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#1 Apr 09 2010 at 7:00 PM Rating: Excellent
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In World of Warcraft: Cataclysm we’ll be making several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the druid. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Let’s kick things off by checking out some of the new druid spells and abilities!

New Druid Abilities

Thrash (Level 81): Thrash deals damage and causes all targets within 10 yards to bleed every 2 seconds for 6 seconds. The intent here is to give bears another button to hit while tanking. Talents will affect the bleed, such as causing Swipe to deal more damage to bleeding targets. 5-second cooldown. 25 Rage.

Stampeding Roar (Level 83): The druid roars, increasing the movement of all allies within 10 yards by 40% for 8 seconds. Stampeding Roar can be used in cat or bear form, but bears might have a talent to drop the cooldown. The goal of this ability is to give both bears and cats a little more situational group utility. 3-minute cooldown. No cost.

Wild Mushroom (Level 85): Grows a magical mushroom at the target location. After 4 seconds the mushroom becomes invisible. Enemies who cross the mushroom detonate it, causing it to deal area-of-effect damage, though its damage component will remain very effective against single targets. The druid can also choose to detonate the mushroom ahead of time. This is primarily a tool for the Balance druid, and there will be talents that play off of it. No cooldown. 40-yard range. Instant cast.

Changes to Abilities and Mechanics

In addition to the new abilities listed above, we intend to make changes to some of the other abilities and mechanics with which you’re already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of our goals for each spec.


* All heal-over-time spells (HoTs) will benefit from crit and haste innately in Cataclysm. Hasted HoTs do not reduce their duration, but instead add additional HoT ticks. Haste will also benefit Energy generation while in cat form.

* Unlike the other healers, Restoration druids will not be receiving any new spells. They have plenty to work with already, and our challenge instead is to make sure all of them have a well-defined niche. A druid should be able to tank-heal with stacks of Lifebloom, spot-heal a group with Nourish and Regrowth, and top off lightly wounded targets with Rejuvenation.

* We want to add tools to cat form and depth to bear form. If a Feral cat is going to fill a very similar niche to that of a rogue, warrior or Enhancement shaman, it needs a few more tools -- primarily a reliable interrupt. Bears need to be pushing a few more buttons just so the contrast between tanking and damage-dealing is not so steep.

* Barkskin will be innately undispellable.

* We will be buffing the damage of Mangle (cat) significantly so that when cat druids cannot Shred, they are not at such a damage-dealing loss.

* Druids will lose Abolish Poison with the dispel mechanics change, but Restoration druids will gain Dispel Magic (on friendly targets) as a talent. All druids can still remove poisons with Cure Poison and remove curses with Remove Curse.


New Talents and Talent Changes


* Tree of Life is changing from a passive talent to a cooldown-based talent, similar to Metamorphosis. Mechanically, it feels unfair for a druid to have to give up so much offense and utility in order to be just as good at healing as the other classes who are not asked to make that trade. We are exploring the exact benefit the druid gets from Tree of Life. It could strictly be better healing, or it could be that each heal behaves slightly different. You also will not be able to be banished in Tree of Life form (this will probably be true of Metamorphosis as well). Additionally, we would like to update the Tree of Life model so that it feels more exciting when you do decide to go into that form. Our feeling is that druids rarely actually get to show off their armor, so it would be nice to have at least one spec that looked like a night elf or tauren (and soon troll or worgen) for most of the time.

* We want to make the Feral cat damage rotation slightly more forgiving. We do not want to remove what druids like about their gameplay, but we do want to make it less punishing to miss, say, a Savage Roar or Rake. The changes here will be on par with increasing the duration of Mangle like we did for patch 3.3.3.

* Balance druids will have a new talent ability called Nature’s Torrent, which strikes for either Nature or Arcane damage depending on which will do the most damage (or possibly both), and moves the Eclipse meter more (details below). The improved version of Nature’s Torrent also reduces the target's movement speed. 10-second cooldown.

* Restoration druids will have a new talent called Efflorescence, which causes a bed of healing flora to sprout beneath targets that are critically healed by Regrowth.

* We plan on giving Feral cats and bears a Kick/Pummel equivalent -- an interrupt that is off the global cooldown and does no damage. We feel like they need this utility to be able to fill the melee role in a dungeon or raid group, and to give them more PvP utility.

* We want to make sure Feral and Balance druids feel like good options for an Arena team. They need the tools to where you might consider a Feral druid over an Arms warrior, or a Balance druid over a mage or warlock. Remember that the PvP landscape will probably look pretty different for Cataclysm with a focus on rated, competitive Battlegrounds.


Mastery Passive Talent Tree Bonuses

Balance
Spell Damage
Spell Haste
Eclipse

Feral (Cat)
Melee Damage
Melee Critical Damage
Bleed Damage

Feral (Bear)
Damage Reduction
Vengeance
Savage Defense

Restoration
Healing
Meditation
HoT Scale Healing

Eclipse: We are moving Eclipse from a talent into a core mechanic of the class and making it less random. Balance druids will have a new UI element that shows a sun and a moon. Whenever they cast an Arcane spell, it will move the UI closer to the sun, and buff their Nature damage. Whenever they cast a Nature spell, it will move the UI closer to the moon, and buff their Arcane damage. The gameplay intention is to alternate Arcane and Nature spells (largely Starfire and Wrath) to maintain the balance.

Bleed Damage and Savage Defense: Feral druids will receive two sets of passive bonuses depending on whether the druid is in cat or bear form. Bleed Damage will be improved for cats. Savage Defense is the current bear mechanic for converting crits into damage absorption and will be improved for bears.

HoT Scale Healing: HoTs will do increased healing on more wounded targets. The mechanic is similar to that of the Restoration shaman, but with HoTs instead of direct heals. In Cataclysm, we anticipate druids using a greater variety of their spells so there is a distinction between healing and HoT healing.

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s unbuffed health. For boss encounters we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Feral tree and the druid is in bear form -- these values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Feral tree and are in bear form, so you won’t see Balance, Restoration, or Feral druids in cat form running around with it. Vengeance will let us continue to make tank gear more or less the way we do today -- there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so the Vengeance benefit may be smaller, but overall the goal is that all four tanks do about the same damage when tanking.

We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind, what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these changes as well as others continue to develop in response to testing and feedback.


Cataclysm Stat & System Changes: http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1

Mastery System Preview: http://forums.worldofwarcraft.com/thread.html?topicId=23710210871&sid=1
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#2 Apr 09 2010 at 7:22 PM Rating: Good
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Additional Blue Posts:

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We knew changing Tree of Life to a cooldown was going to be controversial. There was just no way a change this big would be unanimously accepted. My apologies if being a tree was what really drew you to the class.

We didn't add new rotational spells to Restoration or Feral cat because, good lord, you have enough buttons already. We tried hard with Cataclysm to not add new spells just because. The specs that got new spells were ones we think had big holes in their rotation. You'll still get new talents and mechanics so I expect there will be a lot to learn when the big game-changing patch rolls around.


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Are cats receiving a similar change for Savage Roar and their UI, or is this going to be completely rogue specific?
(this is related to a cleaning of the combo point UI with regards to being able to use them for self buffs on dead targets)

It will most likely apply to cats as well.



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Has there been any consideration on giving druids cat form at an earlier level? Similar to how hunters will start with a pet at level 1, and shamans getting a melee attack at 3. Also hoping paladins get an extra button to push at earlier levels, as well.


It won't be super low level, but we might switch the levels at which you get cat and bear.


Edited, Apr 9th 2010 11:26pm by Horsemouth
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#3 Apr 09 2010 at 10:18 PM Rating: Good
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Barkskin will be innately undispellable.


This is a good generic change.


Bear stuff I like a great deal so far. The new abilities are pretty sweet. Same deal with cat form powers.

Quote:
Thrash (Level 81): Thrash deals damage and causes all targets within 10 yards to bleed every 2 seconds for 6 seconds. The intent here is to give bears another button to hit while tanking. Talents will affect the bleed, such as causing Swipe to deal more damage to bleeding targets. 5-second cooldown. 25 Rage.


I can see this being used on CD. Will make tabbing around to keep as many Mangles rolling as possible fun. The 5-sec CD is kind of weird though. I've always liked CDs that line up with the GCD personally.


Quote:
Stampeding Roar (Level 83): The druid roars, increasing the movement of all allies within 10 yards by 40% for 8 seconds. Stampeding Roar can be used in cat or bear form, but bears might have a talent to drop the cooldown. The goal of this ability is to give both bears and cats a little more situational group utility. 3-minute cooldown. No cost.


This will be fun for chain pulling. Dropping the CD in bear form could be extremely useful for many raid situations; Stampede, kiting, raid repositioning, etc.

Cat changes are decent. Not sure if by the UI change they mean we can use CPs on dead targets to help keep SR up or what exactly. Regardless a better default CP tracker would be nice as the current one is terrible, not that I use it on my druid but I do on my baby rogue. I really need to fix that now that I think about it to be honest.

All ready talked about StR.


Quote:
We will be buffing the damage of Mangle (cat) significantly so that when cat druids cannot Shred, they are not at such a damage-dealing loss.


I hope they don't buff it to Shred levels or if they do make Shred have a stronger interplay with our DoTs much like the current Shred glyphs or at least have it be more effected by them as in Mangle debuff boosts Shred and DoTs do as well.


Quote:
We want to make the Feral cat damage rotation slightly more forgiving. We do not want to remove what druids like about their gameplay, but we do want to make it less punishing to miss, say, a Savage Roar or Rake. The changes here will be on par with increasing the duration of Mangle like we did for patch 3.3.3.


The haste adding to DoTs will be a nice DPS boost and help the rotation enough as is so I don't really see what else they are needing to do. I really don't want a dumbed down rotation. Plus I can easily see haste become a much stronger stat via the new DoT mechanics. Haste all ready is strong at high gear levels but I can see it getting involved with gemming at lower levels to push extra DoT ticks.


Quote:
We plan on giving Feral cats and bears a Kick/Pummel equivalent -- an interrupt that is off the global cooldown and does no damage. We feel like they need this utility to be able to fill the melee role in a dungeon or raid group, and to give them more PvP utility.


Should be expensive for a bear and cheap for a cat IMO. I think it was a needed change as we are one of the few melee classes without a reliable interrupt.

 
Feral (Cat)                       Feral (Bear) 
Melee Damage                      Damage Reduction 
Melee Critical Damage             Vengeance 
Bleed Damage                      Savage Defense



Very expected and logical for these to be the mastery powers. Bear Vengeance will be weaker than the other tanks the degree depends on how they reconfigure the tree. As it stands now I can easily see feral tank/DPS ability in the same spec being closer to where it was in tBC.



The tree changes are not as cool.


Quote:
Unlike the other healers, Restoration druids will not be receiving any new spells. They have plenty to work with already, and our challenge instead is to make sure all of them have a well-defined niche. A druid should be able to tank-heal with stacks of Lifebloom, spot-heal a group with Nourish and Regrowth, and top off lightly wounded targets with Rejuvenation.


I think they are bringing LB back to life and overhauling HT. Guessing on the HT thing but it is unused but with its efficiency and a rolling LB I can see what they are going for for a tank healing spec. Even though many are being pissy about this I don't think Resto need a new spell if they indeed are doing something a kin to what I am guessing.


Quote:
Restoration druids will have a new talent called Efflorescence, which causes a bed of healing flora to sprout beneath targets that are critically healed by Regrowth.


If I understand it causes an AoE heal around the location of a Regrowth crit. A very fitting new ability.

 
Restoration 
Healing 
Meditation 
HoT Scale Healing



Quote:
HoT Scale Healing: HoTs will do increased healing on more wounded targets. The mechanic is similar to that of the Restoration shaman, but with HoTs instead of direct heals. In Cataclysm, we anticipate druids using a greater variety of their spells so there is a distinction between healing and HoT healing.


Should be a good boost to HoTs, making them hit for more when needed will be nice. Not sure how this will play with the LB for tank healing idea.


Quote:
Tree of Life is changing from a passive talent to a cooldown-based talent, similar to Metamorphosis. Mechanically, it feels unfair for a druid to have to give up so much offense and utility in order to be just as good at healing as the other classes who are not asked to make that trade. We are exploring the exact benefit the druid gets from Tree of Life. It could strictly be better healing, or it could be that each heal behaves slightly different. You also will not be able to be banished in Tree of Life form (this will probably be true of Metamorphosis as well). Additionally, we would like to update the Tree of Life model so that it feels more exciting when you do decide to go into that form. Our feeling is that druids rarely actually get to show off their armor, so it would be nice to have at least one spec that looked like a night elf or tauren (and soon troll or worgen) for most of the time.


This is causing a sh*tstorm on the o-boards. I have never really played as a tree but people are ******** because it looks cool, I agree with this, and because of the other passive abilities it grants as well as popping in and out to break snares.



Boomkin stuff is interesting to say the least. They posted the least amount of stuff for Moonkin but, aside from the tree change, dropped both the biggest bomb and avoided the largest elephant.


Quote:
Wild Mushroom (Level 85): Grows a magical mushroom at the target location. After 4 seconds the mushroom becomes invisible. Enemies who cross the mushroom detonate it, causing it to deal area-of-effect damage, though its damage component will remain very effective against single targets. The druid can also choose to detonate the mushroom ahead of time. This is primarily a tool for the Balance druid, and there will be talents that play off of it. No cooldown. 40-yard range. Instant cast.


This will get changed or nerfed. No question. I like the idea but it to much like a better Hunter trap to stay the way it currently is and make it to live. LOVE the idea behind it though. I would Shroom pull mobs as a bear just for lulz.

 
Balance 
Spell Damage 
Spell Haste 
Eclipse



Quote:
Eclipse: We are moving Eclipse from a talent into a core mechanic of the class and making it less random. Balance druids will have a new UI element that shows a sun and a moon. Whenever they cast an Arcane spell, it will move the UI closer to the sun, and buff their Nature damage. Whenever they cast a Nature spell, it will move the UI closer to the moon, and buff their Arcane damage. The gameplay intention is to alternate Arcane and Nature spells (largely Starfire and Wrath) to maintain the balance.


Quote:
Balance druids will have a new talent ability called Nature’s Torrent, which strikes for either Nature or Arcane damage depending on which will do the most damage (or possibly both), and moves the Eclipse meter more (details below). The improved version of Nature’s Torrent also reduces the target's movement speed. 10-second cooldown.


I like it. I mean it is radically different but I like it over all. It fully removes Starfire rit capping which will help overall crit scaling for the spec. Also the swinging meter of new Eclipse is interesting to say the least. Wrath to push it far into Arcane hurts then blow trinkets and other stuff and have a huge Starfire nuke or NT bomb, then swing the pendulum the other way. I see the DPS alternating between the 2 extremes with NT at the extreme ends. The DoTs being cast at the mid points of the cycle and towards there respective ends. The new interplay between haste and DoTs could help this happen

The giant elephant they forgot to mention is of course the easy to haste cap Wrath. Which will likely end up being an even greater issue as the 2nd Mastery bonus is of course spell haste.


Overall I like the direction the class will be moving towards. Some glaring issues and questions with Balance remain and the Tree form thing will be talked about for months. Feral is looking pretty sweet though.

Edited, Apr 10th 2010 12:42am by Horsemouth
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#4 Apr 09 2010 at 10:37 PM Rating: Good
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Mentioned it in the general thread, but this is the first preview I saw where I was really interested in the changes (and I don't even PLAY a Druid). It's almost like Druid had been in development the largest (you got a lot more info than most other classes, with specific comments about each type of playstyle). Compare to DKs, who only got (loose, nondescript) comments about one tree/spec--Blood tanking.

I like:

1. That each healing spell is going to be balanced so they are all useful in different situations.

2. The mushroom.

3. New Eclipse System.

4. The Speed buff utility.

5. Possibly the tree form change, possibly not. I'm gonna stay optimistic though, since they seem to have good ideas for the rest of the class. Not gonna lie, I though playing as a tree would be hella-fun. Oh well, you can still play as a tree SOME of the time (and it will be more interesting than a passive buff to healing).
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#5 Apr 09 2010 at 11:23 PM Rating: Excellent
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GC wrote:
We might (*might*) consider a minor glyph that kept the visual of the old tree form in some fashion even when not using the Tree of Life cooldown.


lulz
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#6 Apr 10 2010 at 10:38 PM Rating: Good
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Horsemouth wrote:
GC wrote:
We might (*might*) consider a minor glyph that kept the visual of the old tree form in some fashion even when not using the Tree of Life cooldown.


lulz

Seriously, I love my tree form, don't take it away from me.

But I understand why, and I do think it is a positive change overall.

I have a serious problem now though. I spec resto-feral at the moment so I can heal, tank and feral dps whenever I want.

Balance changes (especially that UI thing, sounds very interesting, although it may turn into a bit of a mini-game-esque thing) makes me want to try out balance.

WTB Tri-spec?
#7 Apr 10 2010 at 10:52 PM Rating: Good
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Apparently I'm the only one without some weird fetish for this specific form? I love my forms as much as the next Druid, but Tree of Life is perhaps the most boring out there.

Maybe if they spiced the design up a little... who am I kidding, I'd still not use it. Besides, other than ~300 healing power, it doesn't do much anyway. Yeah, some additional armor, meaning you almost don't get one-shot in heroics. Oh and the +healing aura which doesn't stack with Protection Paladins' equivalent.

If the tank is a Paladin, I usually never use Tree Form. The loss of 300 healing power and 10k armor is easily balanced out by the 1200 DPS I push with the occasional Hurricane thrown into the mix. Hurricane slows the attack speed of targets by 20%, making it particularly beautiful when dealing with a Paladin tank as they lack a reliable AOE attack speed modifier. With Hurricane rolling, Wild Growth* is usually enough to keep people alive, so it's a win/win situation.

* I use Wild Growth because on 5+ targets, it gives me more mana than it uses. Lololol.
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#8 Apr 11 2010 at 12:14 AM Rating: Good
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All the stuff that is currently baked into tree form will be pick up and place else where come Cata. Many people on the o-boards thread completely missed that fact.

Come Cata MAz you will have the extra heals and be able to Hurricane at the same time.

Also Boomkin looks pretty sweet and I may try it out come Cata.
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#9 Apr 11 2010 at 3:58 AM Rating: Excellent
People try to give the argument "if you could only turn into a bear on cooldown, you wouldn't like it either!"

...If I could tank with all my abilities as a beefy Tauren, seeing all my flashy gear they worked so hard to design and I worked so hard to collect? Then when I popped Berserk I turned into a bear and chewed on faces? That would be AWESOME! I'd be all "RAWR, feel the power of nature, *****!"

Seriously, where do I sign up?
#10 Apr 11 2010 at 4:12 AM Rating: Excellent
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selebrin wrote:
People try to give the argument "if you could only turn into a bear on cooldown, you wouldn't like it either!"

...If I could tank with all my abilities as a beefy Tauren, seeing all my flashy gear they worked so hard to design and I worked so hard to collect? Then when I popped Berserk I turned into a bear and chewed on faces? That would be AWESOME! I'd be all "RAWR, feel the power of nature, *****!"

Seriously, where do I sign up?


Except bear and cat have been in the game forever. Boomkin and tree got added at chocolate. Big difference.

I'd honestly rather they drop chicken form than tree but w/e. I understand their point but at the same time the point also applies to Boomkin. The feral forms actually have spells that make sense with the form, the caster druids don't.
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#11 Apr 11 2010 at 8:15 AM Rating: Excellent
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The concept of changing into animals is part of the class. They change into Cats so they can rake and claw mangle stuff and sneak around in the shadows. They change into Bears so they can take on large amounts of mobs while being protected by the Bear's brute physique. They change into Travel Form (ok, seriously need a new name for that one) because it represents speed - even if it is just a placeholder skin. Aquatic Form represents some kind of sea lion capable of breathing under water. Flight Form is naturally a bird, capable of flying.

I'd be all for a Resto and Balance specific form, as long as they make them more integrated into the class. First step would be to choose two forms that are animal. Travel, Aquatic, Flight, Bear and Cat all share the common denominator of being animals. Moonkins are a toss-up, seriously. Maybe they're animals, but certainly not wild ones like the in-game bears, birds and cats. They look more humanoid than anything, with their bipedal stance and all. Tree of Life is an elemental, not an animal. I'm at a loss what kind of animal is somewhat related to healing, but considering that form is going bye-bye, it suits me just fine.

I find it hard to believe that Druids in lore would have to switch to a treant form whenever they had to heal someone/-thing. It makes no sense from any point of view.

Edited, Apr 11th 2010 4:24pm by Mazra
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#12 Apr 11 2010 at 8:45 PM Rating: Good
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Mazra wrote:
I'd be all for a Resto and Balance specific form, as long as they make them more integrated into the class. First step would be to choose two forms that are animal. Travel, Aquatic, Flight, Bear and Cat all share the common denominator of being animals. Moonkins are a toss-up, seriously. Maybe they're animals, but certainly not wild ones like the in-game bears, birds and cats. They look more humanoid than anything, with their bipedal stance and all. Tree of Life is an elemental, not an animal. I'm at a loss what kind of animal is somewhat related to healing, but considering that form is going bye-bye, it suits me just fine.

That's actually a really good point I hadn't really thought about. With Balance's emphasis on balance and the duality of things coupled with the new UI perhaps (and this is just me thinking as I go) they could have 2 forms for balance that ideally melded slowly from one to the other, or more realisticall switched at a particular stage.

Eg. Casting lots of arcane and deep into the balance side? Turn into a wolf/some other animal associated with the moon.
Casting lots of nature and at the other end of the new little UI bar thing? Turn into a more sun associated animal... (Go Go Balance Camel?)

All in all I think the changes are good, and I am really really glad they aren't adding another spell to resto just for the sake of it. We already have all the tools we could possibly need, they just need a bit of refining. I especially like the idea of turning lifebloom into the tank healing spell, I think that could be very interesting if it works out properly...
#13 Apr 11 2010 at 9:40 PM Rating: Good
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Oh, oh, oh! Here's a fun idea that would please a lot of some people.

Your idea, but instead of a wolf when they cast lots of Arcane spells, they turn into a Moonkin. Moon-kin. If they cast lots of Nature spells, they turn into... wait for it... waaaait for it... a TREE! OH, YOU KNOW IT!
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#14 Apr 12 2010 at 12:28 AM Rating: Good
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I like how you had to spell out the moon part of moonkin.

I felt that was particularly inspired.


Reading those changes for feral I'm wondering exactly how far they are going to simplify feral. It is too difficult/unforgiving right now, but between the mangle change and what they still have planned I'm wondering if they may end up going a little too far...
#15 Apr 12 2010 at 1:41 AM Rating: Good
slightlysober wrote:
I like how you had to spell out the moon part of moonkin.

I felt that was particularly inspired.


Reading those changes for feral I'm wondering exactly how far they are going to simplify feral. It is too difficult/unforgiving right now, but between the mangle change and what they still have planned I'm wondering if they may end up going a little too far...


What is "too far"? Druids need to juggle combo points and energy in a delicate balance, and are dealing with one short energy-based cooldown (two before Mangle change), two short combo point-based cooldowns, one of which is boosted by an energy-based attack. On top of that we have a combopoint AND energy dump for anything we can spare to boost damage. If savage roar falls off everything loses 30% damage. If both bleeds fall off (unless in a raid with another feral, a rogue, warrior, or hunter's cat/raptor) shred loses 20% damage. If Mangle somehow falls off bleeds and shred lose 30% damage.

The connectedness of this rotation is very high, and the punishment for breaking it is high as well. If a fight mechanic makes everything fall off (an air phase, immunity, or even small periods of movement) there is a lot of dps lost while everything's re-applied. What I have read about simplifying feral pays slight attention to the connectedness (such ideas as increasing Rake duration, which would relieve some pressure to the rotation like Mangle did) but there's much more of an eye towards lowering the punishment of breaking the rotation. If, for example, all attacks were buffed 15%, but Savage Roar only gave 15% damage (ignore burst/pvp implications for this example) top-end damage would stay the same but the Gulf of Failure would be much smaller. This would make feral cat dps easier for people to get into, but still reward mastery of the abilities.
#16 Apr 12 2010 at 2:42 AM Rating: Good
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selebrin wrote:
slightlysober wrote:
I like how you had to spell out the moon part of moonkin.

I felt that was particularly inspired.


Reading those changes for feral I'm wondering exactly how far they are going to simplify feral. It is too difficult/unforgiving right now, but between the mangle change and what they still have planned I'm wondering if they may end up going a little too far...


What is "too far"? Druids need to juggle combo points and energy in a delicate balance, and are dealing with one short energy-based cooldown (two before Mangle change), two short combo point-based cooldowns, one of which is boosted by an energy-based attack. On top of that we have a combopoint AND energy dump for anything we can spare to boost damage. If savage roar falls off everything loses 30% damage. If both bleeds fall off (unless in a raid with another feral, a rogue, warrior, or hunter's cat/raptor) shred loses 20% damage. If Mangle somehow falls off bleeds and shred lose 30% damage.

The connectedness of this rotation is very high, and the punishment for breaking it is high as well. If a fight mechanic makes everything fall off (an air phase, immunity, or even small periods of movement) there is a lot of dps lost while everything's re-applied. What I have read about simplifying feral pays slight attention to the connectedness (such ideas as increasing Rake duration, which would relieve some pressure to the rotation like Mangle did) but there's much more of an eye towards lowering the punishment of breaking the rotation. If, for example, all attacks were buffed 15%, but Savage Roar only gave 15% damage (ignore burst/pvp implications for this example) top-end damage would stay the same but the Gulf of Failure would be much smaller. This would make feral cat dps easier for people to get into, but still reward mastery of the abilities.


Word. I'll be really pissed if they make the rotation ****** proof.

I like having a hard rotation that gives uber DPS for those can do it and does decent DPS for those that can't.

So, I'm kind of elitist. Is it really a surprise?
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#17 Apr 12 2010 at 6:41 AM Rating: Good
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Horsemouth wrote:
Word. I'll be really pissed if they make the rotation ****** proof.

Yeah, pretty much summed up what I was feeling.

I don't mind (and I would like) less punishment for a mistake/mechanics, but if they take it to the point where I can ***** up all the time and still push out competitive dps then I'll be sad.

I barely dabble in feral dps as my off-off-spec (resto main, tank off, cat one further than that) but I'd still like to see it relatively unchanged, just made less omgwtf-esque.
#18 Apr 12 2010 at 7:56 AM Rating: Good
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When I went Kitty the first time around, the experience what somewhat overwhelmingly underwhelming. I believe I referred to it as a '/facedesk button-mashing craprotation'. After having gone DPS for a while now as first Shaman and then Death Knight (Frost), I find that the rotation isn't all that difficult to manage. It also helped reading up on ElitistJerks.com that we shouldn't be afraid to pool energy. If Rip and Savage Roar is running and you're sitting at five points, don't be afraid to just auto-attack for a while until your energy comes back up.

Also, I decided not to bother with Savage Roar on AOE trash and just spam Swipe until it drops.

That said, I still think it's sillyhard compared to other rotations. The change to Mangle helped a lot, but Rake is still that damn odd one you need to apply at stupid times, often when low on energy. And it's just insane how much difference a Clearcasting proc makes. I got a lucky strike of three Clearcasting procs at needed times (low energy) and pushed 7k single target DPS with a GS of 4700. Other times I can't get a single proc and my DPS drops to 4k.
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#19 Apr 12 2010 at 10:59 AM Rating: Good
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Pretty sure these previews are confirming the impending truth.

My druid will no longer be my main in cata.

#20 Apr 12 2010 at 11:54 AM Rating: Decent
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With all of the changes to classes I hope that only the people who truly love the class stick with it and get rid of all the retards. I don't really like the DK changes but this will get rid of all of the DK's running around like crazy. Druid is my co-main with my DK and he was a healer.

I'm kinda at odds with the change to tree form, but I can't be all mad. It does make sense, and if they make us heal equally well out of tree form in Cata then it serves no purpose, although I do feel that a CD based Tree Form buff would also be kind of retarded, but who know maybe it will work out, but we'll have to see how healing works out in Cata to see how a short term healing buff would help out healing situations.
#21 Apr 12 2010 at 12:56 PM Rating: Good
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It brings back memories of Vanilla, that's for sure. Back when Druids accounted for 1% of the playerbase and you could go months between the retards. Of course, back then all the idiots played Rogues and Hunters, hence the Rouge and Huntard nicks.

Good times.
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#22 Apr 13 2010 at 11:46 AM Rating: Good
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The preview just reinforced how much fun druid will be to play come Cataclysm. I can't wait!
#23 Apr 13 2010 at 4:49 PM Rating: Good
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No way, this is one ****** who's excited to be dropping my mage as my main and going full laser-bear-chicken... or something.
#24 Apr 13 2010 at 5:25 PM Rating: Good
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boquaz wrote:
No way, this is one ****** who's excited to be dropping my mage as my main and going full laser-bear-chicken... or something.


Same except the mage part. Boomkin looks like fun and the more I think about it I may go bear/boomkin in Cata. I'll decide during the beta when more news comes out.
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#25 Apr 13 2010 at 5:34 PM Rating: Good
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Pretty sure these previews are confirming the impending truth.

My druid will no longer be my main in cata.


I have a question, is this because you are leaving or because you found another preview more interesting? Because the Druid's preview was one of the best imo.

Interesting new skills, masteries, potentially good changes to specs and play styles, good approach to making older skills interesting rather than just bloating your spell book with new ones (specifically with healing).
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#26 Apr 14 2010 at 1:54 AM Rating: Good
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boquaz wrote:
No way, this is one ****** who's excited to be dropping my mage as my main and going full laser-bear-chicken... or something.


Have you picked up a nasty alcoholic habit yet? I know there's still some time to Cataclysm is launched, but you need at least one diagnose before you're truly a Druid.
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