Balance buffed, Resto nerfed in 8962
Druids still continue to evolve fairly rapidly. It makes sense that they would be undergoing a lot of change, because more than most other classes, Druids are almost like three classes in one (three and a half, when you consider how strongly they've been trying to differentiate bear ferals from cat ferals).
There are a lot of changes in this latest beta build; I'm not going to list them all, just the ones that seem most interesting to me. For the full story go take a peek at MMO-Champion.
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Balance:
- Barkskin is now usable in all forms. The primary use I envision for this is bear form, which has suffered from a lack of "oh snap" buttons for a while now. On a one-minute cooldown, it actually adds up to more mitigation over time than Shield Wall, although of course it's less mitigation at any one time, which is what SW is really used for. Still, good to have.
- Earth and Moon buffed significantly; now increases your spell damage by 1/2/3/4/5% and is 100% to apply the effect at all ranks (previously did not boost spell damage and was 20/40/60/80/100% chance to apply effect).
- Improved Faerie Fire now increases your crit chance against the target by 1/2/3%, as well as increasing the target's chance to be hit by spells.
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Feral:
- Bash now "interrupts spellcasting for 3 seconds" as well as its stun effect. According to the wording, it should shut down all schools of spells for those 3 seconds, not just one school like Kick or Pummel. But that sounds overpowered to me, so we'll see.
- Berserk no longer causes your Mangle (Bear) and Maul to hit up to 3 targets. I guess they figured we didn't need any more help for AoE tanking. Still nice as a 3-minute cooldown Last Stand, and for cat form as well. Also, Ghostcrawler has said "We came up with a plan for making Berserk more fun for bears without giving up the oh snap functionality. You'll hear more soon, probably from Koraa," so stay tuned.
- Protector of the Pack is now 3% damage reduction per party member across all three ranks; only the AP will vary (20/40/60%). This should free up a couple of points for bear tanks who aren't as concerned about damage/threat; an interesting change. [Update: this may just be a tooltip bug]
- Improved Leader of the Pack: the druid now gain 4/8% of maximum mana when they get healed by ILotP, in addition to the heal. This is straight from a forum suggestion, and strikes me as an excellent move.
- Faerie Fire (Feral) now does damage and extra threat for bears. Free threat, can't beat that.
- Brutal Impact now takes 15/30s off Bash's cooldown as well as its previous effect. This makes it much more tempting for a bear now - maybe that's where my two free points from Protector of the Pack are going.
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Restoration:
- Lifebloom healing reduced and mana cost increased. I've never played resto, so I'm not sure whether this was a merited nerf or not - opinions? As to the extent of the nerf, rank 1 went from 273 to 224 healing, and from 220 to 332 mana (at level 70). That's an 18% nerf in healing done and a 51% nerf in mana cost. Ouch. Apparently this was done to address the concern that with enough spirit, Resto druids could never go OOM.
- Tree of Life aura doubled (and remember, it hits all raid members now).
- Improved Tree of Life reverted to increase healing spell power by 15% of the druid's spirit. Cool.
- Flourish renamed Wild Growth, mana cost raised slightly, range diminished slightly, amount healed quartered (!). Resto4Life calls this "way too extreme," and I think I agree.
Overall, some ups and some downs for Druids in this build, except for Balance. I'd say the Feral changes all make sense to me (pending whatever new they're going to be doing with Berserk), but the Resto nerfs do seem a bit hard. I expect to see some reverses before too long.
Filed under: Druid, Wrath of the Lich King






Reader Comments (Page 1 of 3)
Smrda Sep 18th 2008 6:42PM
It was bloody time that nerf bat hits resto druids.
thatguy Sep 18th 2008 7:14PM
You obviously do not raid SWP as a resto druid. That is becuase RL's take anywhere between one and zero trees becuase of the lack of party heals. Flourish or whatever it's called now was going to allow up to raid again, but QQ.
Saelorn Sep 18th 2008 8:22PM
It's not necessarily a good idea to balance things around end-game and arena.
While resto druids might very well be under-performing in SWL, which maybe 15% of raiding guilds will ever see, they are over-performing in Karazhan, which many more raiding guilds are still clearing on a weekly basis.
ganchara Sep 18th 2008 6:46PM
WOOT GO MOONKINS
as you can see i am always in moonkin form, even IRL
Saelorn Sep 18th 2008 6:51PM
Lifebloom was always incredibly mana-efficient; the increase to mana cost is not surprising.
thatguy Sep 18th 2008 9:19PM
LB was efficient becuase the effect of +healing was too high. Now LB will be useless.
thatguy Sep 18th 2008 9:19PM
LB was efficient becuase the effect of +healing was too high. Now LB will be useless.
Ikarus Sep 19th 2008 12:16PM
cant count how many times i've seen 3-4 ppl pounding on a resto druid and it takes a good few mins to finally get him down. LB is just crazy
Havitech Sep 18th 2008 6:54PM
I still miss the CC immunity, but at least Blizzard changed back Berserk so that it doesn't self-dispell when we shift. That would have crippled the spell for PvP.
Snake Sep 18th 2008 6:57PM
That lifebloom nerf was definitely needed. I have a level 68 druid and I always found it ridiculously over powered that I could essentially heal myself to full with an instant cast that cost virtually no mana.
Zep Sep 18th 2008 7:00PM
Ok, if they want to separate bear+cat...
Why don't they buff Berserk and then split it in half, one talent for cat and one for bear?
havitech Sep 18th 2008 8:57PM
I'm going to assume you're talking about something like Feral Charge; 1 talent grants 2 abilities specific to each form. Unless they had separate cooldowns, that would be a nerf. It was an idea people were throwing around when shifting removed the buff, but I think it's pretty moot now that they reverted it. I for one hope they keep it this way.
Or are you talking about two 51-point talents in one tree? They're not trying to divide feral DPS and tanking *that* much.
Max Sep 18th 2008 7:02PM
Damn straight, go Moonkins! We needed it. I will say, though, that this does make the bloat a little worse considering IFF and E & M were talents you could cut back on or drop alltogether with no real impact on DPS or raid utility. Recent developments make the decision a little harder with no freeing up in the tree elsewhere yet.
Guer Sep 18th 2008 10:07PM
Overall nice changes.
It seems blizz is going away from the ultimate HOT only druid healer style, thats good.
Balance got the suposed spirit use and some stuff.
Feral got the most IMO but its still to be seen how usefull it will all be, and if it does stay.
This is not the first time Barksin is turned into usable in forms in a beta.
It happend in the last beta too and it got removed for no reason.
Zep Sep 18th 2008 7:03PM
1 more thing- Lifebloom was lasting 10 seconds for me on the PTR. Is this a change that's been reverted in beta builds since?
Xerous Sep 18th 2008 7:16PM
3/3 in the talent "Natures Splendor" gives our HOTs and DOTs a 100% to gain 3seconds when cast. Thus making Lifebloom talentable to 10s
Acceptable Risk Sep 18th 2008 7:12PM
The ability to cast Lifebloom continuously and never go OoM is what was so great about Lifebloom. This is a really heavy blow. A 50% increase to Lifebloom cost just butchered any off-spec Druids expecting to heal.
Ace Sep 18th 2008 7:40PM
@11
I believe they're probably doing this specifically so that off spec druids can't heal as well as healing spec druids. I think it's to address the "jack of all trades but master of none" issue that has been plaguing the class, and Blizzard is trying to make specced druids able to be as good as non-hybrid classes as long as they spec for it. Probably also the root behind the separation of tank and dps talents in the Feral tree.
@12
3 seconds of silence prevent spells that can be cast even while stunned. I'm not sure which spells these are, but I know they're out there. Pally bubbles and Mage iceblocks or blinks come to mind, but I'm not positive that they can or not.
Smrda Sep 18th 2008 7:36PM
Say goodbye to dreamkins in arena, current fotm.
When another classes can't heal efficiently while not in healing spec (Retri paladins for example) , why should druids have special treatment? This is just bringing them in line with other healing classes.
Schadow Sep 18th 2008 7:51PM
I don't play a Druid so I don't really relate to the issue, but I don't think we have ever asked any of our feral druids to off-heal on any encounter. Generally they either tank or DPS depending on the fight, not heal.
Moonkin are usually there for ranged DPS - I can't recall asking them to toss lifeblooms either. Generally less DPS means more damage to be healed (longer fight).
So while I understand its impact on Resto druids, I don't see it as such a heavy blow to off-spec. It's not like any raid leader is going to say "Well, you can tank like a warrior and dps like a rogue (not to mention the buffs and debuffs you bring and a battle res as well), but because you can't toss heals efficiently you're out of the raid".