclipse, you regenerate X amount of lunar or solar energy, which ever is more beneficial, for every % of life you lose (the life percentage is to help lower the power of the eclipse energy generation in a PvE situation).
Starfall / Starsurge - I love them, very nice spells but i have a nice way of improving them in PvP.
My improvement - Starfall - *same current buff, plus* While in Lunar Eclipse, your starfall persists through character movement loss and stuns.
My improvement - Starsurge (i am making this a glyph because it may interfere in PvE) - Glyph of Starfury - When you cast starsurge while starfall is up, it will knock back the enemy for 3 seconds (paying homage to the original buff starsurge had in the beta). This effect cannot occur more than once every 10 seconds.
Entangling Roots - obviously nice for PvP, and when it became instant cast, something magical happened. I thoroughly and completely enjoyed Balance pvp. I had a strong opening, i could take on and defeat opponents! But the other 2 specs are taking advantage of this. Sadly, this upcoming patch is removing instant roots. My suggestion is that, if Balance isn't getting a talent that allows instant roots, that it can be worked into our spec.
My improvement - While in solar eclipse, entangling roots is instant cast. While in lunar eclipse, if Entangling Roots is interrupted, a shimmer of moonlight will silence the enemy (not necessarily the target you were casting roots on, but the enemy who interrupted the cast) for 3 seconds. (This is not an AoE. The enemy will be silenced for a set 3 seconds)
Please share your opinions and for ways to make these fit better / seem more realistic for pvp.
I think these are wonderfull ideas, one thing i might add is that i think taht the boomkin damage reduction should be 25%(maybe lower) to be on par with warlocks.
/signed
I agree with Shaowofsin, I don't understand why a warlock in PvP gear can have ~60% damage reduction and amazing passive healing and pet abilities, and we only get 15%. Our healing is absolutley terrible as balance.
As for the Wild Mushrooms. anything would be better. The problem is, as you've stated, in the heat of battle, they take up way to many global cooldowns. A thought I had was to make them like hunter traps, or to trigger when someone gets within 6 yards of them. Or, give them a cooldown and make them spawn at the feet of your current target and explode immediately, doing exactly what they do now. Minimal damage, and applied slow effect if talented.
Barkskin. I gave up hope ever thinking we are going to get a competitive defensive cooldown. A simple fix would be another talent, or applying this to a current talent, that boosts balance barkskin to 50% damage reduction, but increases the cooldown to 2 min. As of right now, we are too easily bursted down and have nothing to mitigate it.
Starfall. This ability was COMPLETELY overpowered when released in Wrath. Now, I find it semi useless. Every class can either stop it, or outheal it from passive healing they do. ie; DK's, Warriors, all hybrid classes, Warlocks, ect. My thought was to have a glyph to make this a single target, non-channeled spell, having the stars fall onto 1 single player regardless of if i am stunned or silenced after casting it. Lets face it, any class can stop us from casting whenever they want, and as soon as they see the starfall cast, we get locked out or CC'd. We need something besides moonfire spam in most fights because all we have is mobility.
Starsurge. I like the knockback idea, but I don't feel the need for it should we get some of these other improvements.
Entangling Roots. We have a problem in PvP right now WITH instant roots. They take this away and were toast. I already feel like a free kill when I dont have a healer, now I will be. This needs to be talented for balance druids, we have nothing else to rely on. Typhoon is just not reliable, and everything else we do is casted and WITH instant entagling roots I already have a hard time getting casts off. Can't wait for the change =/.
I think the biggest thing we need to become competitive is a reliable defensive cooldown. Every other class has one for either mele, casters, or both. We have a 20% reduction with barkskin and FINALLY getting a 15% overall reduction, which is the same as a shadow priest, who also has disspersion and way better heals.
I enjoy your post, and look forward to see some other ideas!
Yes i was shooting to make barkskin more defensive, but i cant quite think of a unique way to buff it without it becoming simply an "immune" buff like bubble or ice block. I think the 15% incoming damage reduction in moonkin form in the upcoming patch will help us a lot, but i still do feel we need a strong defensive cooldown to use.
The way blizzard has been taking it, it seems as if instead of helping us defensively when someone is attacking us, they want us to take offensive measures (the pvp balance gear set bonus does us nothing for defense when we are attacked, but rather gives us eclipse energy when we are attacked). Tbh, my damage output is the least of my worries when i'm being focused on and i will probably get interrupted if i try to cast wrath / starfire to take advantage of the set bonus. Even with the set bonus buff, i dont think its going to improve much.
And i didn't mention it before, but mastery is near useless to us in Arenas. In some cases i dont even get into an eclipse, meaning my mastery did nothing to help. Our mastery and pvp gear set bonuses are broken. Buffing them isn't going to help. Blizzard needs to rethink them as a whole and come up with 2 new, better ideas that will benefit us more.
Balance pvp can be fixed if we get 25% damage reduction in moonkin form, a 3 second stun added to starsuge, and do a serious redesign on the eclipse mechanic....it is honestly worse than before for pvp. Our damage should not depend on an eclipse buff. We need that damage always active to be a threat. Why did blizzard nerf natures grace hardcore?
Blizzard isn't going to put time and effort into redesigning eclipse for a 3rd time, especially since it is working well in PvE.
I am fine with the way it works now, we don't get to use it much in arenas because we are focused and killed or can only use moonfire since we cant get range to get a cast off, or live long enough through a spell lock.
Defensive cooldown fixes that. 15% damage reduction is nice, but no where near what a lock has, and we dont have the cooldowns mages and priests have. Making us the target caster class.
Just the other day my brother (who heals me) made a comment about how he cant believe how people will go out of there way to attack me, even when there are other players around with under 100k health.
Root MUST be instant for moonkins, or replaced / supported by other instant CC spell. Maybe buff Solar beam so casters can't just run away from it.
Make our heals cheaper so we can kite and offheal ourseves, otherwise we need more defensive CDs or more CC to be on pair with other classes.
Barkskin is a joke. Any other class/spec has better and more defensive abilities.
Blizzard claimed that they want to see Moonkins viable in Arenas, like Warlocks and Mages. Has anybody seen any high-rated moonkin in arena ladder ? Some getting carried to some extent by other classes, but it's rather exception.
They should add resilience stat increases to passive spec summaries. Then they can actively change the amount of resilience that spec receives depending on what class is overpowered in pvp. It can scale with level. Boom.
Showing posts with label [:]. Show all posts
Showing posts with label [:]. Show all posts
Saturday, April 14, 2012
Druids should now make the correct...
[:1]"Druids should now make the correct laugh and cry emote sounds while in Tree of Life Form."
I got some detail from the devs on this - this issue was the speed the emote was applied... to fix it the laugh time has been to .2 seconds, cry will instacast when you get sheeped.
4.0.6 = fail.
I got some detail from the devs on this - this issue was the speed the emote was applied... to fix it the laugh time has been to .2 seconds, cry will instacast when you get sheeped.
4.0.6 = fail.
new changes 4.0.1 ptr
[:1]■Feral Swiftness now causes Dash and Stampeding Roar to have a 50/100% chance to remove all movement impairing effects from affected targets when used.
http://www.wowhead.com/blog=184160/patch-4-1-ptr-build-13707-spell-changes
13th thread now? on this
do we get an aoe root breaker ?
I don't get it why dash? when it can only be used in cat shouldn't it be stampeding roar and charges.
The new stampeding roar is sounding OP just as it was intended to be nerfed.
Then again aoe root removing gives us an all new ability which gives us usefullness and uniqueness to have in a group. Since its being taken away by the Deathknights. Finally a bonus against a mage because only mages have aoe CC.
None the less I hope they change it so it affects stampeding roar and charges. Or anything with a cooldown less then 30 seconds because it seems unfair to give us root removing affect but only with moves that have Cds longer then 3min when other classes have theirs less then 30sec or minute.
I -THINK- feral charge for bear already breaks it... idk though
http://www.wowhead.com/blog=184160/patch-4-1-ptr-build-13707-spell-changes
13th thread now? on this
do we get an aoe root breaker ?
I don't get it why dash? when it can only be used in cat shouldn't it be stampeding roar and charges.
The new stampeding roar is sounding OP just as it was intended to be nerfed.
Then again aoe root removing gives us an all new ability which gives us usefullness and uniqueness to have in a group. Since its being taken away by the Deathknights. Finally a bonus against a mage because only mages have aoe CC.
None the less I hope they change it so it affects stampeding roar and charges. Or anything with a cooldown less then 30 seconds because it seems unfair to give us root removing affect but only with moves that have Cds longer then 3min when other classes have theirs less then 30sec or minute.
I don't get it why dash? when it can only be used in cat shouldn't it be stampeding roar and charges.
The new stampeding roar is sounding OP just as it was intended to be nerfed.
Then again aoe root removing gives us an all new ability which gives us usefullness and uniqueness to have in a group. Since its being taken away by the Deathknights. Finally a bonus against a mage because only mages have aoe CC.
None the less I hope they change it so it affects stampeding roar and charges. Or anything with a cooldown less then 30 seconds because it seems unfair to give us root removing affect but only with moves that have Cds longer then 3min when other classes have theirs less then 30sec or minute.
I -THINK- feral charge for bear already breaks it... idk though
Question on transformations.
[:1]I'm about to max my first character, WoW's been fun for the first few months of playing it. My next class will be a druid but I can't help but wonder about something.
I'm going to be balance, and I really like the Moonkin form. (Keep in mind I've never had experience with druid and am new when I say this) I saw how Tree of Life was nerfed to a cooldown transform. I had never experienced the game with a full form since I joined post Cata. And now I'm worried that the same thing could happen to Moonkin form. For me, I hate cooldown transforms. I almost never use demon transformation. I like permanence- it keeps my battle consistent and keeps my character from looking like a polymorphing spaz.
I know they'd never do this to cat or bear, as those forms are vital. But what I'm asking is: Is this a legitimate fear? Or is there absolutely no reason to nerf moonkin form in this way? I don't know how powerful tree of life was before so this is why I'm asking instead of knowing like the rest of you. Thanks.
Tree of Life was altered because Blizzard included the choice to talent into Nature's Cure, which changes the Remove Corruption spell to include the ability to remove Magic effects.
This change made a permanent Tree of Life too powerful in PvP because it would have made a polymorph immune healer who could remove the effect from their partners.
There is no reason to believe the same will happen to Moonkin form at this time.
Thanks. That got rid of the burning question on my mind.
I'm going to be balance, and I really like the Moonkin form. (Keep in mind I've never had experience with druid and am new when I say this) I saw how Tree of Life was nerfed to a cooldown transform. I had never experienced the game with a full form since I joined post Cata. And now I'm worried that the same thing could happen to Moonkin form. For me, I hate cooldown transforms. I almost never use demon transformation. I like permanence- it keeps my battle consistent and keeps my character from looking like a polymorphing spaz.
I know they'd never do this to cat or bear, as those forms are vital. But what I'm asking is: Is this a legitimate fear? Or is there absolutely no reason to nerf moonkin form in this way? I don't know how powerful tree of life was before so this is why I'm asking instead of knowing like the rest of you. Thanks.
Tree of Life was altered because Blizzard included the choice to talent into Nature's Cure, which changes the Remove Corruption spell to include the ability to remove Magic effects.
This change made a permanent Tree of Life too powerful in PvP because it would have made a polymorph immune healer who could remove the effect from their partners.
There is no reason to believe the same will happen to Moonkin form at this time.
Thanks. That got rid of the burning question on my mind.
Moonkin Rotation
[:1]Hey so sorry if this has already been asked but i am new to the Balance spec and i am kinda confused on my rotation. Anyone care to help?
If only there were a prominently-posted, easily-accessible thread full of helpful info such as this...
Keep DoTs up, cast starsurge and force of nature on cooldown, cast starfall during lunar eclipse or an AOE phase of the fight (preferably both), and just keep the eclipse bar swinging back and forth (cast starfire 'till solar, cast wrath 'till lunar, rinse and repeat.)
Rotation information is here
http://us.battle.net/wow/en/forum/topic/981608288#8
Other parts of this thread are also chock full of GREAT info
If only there were a prominently-posted, easily-accessible thread full of helpful info such as this...
Keep DoTs up, cast starsurge and force of nature on cooldown, cast starfall during lunar eclipse or an AOE phase of the fight (preferably both), and just keep the eclipse bar swinging back and forth (cast starfire 'till solar, cast wrath 'till lunar, rinse and repeat.)
Rotation information is here
http://us.battle.net/wow/en/forum/topic/981608288#8
Other parts of this thread are also chock full of GREAT info
Need help setting up a Mangle/Pounce macro.
[:1]This will probably a really simple fix for you macro geniuses. Here is what the macro looks like.
/cast [nostealth] Mangle (Cat)(); [stealth] Pounce
I found this macro and only half of it works. It pounces just fine, but it doesn't cast Mangle. I really need a working macro that Mangles out of stealth and Pounces in stealth. I know someone can help me with almost no effort on this one. I appreciate any help and thank you knowledgeable Druids in advance. >3
Couple changes to form macros. I believe it has to be this:
/cast mangle(cat form) try that! if it doesn't work, do /cast mangle(cat) I'm not sure if you need the form in there though...
I'm not currently in game to verify, but:
- generally there is no space before the (Cat), so try Mangle(Cat)
- the extra () after (Cat) looks weird, I think that was BC syntax
Yep, that did it. Thanks so much. :3
you can shift+click the spells in your spellbook when your focus is in your macro box to add the spell name directly from the spellbook.
just fyi.
/cast [nostealth] Mangle (Cat)(); [stealth] Pounce
I found this macro and only half of it works. It pounces just fine, but it doesn't cast Mangle. I really need a working macro that Mangles out of stealth and Pounces in stealth. I know someone can help me with almost no effort on this one. I appreciate any help and thank you knowledgeable Druids in advance. >3
Couple changes to form macros. I believe it has to be this:
/cast mangle(cat form) try that! if it doesn't work, do /cast mangle(cat) I'm not sure if you need the form in there though...
I'm not currently in game to verify, but:
- generally there is no space before the (Cat), so try Mangle(Cat)
- the extra () after (Cat) looks weird, I think that was BC syntax
Yep, that did it. Thanks so much. :3
you can shift+click the spells in your spellbook when your focus is in your macro box to add the spell name directly from the spellbook.
just fyi.
More Boomkin nerFS!
[:1]Wtf realy if it isnt hard enough to play boomkin as it is, being 1 of the worst pvp specs off all the them because of survivblity there now reducing starsurge by 20% our only way to win fights without sunfire spam, and our lifebloom by 20% and increasing this cost? if this goes through count my boomy as a resto now....
Boomkin, Need advice
[:1]I would really like to figure out this wrath calcs, is it out of excel? I was also wondering if someone could look at my spec and my build too see if it is ok. I feel like I should be doing more dps, 14k in BH Boss.
Don't get lost in the details. Have fun!
[:1]
I'm sure my being only level 75 will be made an issue but... I have had this toon for years. I leveled to 60 as a feral, healed lvl 60 end game content as a resto, level 60-70 as feral again, and at 70 in BC started getting into tanking for the first time. I spent the lastr two years off of wow. Anyways, I'm back!
I just wanted to say that I have never paid any attention to class/spec nerfs or buffs. Other players have always told me things like oh your spec is OP now, oh you got nerfed, oh bears suck at tanking, blah blah blah. Through all the ups and downs I have been riding that wave of nerfs/buffs and player opinion. It doesn't matter to me whether I am at the crest or the trough of the wave, its all surfing to me. I love playing druid, and its the player, not the latest patch, that makes or breaks the class.
I am tanking right now because I am enjoying taking a leadership role in groups and biting things in the face. I will be doing the same post patch. If I didn't visit these forums I probably wouldn't even notice the "nerf". I would be too busy RAWRing, charging, worrying about aggro, and having a blast. I have a tendency to ramble, as you can see, but my point is this... have fun, play for the sake of playing, enjoy what you do, and don't get lost in the details. Have fun!
For nature,
heartless, witless nature
will neither know
nor care
-AE Housman
If Arena is no longer fun for you do the intelligent thing and move on. Maybe golf or model trains or some other hobby is for you. Instead of "walking in another's shoes" use your own to move on. It's all about your happiness not others. It sounds selfish but what you find is the happier you are the more you are able to benefit others. The day I stop enjoying this class will be the day I cancel my account, and unless you know me in-game you will never now. Blizzard will know because they will take the massive 15 dollar hit to their bank account. How they will get by without me I just can't say. But there will be no resentment on my part. Playing this game, for me, has been a blessing, and I appreciate all the hard work everyone at blizzard puts in to keep things going.
"Holding onto resentment is like swallowing poison and expecting someone else to die." - Buddha
Best wishes to you and all WoW players.
I'm sure my being only level 75 will be made an issue but... I have had this toon for years. I leveled to 60 as a feral, healed lvl 60 end game content as a resto, level 60-70 as feral again, and at 70 in BC started getting into tanking for the first time. I spent the lastr two years off of wow. Anyways, I'm back!
I just wanted to say that I have never paid any attention to class/spec nerfs or buffs. Other players have always told me things like oh your spec is OP now, oh you got nerfed, oh bears suck at tanking, blah blah blah. Through all the ups and downs I have been riding that wave of nerfs/buffs and player opinion. It doesn't matter to me whether I am at the crest or the trough of the wave, its all surfing to me. I love playing druid, and its the player, not the latest patch, that makes or breaks the class.
I am tanking right now because I am enjoying taking a leadership role in groups and biting things in the face. I will be doing the same post patch. If I didn't visit these forums I probably wouldn't even notice the "nerf". I would be too busy RAWRing, charging, worrying about aggro, and having a blast. I have a tendency to ramble, as you can see, but my point is this... have fun, play for the sake of playing, enjoy what you do, and don't get lost in the details. Have fun!
For nature,
heartless, witless nature
will neither know
nor care
-AE Housman
If Arena is no longer fun for you do the intelligent thing and move on. Maybe golf or model trains or some other hobby is for you. Instead of "walking in another's shoes" use your own to move on. It's all about your happiness not others. It sounds selfish but what you find is the happier you are the more you are able to benefit others. The day I stop enjoying this class will be the day I cancel my account, and unless you know me in-game you will never now. Blizzard will know because they will take the massive 15 dollar hit to their bank account. How they will get by without me I just can't say. But there will be no resentment on my part. Playing this game, for me, has been a blessing, and I appreciate all the hard work everyone at blizzard puts in to keep things going.
"Holding onto resentment is like swallowing poison and expecting someone else to die." - Buddha
Best wishes to you and all WoW players.
A resto talent idea for wild mushroom
[:1]A resto talent that convert your wild mushroom into a healing bomb.
Make wild mushroom useful for a change...
Make wild mushroom useful for a change...
Instant Cast Wild Mushrooms
[:1]Does anyone know if Wild Mushrooms has been or will be taken off of the gcd, since it is now instant cast? The cast time was already lower than the gcd for me previous to this patch, so making this spell instant cast without taking it off of the gcd kind of defeats the purpose.
Anybody have any idea?
Blizz increased the damage Wild Mushrooms do, so even though the .5 cast time was less than the GCD, the damage increase and ease of use makes up for it. Instant cast + your GCD is a net improvement. Consider also WM were subject to spell pushback - now they're not.
Instant cast makes the usable when moving. This is very useful for moonkins in both PvP and PvE.
Anybody have any idea?
Blizz increased the damage Wild Mushrooms do, so even though the .5 cast time was less than the GCD, the damage increase and ease of use makes up for it. Instant cast + your GCD is a net improvement. Consider also WM were subject to spell pushback - now they're not.
Instant cast makes the usable when moving. This is very useful for moonkins in both PvP and PvE.
feral pve dps trinkets
[:1]what are the best feral pve dps trinkets right now? I'm using essence of cyclone and the agi alc stone trinket. unheeded warning dropped and i dont know if its better or any good for feral so some help plox
Personally I would go with Unheeded Warning and Essence of the Cyclone because the alchemist stone has a nice passive agility and a gem slot, but the crit+weapon damage proc is amazing for damage.
Personally I would go with Unheeded Warning and Essence of the Cyclone because the alchemist stone has a nice passive agility and a gem slot, but the crit+weapon damage proc is amazing for damage.
4.0.6 Feral Suggestions (PvP)
[:1]Patch 4.0.6 will see feral druid extinction in PvP, if all these changes go live. Feral has never been part of high lvl arenas, except for short periods before a big nerf. While some changes to the spec are needed, they go far beyond what is necessary.
So here are my suggestions to keep druids competitive:
-Berserk breaks fear, but doesn't make the caster immune.
-Shapeshifting breaks all movement impairing effects (as it is today), but...
-4 piece PvP set doesn't give a 15% movement bonus, but instead increases cyclone range, or some ability's damage, or anything.
-Glyph of Entangling Roots is overpowered, but it would be nearly useless the way it is being changed. Keep the instant cast, but increase the skill cooldown to around 20s.
As for the damage changes, I think PvE dps won't be hurt, although it should be a significant nerf to PvP. Bear damage reduction seems steep too. I can't say if they are necessary or not. We should wait and see.
Regards,
Huginn
Edit: typing error.
I totally agree with you.
I'm fairly new to PvP'ing on my Druid and I've really started to enjoy it. The sole reason I picked this class was because of the mobility that is gained when shapeshifting out of root/snare effects.
I am doing 2s for a bit of fun with my Rogue friend, and today we were really suffering because of these changes.
Maybe it will just take time to get used to them, or maybe I'll just have to go back to PvE and PvP with another class.
I am disappointed they had to change something that has existed in this game for a very long time, that was one of the keystone abilities this awesome class had to offer.
Don't make Druids like every other class Blizzard!
/endqq
By the way,
Moo! :D
I've been a druid since I re-rolled for BC, and am trying to continue to love the class but slowly its being killed. The changes done were semi-needed as we were no-longer a "support" class in PvP but were accually able to play a lead dmg role. In the end the changes did go to far, and like Huginn I will offer my suggestions because anything will be better than this and me leaving a game I have played since it first came out.
Leave Beserk as is.
First ShapeShifting needs to go back to the way it was. Period.
I agree that implementing a simple cooldown to the Entangling Roots would be more fair.
Even though it seems as though there is alot more than just 10% nerf to bleeds; Leave the bleed dmg as it but lengthen the duration of them.
Given the recent bleed lose and the poor duration for a PvP set up, at the very least reconfig Ferocious Bite to be a more aproperiate finishing move; at the moment its a laughable joke.
Nerf us and what our mastery is used for.
Then.
You see Fury Warriors 3 button mash with mastery stacked. Destroying ALL while Healing.
Reroll?
So here are my suggestions to keep druids competitive:
-Berserk breaks fear, but doesn't make the caster immune.
-Shapeshifting breaks all movement impairing effects (as it is today), but...
-4 piece PvP set doesn't give a 15% movement bonus, but instead increases cyclone range, or some ability's damage, or anything.
-Glyph of Entangling Roots is overpowered, but it would be nearly useless the way it is being changed. Keep the instant cast, but increase the skill cooldown to around 20s.
As for the damage changes, I think PvE dps won't be hurt, although it should be a significant nerf to PvP. Bear damage reduction seems steep too. I can't say if they are necessary or not. We should wait and see.
Regards,
Huginn
Edit: typing error.
I totally agree with you.
I'm fairly new to PvP'ing on my Druid and I've really started to enjoy it. The sole reason I picked this class was because of the mobility that is gained when shapeshifting out of root/snare effects.
I am doing 2s for a bit of fun with my Rogue friend, and today we were really suffering because of these changes.
Maybe it will just take time to get used to them, or maybe I'll just have to go back to PvE and PvP with another class.
I am disappointed they had to change something that has existed in this game for a very long time, that was one of the keystone abilities this awesome class had to offer.
Don't make Druids like every other class Blizzard!
/endqq
By the way,
Moo! :D
I've been a druid since I re-rolled for BC, and am trying to continue to love the class but slowly its being killed. The changes done were semi-needed as we were no-longer a "support" class in PvP but were accually able to play a lead dmg role. In the end the changes did go to far, and like Huginn I will offer my suggestions because anything will be better than this and me leaving a game I have played since it first came out.
Leave Beserk as is.
First ShapeShifting needs to go back to the way it was. Period.
I agree that implementing a simple cooldown to the Entangling Roots would be more fair.
Even though it seems as though there is alot more than just 10% nerf to bleeds; Leave the bleed dmg as it but lengthen the duration of them.
Given the recent bleed lose and the poor duration for a PvP set up, at the very least reconfig Ferocious Bite to be a more aproperiate finishing move; at the moment its a laughable joke.
Nerf us and what our mastery is used for.
Then.
You see Fury Warriors 3 button mash with mastery stacked. Destroying ALL while Healing.
Reroll?
Healing First Cata Raid - Suggestions?
[:1]The topic says it all.
Keep up your wildgrowth, keep a lifebloom on a target, not necessarily the tank if another healer with instant heals is focusing on them, and don't be afraid to ask for other druids to innervate you or to use your tranquility. Also check with your raid ahead of time if they want you to bres dps or save it for other healers/dps. Also you should be regenerating mana at such a rate that if you go oom you should be able to stack some lifeblooms and use your wildgrowth so don't start panicking. Alsoalsoalso, check notes on raids for interrupts or times when people can only instant cast because this is where you come in with hots, and having them up ahead of time makes a big difference.
Keep a Lifebloom stack on the tank at all times, use Wild Growth whenever there is raid damage, and if Wild Growth isn't enough to cover that raid damage (and mana permits), cast Rejuvenation on the targets affected by your Wild Growth for the mastery bonus. Similarly, make sure to weave Lifebloom and Rejuvenation on the tank so both of them are benefiting from mastery at all times; recast Lifebloom before Rejuvenation ends and vice-versa. Aim for a 60-70% mastery uptime.
Use Swiftmend as close to cooldown as you can, either on the tank for an efficient heal or on the raid to proc Efflorescence. Use your Omen of Clarity procs on Healing Touch, either on the tank or raid as needed (you may favor Regrowth for raid healing in 25 mans where heal sniping is a concern and you are not primarily tank healing, YMMV). Avoid using Regrowth otherwise. Cast non-OoC HTs on the tank if additional healing is necessary.
Innervate yourself at 80% mana so it will be available multiple times during a fight. Keep Concentration Potions handy and learn encounters so you will know when it is an appropriate time to use them. Use Tree of Life early and often, because the low mana cost of Lifebloom significantly eases the mana intensity of raid healing while it is up. At low levels of gear, treat it like your second innervate.
That's about it.
Any comments on gear? Should I change anything?
Your spec is fine. You are generally going to lose to a disc priest because disc priests have very little overhealing with their shields which takes precedence over your heals.
Your haste rating is 1407 which is a bad place to be. You should either reduce it to 916 while boost your spirit and mastery, or find a way to push it to 2005, which may not be doable with your current gear without losing valuable intellect.
You have not mentioned your healing strategy either, which will also play a big part in your performance, depending on how much you are getting out of Symbiosis.
Thanks guys...it was an overwhelming success and we downed 3 bosses in BWD.
I don't know why people quote 916 and 2005 so much. There are other break points and other factors to consider. For example, 1573. If there's a warlock along that casts Dark Intent, 1573 gives the second Wild Growth tick. Well below the 2005 mark with the same benefit. 1573 might be achieveable (although i didn't check the OP gear).
So check
https://spreadsheets.google.com/ccc?key=0AuwcTdFIcJZydHZlY09wQTQ3UUxKZVJWa04yQ1ZsTHc&hl=en#gid=0
It's a haste sheet for resto druids that provides a wealth of info and all the break points.
Keep up your wildgrowth, keep a lifebloom on a target, not necessarily the tank if another healer with instant heals is focusing on them, and don't be afraid to ask for other druids to innervate you or to use your tranquility. Also check with your raid ahead of time if they want you to bres dps or save it for other healers/dps. Also you should be regenerating mana at such a rate that if you go oom you should be able to stack some lifeblooms and use your wildgrowth so don't start panicking. Alsoalsoalso, check notes on raids for interrupts or times when people can only instant cast because this is where you come in with hots, and having them up ahead of time makes a big difference.
Keep a Lifebloom stack on the tank at all times, use Wild Growth whenever there is raid damage, and if Wild Growth isn't enough to cover that raid damage (and mana permits), cast Rejuvenation on the targets affected by your Wild Growth for the mastery bonus. Similarly, make sure to weave Lifebloom and Rejuvenation on the tank so both of them are benefiting from mastery at all times; recast Lifebloom before Rejuvenation ends and vice-versa. Aim for a 60-70% mastery uptime.
Use Swiftmend as close to cooldown as you can, either on the tank for an efficient heal or on the raid to proc Efflorescence. Use your Omen of Clarity procs on Healing Touch, either on the tank or raid as needed (you may favor Regrowth for raid healing in 25 mans where heal sniping is a concern and you are not primarily tank healing, YMMV). Avoid using Regrowth otherwise. Cast non-OoC HTs on the tank if additional healing is necessary.
Innervate yourself at 80% mana so it will be available multiple times during a fight. Keep Concentration Potions handy and learn encounters so you will know when it is an appropriate time to use them. Use Tree of Life early and often, because the low mana cost of Lifebloom significantly eases the mana intensity of raid healing while it is up. At low levels of gear, treat it like your second innervate.
That's about it.
Any comments on gear? Should I change anything?
Your spec is fine. You are generally going to lose to a disc priest because disc priests have very little overhealing with their shields which takes precedence over your heals.
Your haste rating is 1407 which is a bad place to be. You should either reduce it to 916 while boost your spirit and mastery, or find a way to push it to 2005, which may not be doable with your current gear without losing valuable intellect.
You have not mentioned your healing strategy either, which will also play a big part in your performance, depending on how much you are getting out of Symbiosis.
Thanks guys...it was an overwhelming success and we downed 3 bosses in BWD.
Your spec is fine. You are generally going to lose to a disc priest because disc priests have very little overhealing with their shields which takes precedence over your heals.
Your haste rating is 1407 which is a bad place to be. You should either reduce it to 916 while boost your spirit and mastery, or find a way to push it to 2005, which may not be doable with your current gear without losing valuable intellect.
You have not mentioned your healing strategy either, which will also play a big part in your performance, depending on how much you are getting out of Symbiosis.
I don't know why people quote 916 and 2005 so much. There are other break points and other factors to consider. For example, 1573. If there's a warlock along that casts Dark Intent, 1573 gives the second Wild Growth tick. Well below the 2005 mark with the same benefit. 1573 might be achieveable (although i didn't check the OP gear).
So check
https://spreadsheets.google.com/ccc?key=0AuwcTdFIcJZydHZlY09wQTQ3UUxKZVJWa04yQ1ZsTHc&hl=en#gid=0
It's a haste sheet for resto druids that provides a wealth of info and all the break points.
Resto Druid BiS List
[:1]I can't find one anywhere, does anyone know a good list?
Thanks in advance
There really isn't many options for BiS lists, and it depends on your role in your guild i.e if you primarily tank heal you'd be after the Mastery pieces, if you raid heal you'd want the haste pieces.
But yeah, ultimately theres about 2 choices for every slot, it isn't hard do it yourself.
http://us.battle.net/wow/en/forum/topic/1670087318
The reforging and stat priority is way off and I need to redo basically the entire thing, but if you're looking for a list of the gear you can get, there it is. Just swap things around so it's Int > Spirit > Haste to 915 > Mastery > Extra Haste > Crit for reforging, gemming and BiS purposes.
I have mine up on my guide, which you can check for more information about stat priority and why. But here's the link.
http://www.wowhead.com/profile=22228004#inventory
---------------------------------------------------------------------------------------------------------------------------------------------
All anyone ever needs to know about being a Resto Druid in PVE, complete and up-to-date guide at: http://www.intent-kt.com/viewtopic.php?f=39&t=2286
Thanks in advance
There really isn't many options for BiS lists, and it depends on your role in your guild i.e if you primarily tank heal you'd be after the Mastery pieces, if you raid heal you'd want the haste pieces.
But yeah, ultimately theres about 2 choices for every slot, it isn't hard do it yourself.
http://us.battle.net/wow/en/forum/topic/1670087318
The reforging and stat priority is way off and I need to redo basically the entire thing, but if you're looking for a list of the gear you can get, there it is. Just swap things around so it's Int > Spirit > Haste to 915 > Mastery > Extra Haste > Crit for reforging, gemming and BiS purposes.
I have mine up on my guide, which you can check for more information about stat priority and why. But here's the link.
http://www.wowhead.com/profile=22228004#inventory
---------------------------------------------------------------------------------------------------------------------------------------------
All anyone ever needs to know about being a Resto Druid in PVE, complete and up-to-date guide at: http://www.intent-kt.com/viewtopic.php?f=39&t=2286
Shadowmeld change?
[:1]I haven't played my druid in a few weeks pre patch, but I totally recall being able to Shadowmeld in flight form. I just did an herb run and was unable to 'use while pacified.'
I thought I had read through the patch notes thoroughly, but I don't recall seeing this in there. Did I just miss it? Or did they do this pre patch and I just didn't get a chance to experience it?
I thought I had read through the patch notes thoroughly, but I don't recall seeing this in there. Did I just miss it? Or did they do this pre patch and I just didn't get a chance to experience it?
New Character Class Change Service!
[:1]Anyone else think 4.0.6 is just a preemptive strike to their new CHARACTER CLASS SERVICE CHANGE!
"It seems the teleporters have gone a little crazy! You can now change your beloved class to any FotM, provided you give up your play style, achievement points, gear, and identity.
Oh, and your 25$. ACTIVISION GOTS TO GET PAID SON"
I mean really, the only viable explanation?
"It seems the teleporters have gone a little crazy! You can now change your beloved class to any FotM, provided you give up your play style, achievement points, gear, and identity.
Oh, and your 25$. ACTIVISION GOTS TO GET PAID SON"
I mean really, the only viable explanation?
Lack of Epic Feral PvE Weapons
[:1]With the abundance of main hand weapons available for other classes ilevel 359+ I find it odd to see that Feral Druids really have only 1 viable option for a raid rated 2 handed weapon which is Malevolence from Halfus Wyrmbreaker.
Akirus the Worm-Breaker from Magmaw would be the only other weapon I could see someone using but due to not having AGI on it its something I would see most of us not using at all. Even if you take a look at PvP they have 2 polearms (not including the 372 ilevel of the same polearm) and 1 staff available for use for feral druids.
My question is to all of the feral druids are you sticking with a 346 rated 2 handed weapon or are you using something else until you get Malevolence?
-Shiroh from across the room
According to the math on the mmo-champion cat guide stat weights, Akirus is a midpoint between H Seliza's Spear and Malevolence. I wouldn't take it over STR deeps in your guild, but if it would otherwise get sharded, it's an upgrade.
4306 Reg Malevolence
4025.574 Reg Akirus
3805.036 Heroic Seliza's Spear
Thanks for that, I am going to head over to MMO champion and see what else they say. We are doing BwD tonight so we'll see what happens :D
Just a question. How does my polearm stack up against those weapons Aboroth?
Akirus the Worm-Breaker from Magmaw would be the only other weapon I could see someone using but due to not having AGI on it its something I would see most of us not using at all. Even if you take a look at PvP they have 2 polearms (not including the 372 ilevel of the same polearm) and 1 staff available for use for feral druids.
My question is to all of the feral druids are you sticking with a 346 rated 2 handed weapon or are you using something else until you get Malevolence?
-Shiroh from across the room
According to the math on the mmo-champion cat guide stat weights, Akirus is a midpoint between H Seliza's Spear and Malevolence. I wouldn't take it over STR deeps in your guild, but if it would otherwise get sharded, it's an upgrade.
4306 Reg Malevolence
4025.574 Reg Akirus
3805.036 Heroic Seliza's Spear
Thanks for that, I am going to head over to MMO champion and see what else they say. We are doing BwD tonight so we'll see what happens :D
Just a question. How does my polearm stack up against those weapons Aboroth?
Moonkin Haste vs (Eclipsed) Mastery
[:1]I was wondering if its viable for a moonkin to gear for mastery while maintaining the nature eclipse and spamming sunfire, mushrooms and keeping swarm up?
Anyone seen/done some work on this?
Linky?
For AoE trash tab target and running around spamming SF/MF = pretty awesome. Throw down shrooms if you can and get IS up on a few targets to increase the chance for shooting stars to proc.
Getting hit by a starsurge crit is like being hit by Gamon when you're in cloth.
Anyone seen/done some work on this?
Linky?
For AoE trash tab target and running around spamming SF/MF = pretty awesome. Throw down shrooms if you can and get IS up on a few targets to increase the chance for shooting stars to proc.
Getting hit by a starsurge crit is like being hit by Gamon when you're in cloth.
Dash and Roar duration change?
[:1]Now that dash and stampeding roar break roots, will it be immune for the duration or just the break? I really like that ferals can do something now, but using a 2min CD and a 3min CD to just get instantly rooted seems like a waste. I'm going to assume that it's the duration, but you never know. Thoughts?
Sounds like it just breaks roots on use
This reminds me of the Berserk no longer being immune to fear change.
"But it doesn't say it won't break Fear so that means it will still break fear!"
Don't over think it... unless it specifically says so, you're safer to assume it will simply break the root.
I hope blizzard makes it so its makes us immune for the duration because we have nothing that breaks us out of anything except slows. To give us immunity for 3min cooldowns is compensation; I remind you that dash is a 3 minute cooldown don't post what it could be with a glyph just say whats its default is because we shouldn't have to glyph to get a usefull ability.
However I hope they give us only immunity with dash not stampeding roar because aoe movement breaking is enough.
I know blizzard wants us to depend on each other but it shouldn't define the game. I hope they give us some independance as compensation for our hard nerfs. Maybe then we would stop complaining and they would have avoided harsh complaints.
doesnt it say make su immune to movement impairing effects ie slows?
Feral
* Feral Swiftness now also causes Dash and Stampeding Roar to have a 50/100% chance to instantly remove all movement impairing effects from the affected targets when used.
.....sounds like it's just on use, but AOE root break will be awesome in BGs.
In conjunction to the upcoming nerfs to frostmage kiting abilities, this change is a huge boon to the druid community. Now we have 2 root breaks, one of which can be used to free your team mates as well.
Stampeding roar will now cancel 1 frost nova by itself.
This reinforces the idea that druids play a great suportive role. There is a limit, however. knowing when to break a root and when not to break a root will be calculated in skilled play.
I like this change. It's not a powershift, but it will help. And it's interesting.
edit: this is a step in the right direction. I'd still prefer power shift though :D
Sounds like it just breaks roots on use
This reminds me of the Berserk no longer being immune to fear change.
"But it doesn't say it won't break Fear so that means it will still break fear!"
Don't over think it... unless it specifically says so, you're safer to assume it will simply break the root.
I hope blizzard makes it so its makes us immune for the duration because we have nothing that breaks us out of anything except slows. To give us immunity for 3min cooldowns is compensation; I remind you that dash is a 3 minute cooldown don't post what it could be with a glyph just say whats its default is because we shouldn't have to glyph to get a usefull ability.
However I hope they give us only immunity with dash not stampeding roar because aoe movement breaking is enough.
I know blizzard wants us to depend on each other but it shouldn't define the game. I hope they give us some independance as compensation for our hard nerfs. Maybe then we would stop complaining and they would have avoided harsh complaints.
doesnt it say make su immune to movement impairing effects ie slows?
Feral
* Feral Swiftness now also causes Dash and Stampeding Roar to have a 50/100% chance to instantly remove all movement impairing effects from the affected targets when used.
.....sounds like it's just on use, but AOE root break will be awesome in BGs.
In conjunction to the upcoming nerfs to frostmage kiting abilities, this change is a huge boon to the druid community. Now we have 2 root breaks, one of which can be used to free your team mates as well.
Stampeding roar will now cancel 1 frost nova by itself.
This reinforces the idea that druids play a great suportive role. There is a limit, however. knowing when to break a root and when not to break a root will be calculated in skilled play.
I like this change. It's not a powershift, but it will help. And it's interesting.
edit: this is a step in the right direction. I'd still prefer power shift though :D
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