Shifting Perspectives: Patch 3.0.8 for Druids
Every Tuesday, or sometimes Friday when the writer's internet has gone AWOL between Sunday evening and Thursday afternoon, Shifting Perspectives explores issues affecting Druids and those who group with them. This week we take a look at the upcoming patch 3.0.8. while penning an angry letter to our ISP.Greetings, folks. Patch 3.0.8 is coming, bringing a few significant changes for the Druid class. Feral attack power is disappearing from the game entirely alongside bonus armor contribution from non-leather items. Restoration is receiving a nerf in the form of a 6-second cooldown to Wild Growth but is otherwise getting some buffs. Balance is also getting a few buffs, including one that will make a big difference to PvP combat versus Rogues and Hunters. But I think, dear readers, we are overlooking the most important part of patch 3.0.8:
Fixed a bug with a Wild Mustard plant that was under the ground in Dalaran.
Oh, thank God. That drove me nuts.
(Really).
(I'd also love to see them do something about the underground Tiger Lily spawn in Sholazar).
(It's just south of River's Heart).
(Really annoying).
(Anyone? Anyone? Bueller?).

AQUATIC FORM: Now trainable at level 16.
This gave me a moment's pause. Doing the aquatic form quest without any outside help or experience with the game was a massive undertaking back in the day, although I'll grant it was also a pain in the ass. But the quests themselves aren't being eighty-sixed -- they just won't be necessary to get aquatic form. Oh well. Sic transit gloria annoying quest.
FERAL ATTACK POWER: All weapons now have the potential to grant feral attack power based on their dps (as compared to the best superior-quality weapons available at level 60). Players will see their existing feral weapons grant roughly the same attack power as they did before (+/- 2 or so), but many new weapons will be options for the feral druid. Some feral weapons have had strength converted to attack power to be more appealing to other classes able to equip them. All druids will see the amount of feral attack power granted by an item in the item tooltip, if it grants any, but other players will not see that information.

I confess that the one thing that bothers me about this is whether or not Blizzard chooses to design Druid-influenced weapons in the future. One of the truly cool things about the class is that feral weapons tend to be quite visually distinctive. I would hate to see some of the game's most beautiful and unique pieces disappear, even if gear consolidation is otherwise a good cause.
Oh, Stanchion. I wish I knew how to quit you.
REMOVE CURSE/ABOLISH POISON: Now usable in Moonkin form.
We could decurse in Moonkin as of patch 2.3.0, but being able to cast Abolish Poison is a very welcome change. It has obvious implications for PvP, particularly with respect to the two classes (Rogues and Hunters) who depend on poison effects, but it'll also come in handy for grinds against poison-capable mobs. Having to blow a ton of mana on a shapeshift just to get rid of a poison effect was fairly irritating.
A 5% increase to Hurricane damage isn't enough to make this talent worth taking over Starlight Wrath for moonkin, but Genesis is a popular talent for Restoration builds. More oomph to Tranquility is welcome, but you're really here for the 5% boost to HoT's anyway.
GROWL: Range increased to 30 yards."Hey, (idiot overnuker)?" It's cool, bro. You can start overnuking from as much as 30 yards away now."
"I can? Wow!"
/PoM Pyro
/dies
"Hey! Why didn't you taunt off me?"
"Oooooooh, those pesky resists."
KING OF THE JUNGLE: The Bear effect is now physical, and thus cannot be dispelled.
KotJ's effect in Cat Form (as much as 60 energy) is instant and also a physical effect. I assume the change was made to bring the Bear effect in line with its kitty counterpart, although KotJ is markedly less useful for Bears (at least in PvP) than it is for cats.
This talent is another popular one for both Restoration and restokin specs, so additional mana efficiency to Nourish is certainly welcome. More on this under the "Nourish" entry below.
I laughed. The opportunity to shave half a second off a Revive cast won't come frequently, but when it does it'll be a fun little bonus.

Blizzard is really trying to push Nourish as more of a main-line healing spell, and the buffs certainly help. Druids complained for ages about our lack of a flash heal (with most of the complaints coming pre-2.3 and 2.4, with the combination of a dismally-inefficient Regrowth coupled with the pre-buff Spirit mechanic). Now that we have one, it seems to have been heavily eclipsed by the glyphed Regrowth. But Nourish is still faster, and -- assuming Moonglow plus WG -- now more efficient and powerful.
Ha! Take that, Hunters.
Actually, this opens a few interesting possibilities, especially with respect to cat weapons. Black Ice off Malygos-10 will be one of the best cat weapons in the game and may, depending on your gear set, be roughly comparable to the Naxx-25 Undeath Carrier and the Naxx-10 Staff of the Plaguehound.
PRIMAL TENACITY: Now reduces the cost of Bear Form, Cat Form, and Dire Bear Form by 17/33/50% in addition to its previous effects.
I used to enjoy having Primal Tenacity in a 0/47/14 pre-Wrath build for some wiggle room against fears and stuns while tanking 5-mans and Nightbane, but these days there's not much room for the talent in a PvE-oriented build. You'd be crazy not to have it in a PvP-build, however, and that's the part of the game most affected by the need for quick shifting. Both this and Survival of the Fittest are now somewhat overbudget for the benefits you'll get from them, but with the complete lack of +int on feral gear, I don't think too many PvP ferals are eager to complain.

Assuming they're not changing anything else with the talent, a 3/3 PotP is now a flat 12% reduction to damage from all sources in bear form whether you're soloing or standing in front of Malygos making statements of questionable veracity concerning his mother. Not too shabby.
This is a huge help to raiding cats who often find themselves out of form to battle-rez, Innervate, and/or toss a Tranquility, and to PvP cats who are just as frequently out of form to heal or CC. Between talent changes like this, Primal Tenacity, and SotF, I am very, very curious to see how feral Druids are going to fare in Season 5.
STARFALL: Instead of canceling shapeshifting, now cancels on shapeshifting into an animal form.
This makes a lot more sense. Balance PvPers are in and out of moonkin to heal just as frequently as their cat counterparts, and losing an expensive Starfall while switching between two forms that could cast it anyway was a little counterintuitive.

Otherwise known as the talent change that should finally consign Badge of Tenacity to the bank (or vendor) forever in conjunction with the loss of bonus armor contribution from non-leather pieces.
I have mixed feelings about it, and the EJ discussion between Falk and Duilliath on this page accurately summarizes arguments on both sides. There's no denying the rush that came from finally getting a huge, huge, game-changing drop on the level of Wildfury Greatstaff, or Badge of Tenacity, or Origin of Nightmares and Defender's Code...but it also really sucked if things like that never dropped for you. Druid itemization has traditionally been awful, and it was and is entirely possible to go through a whole tier of raid content without being able to upgrade a key slot if a single piece didn't drop. And -- let's face it -- it is a giant problem for the class as a whole that one of the best trinkets at 80 is still a BoE blue zone drop from level 70.
As most have observed, the SotF + AC change is only an immediate nerf if you were already rocking most of the best in-slot items from 25-man raids with bonus armor. It'll be a short-term buff if you haven't been that lucky. Long-term -- well, we'll see. Bear tanks are virtually guaranteed to have SotF anyway, so all in all, I think we can call this a change for the better, pending future itemization in Ulduar and beyond.
SWIPE: Swipe (Cat) has now been added at level 71, dealing 260% weapon damage, costs 50 energy with no cooldown. All talents affecting the Bear Form version affect the Cat Form one as well.

WILD GROWTH: Now has a 6-second cooldown.
Alas, Wild Growth, we hardly knew ye. This parallels a similar nerf to Circle of Healing occurring in the same patch. There's been a lot of back and forth over whether the WG nerf was deserved and the extent to which it's actually going to affect Restoration's healing output. Most Restos will tell you that Wild Growth, as a "smart" HoT, wasn't designed to be spammed, certainly not in the same way that CoH and Chain Heal could be.
The two fights arousing the most consternation seem to be Malygos and his Vortex during Phase 1, and Loatheb in Naxx-10/25. Worried healers do have a point about unavoidable raid-wide damage.
And two notes concerning Druid tier gear changes:
Dreamwalker Battlegear: The Rip bonus is now 4 seconds instead of 3.
Noice! Between this and Glyph of Rip, that's a bonus of 8 seconds to Rip's duration, which is no small thing.
Dreamwalker's Regalia: The 2-piece bonus has been changed to reduce the mana cost of Lifebloom.
The current 2-piece bonus reduces the cost of Rejuvenation by 5% which is -- eh. I haven't yet seen by how much Lifebloom's mana cost is being reduced, so I can't really make a call on this one, but I will say that the bonus, in conjunction with Glyph of Lifebloom and Nature's Splendor, make Lifebloom significantly more compelling. The nerfs were pretty harsh; the recent buffs seem to be an effort to turn it into a stronger HPM spell.
Filed under: Druid, (Druid) Shifting Perspectives, Patches, Analysis / Opinion, Buffs, Wrath of the Lich King, Guides






Reader Comments (Page 1 of 4)
Heath Jan 16th 2009 11:06AM
That mustard plant could be looted easily if you used a low camera angle.
Jason Jan 16th 2009 11:40AM
Yeah, it just takes a bit of patience to find the sweet spot.
I'd also like them to fix the un-minable Cobalt node next to Gundrak.
Jp Jan 16th 2009 12:28PM
Sames true of the Tiger Lily plant underground in Sholazar. There's a sweet spot where you can get it.
The one that really annoyed me the last two years was the Ragveil inside a tree on the far western end of Zangarmarsh. Now it will never taunt my herb radar again, muhaha!
JDM Jan 16th 2009 12:41PM
haha, I actually came to the bottom of the page to say this. Just put your camera on the ground, and you can loot it.
LostOne Jan 16th 2009 11:07AM
I could usually get that underground mustard with careful mouse placement, only took about 5-10 seconds to find the sweet spot. Only once could I not get it. So I kinda liked the placement of it, it was all mine.
Amaxe Jan 16th 2009 11:28AM
weird, I could never do it. Were you a gnome by any chance? I was draenei and I could never get the angle to work
Zero Jan 16th 2009 11:21AM
What about the huge CF/starfall nerf?
quornq Jan 16th 2009 11:25AM
A couple of questions:
1) What does Blizzard mean when they say all weapons have the potential to grant feral attack power "as compared to the best superior-quality weapons available at level 60"? Why the focus on level 60 weapons?
2) More of a comment really, but I wish we could remove curses and abolish poisons in animal forms as well. You think it's expensive to shift in and out of Moonkin form? Try having to shift in and out of, say, cat form, with our tiny tiny mana pools! Nothing like shifting out to decurse yourself in the middle of a fight, only to realize that you don't have enough mana to shift back to kitty again.
Eric Jan 16th 2009 11:28AM
And there is a cobalt node in the Grizzly Hills near the trench and the giants fighting that drives me crazy.
BurnThePeople Jan 16th 2009 11:31AM
About the mustard plant, it makes sense for Blizzard to fix this problem. The problem of course is not important, but it allow new people joining the developers/designers group to work on easy stuff. Look at is as a tutorial for new people.
W01ph Jan 16th 2009 11:35AM
good job first posters, completely irrelevant posts, which I suppose is the norm for people that like to be first...
I'm my guilds MT, feral, I think the gear changes overall will be a good thing, will take us some time to adapt to them, and truly nail down the best in slot items again, but still an improvement in my opinion. The only thing that really bothers me as far as gear is concerned at this point, is not the changes with the patch, but what seems to me to be very poor items comparatively speaking. At the minimum, I have blue quest items that are better for me as bear than t7-10, and in some cases that extends to t7-25 as well... and the set bonus on t7 for bears is plain abyssmal, threat gen is by no means any kind of an issue for us at this point, yet the 2-piece bonus seems to be intended purely for threat, and maybe some small dps gain. And the 4-piece bonus, an extra 3 seconds of barkskin, not a complete waste, but still not something that's very good imo. T4 bonuses were absolutely fantastic, t5 and t6 bonuses were largely things that were needed at the time, but are no longer of any great benefit, and t7 has just continued on with the same kinds of bonuses, unnecessary, or situational at best...
huntrd Jan 16th 2009 11:38AM
Your starfall comments don't make sense. Presently switching from moonkin to nightelf and vice versa does not cancel starfall. The changes are a nerf so that you can no longer cast starfall and switch to animal form such as cheetah.
Cyrus Jan 16th 2009 11:41AM
I've been very pessimistic about the changes to armor and stuff, but if there's one good side, it looks like feral druids might not need separate complete sets of gear for tanking and dps. Cats will still need +hit and +crit more than bears do, and gems and enchants may be a problem (stacking agility would be one option), but if bears don't need to hunt for armor then that's probably at least a few inventory spaces saved.
Macbook Jan 16th 2009 11:48AM
Am I missing it?
There is no buff to balance in 3.0.8...
Macbook, http://Moonkin.info
Macbook Jan 16th 2009 11:54AM
To expand on my previous comment, the moonkin changes (apart from the ability to abolish poison), are PvP nerfs, not buffs as specified in this post:
- Celestial Focus (15% chance to stun target), no longer works with Starfall.
- Although not noted in patch notes, Starfall no longer brings players out of stealth
- You cannot cast Starfall and switch to an animal form
None of this really affects a PvE moonkin such as myself, but I thought I would clarify.
Macbook, http://Moonkin.info
nightfalcon Jan 16th 2009 4:16PM
Hmm...the 15% stun of starfall I will miss.
I believe it was checked for every star.
IMO it is clearly useful in PVE, even in RAID PVE.
CC effects like stun always help in PVE :)
...assumed that you are not pulling with this spell^^
Anteia Jan 16th 2009 4:58PM
It effects my PVE moonkin :/ I liked starfall being able to stun things if I got too much on me, and it was useful in the Widow's room and with Gluth in Naxx.
hold up Jan 16th 2009 11:54AM
There is one thing that I will miss about not having Druid specific weapons... free shards.
If I go pug something and I'm the only druid in the group I automatically get the weapon. And I automatically get the shard after I DE it. :D
I know, I'm sneaky.
Kal Jan 16th 2009 11:59AM
The jury's still out on how much DPS this will ultimately add over the Bear Swipe on trash pulls, mostly because 50 energy is an awful lot (even if you do have 5/5 Ferocity and can reduce it to 45). Most calculations of Cat versus Bear Swipe that I've seen have assumed unlimited rage for Bear, regular use of Maul, and the Maul glyph. That's fine for theorycraft purposes, but in practice I doubt very much you'll have the rage to play around that kind of damage unless you're tanking (in which case comparing your damage to Cat Swipe is pointless).
Don't forget about Primal Fury giving 5 rage on crits. With a decent-sized pack of mobs, having unlimited swipes is not all that difficult; all it takes is 3 crits and swipe is free. More than that and you're getting rage from swiping. So unlimited rage isn't actually all that inaccurate, especially as you look at 6+ mob sizes. The problem there is not that you have unlimited rage; it's that you're really likely to pull aggro and be tanking the mobs you're mauling.
Manatank Jan 16th 2009 1:00PM
This is correct. The problem with a feral DPSer using bear swipe is that they get the threat modifier from bear form. Given that cat gear should provide more damage than bear gear, a feral dpser will generate more agro doing this than even a normal druid tank.
Don't do this unless you fully expect to pull agro on multiple mobs. The real tanks should not be expected to hold agro against a full dps spec with a threat amp.