Patch 3.2 Druid changes, part II

Innervate: Duration reduced to 10 seconds, and cooldown reduced to 3 minutes. This means each use of Innervate will give half as much mana as before, but it will be available twice as often.
This is actually a good solution to the problems posed by Resto mana efficiency in arena, because most matches are not lengthy affairs (or at least, not ideally so). Additionally, it should have little to no effect on PvE gameplay as long as people are smart enough to blow Innervate earlier than they would normally. The only type of PvE encounter likely to be affected are short-duration fights with high raid damage. Stokin' the Furnace comes to mind, but if Innervate doesn't cut it you can always use a mana pot.
That said, I have to wonder what effect this is really going to have. Resto Druids have always encountered the most success in 2v2 arena, and 2v2 will cease to exist as a means of gear progression in 3.2. We aren't really designed to outheal the burst in 5v5, and Druid teams have historically been weak to the ubiquitous Rogue-Mage-Priest of 3v3. Resto Druid representation is basically halved in 3v3, then halved again in 5v5, Balance is a very distant second as a viable arena spec, and Feral is barely on the map in any bracket. Commenters have noted that Feral's encountered some 2's success in combination with a Disc Priest -- and a well-geared Feral is very difficult to kill. However, in the absence of an MS effect, matches tend to be pretty long, which is made possible because the Feral can...Innervate the Priest. Round and round we go.
The sum total of this is that Innervate's being nerfed at the same time that Resto's most forgiving bracket is going bye-bye, and Balance/Feral continue to maintain dismal arena records. Quoth the Magic 8 ball, "Outlook not good."

Glyph of Innervate: Duration reduced to 10 seconds.
This dovetails into the duration change of the new Innervate, so no surprise here.
Improved Barkskin: No longer provides dispel resistance to all effects on the druid, but now reduces the chance your Barkskin is dispelled by an additional 35/70%.
Improved Barkskin was most often used in conjunction with 3/3 Subtlety to provide near-total dispel immunity for 12 seconds while the Druid Innervated, which accounts for the number (and volume) of forum complaints concerning the need to force a Druid to go through 2+ mana bars in any given match. Not a great situation for anyone concerned, as nobody enjoys games that keep dragging on.
Between this and the change discussed above, Innervate is going to be significantly more vulnerable on top of granting less mana even if it lasts the full duration. This would be less worrisome if 3v3 and 5v5 weren't completely choked with Priests and Mages.
Lifebloom: The final heal that occurs when this spell blooms has been reduced by 20% on the base and on the spell power coefficient.
I suspect the Magic 8 ball cannily skipped ahead to this portion of the patch notes. Pro tip: never believe a small plastic orb that insists it's clairvoyant.

Lifebloom nerfs are familiar territory by now, but Ghostcrawler said something I found to be pretty revealing in what was actually a thread dedicated to Moonkin concerns. He observes that the change to resilience's functionality has actually buffed healing power in matches; a decently-geared player will simply be taking less damage than they are right now, so heals don't have to heal for as much in order to return said player to full. Consequently, he writes, the Lifebloom change "will either not be felt at all or will be a slight buff relative to the amount of damage you take."
It is, don't get me wrong, a PvE nerf, but Lifebloom is still typically stacked and then rolled on tanks in PvE content; the bloom is just an incidental bonus to the per-second tick. I will miss seeing a raid-buffed 14-16K 3-stack crit on those occasions where you have (or want) to let it bloom, but it would probably have been overpowered for arena given the resilience change. But once you start adding it all up - the Innervate change, the Improved Barkskin nerf, and most especially the axing of 2v2 as a progression route -- things start looking fairly grim for Druids. Unless we start magically getting amazing in 3v3 and 5v5, I expect the class to stumble a bit in Season 7, unless the resilience change really does have a massive impact on the burst potential of the larger brackets.
Empowered Touch: Now also increases the amount of bonus healing effects for Nourish by 10/20%.
Empowered Touch is usually ignored in PvE Resto builds; Healing Touch is rarely used outside of the standard Nature's Swiftness macro, and the talent just isn't that compelling as a result. Adding a Nourish component makes this talent a LOT better, to the point where EJ commenters took especial notice of its potential as a beefy raid and tank heal, all the more so if you choose to glyph it and have taken 3/3 Living Seed.

Trees are such excellent (bordering on overpowered, I admit) raid healers right now that I'm a little surprised Blizzard is doing so much to boost our tank-healing capacity by way of Nourish, but I half-wonder if this is yet another change prompted by arena and the need for fast healing.
Mangle: Ranks 4 and 5 base points reduced by about 11%. Scaling from attack power unchanged.
Rake: Ranks 6 and 7 base points on initial and periodic damage reduced by about 7%. Scaling from attack power unchanged.
Rip: Ranks 8 and 9 base points and points per combo point reduced by about 6%. Scaling from attack power unchanged.
Don't panic.
Cat damage is an issue the Druid community's been following for a while. There are certain Ulduar fights where melee DPS, particularly melee DPS with AoE capacity (read: Swipe), does exceptionally well, and that left the developers in an ambivalent place over whether a demanding melee spec was genuinely overpowered or just situationally so.
My personal experience with my guild's WWS logs and the records available on WoW Meter Online make it fairly obvious that ferals have the advantage conferred by being melee on "good melee fights," and that's enough to override any advantage conferred by being a pure, albeit ranged, DPS on said fights. It is not enough to override the advantage conferred by being a pure melee DPS on the same encounter: a well-played Rogue will always beat a well-played feral, period. Nor does said advantage extend to "good ranged fights," where pure ranged DPS reassume their usual slot at the top of the meters. The crux of the issue has less to do with Cats themselves than it does to do with how encounter design has resulted in such a wide gulf between melee and ranged performance on different fights, regardless of whether the DPS in question is hybrid or pure. If you're one of those people who thinks that hybrid DPS should always be worse than pure DPS regardless of the circumstances, it needs to be said that it's virtually impossible to cook up a fight where you can tax hybrid melee without screwing over pure melee, or tax hybrid ranged without screwing over pure ranged.

The numbers look scary, but to be frank, this isn't actually that big a big nerf. Commenters on EJ are pegging it as a 2% DPS loss on average, with Verdan (perhaps correctly) describing it as "a paper nerf to shut people up." Also I have to wonder if anyone on-staff at Blizzard has been reading Parliament of Whores, because --
Swipe (Cat): Percent of weapon damage done reduced from 260% to 250%.
Shred: Ranks 8 and 9 base points reduced by about 10%. Scaling from attack power unchanged.
O'Rourke's Circumcision Principle: You can take 10% off the top of anything.
Savage Defense: The animation for gaining this buff will no longer make the bear stand upright.
Called it!
Whose house?
RUN'S HOUSE.
I said, whose house?
RUN'S HOUSE.
WHOSE HOUSE? SAY WHAT? MARTIIIIIIIIN, MARTIIIIIIIN.
Druids will now be able to see their mana bars when shape-shifted.
This has long been a perk integrated into several mods like Pitbull -- and was, for a time, even the sole point of the mod Druid Bar -- so I'm pleased to see it become part of the default UI.
Rage potions can now be used by druids.
For that moment in the middle of the night where you wake up, eyes glazed, drenched in the sweat of nightmares, terrified into the realization that, "My God! I don't have a sufficiently useless way to waste my valuable potion cooldown!
Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!Filed under: Druid, Patches, Analysis / Opinion, News items






Reader Comments (Page 1 of 3)
havitech Jun 22nd 2009 8:45PM
"Oh, screw it, just stack the hell out of stamina and pray to the gods of RNG if your guild's dumb enough to try Ulduar on hard-mode."
No. NO. To quote XT-002, "No, NO, NO, NO, NO, NO, NO, NO!"
Delicate Scarlet Rubies and Shifting Twilight Opals are a tanking druid's best friends.
Allison Robert Jun 22nd 2009 9:20PM
"Delicate Scarlet Rubies and Shifting Twilight Opals are a tanking druid's best friends."
I used to think so too, until it became horribly apparent that the pattern of giant, magic-based hits shows no sign of stopping. I was being somewhat facetious with how I phrased the advice on stamina, but on a more serious note, I can't in good conscience advise bear tanks to gem for agility and agility/stam on hard modes when the stuff they're most likely to die from completely ignores their chance to dodge. To put it another way, my T7 tanking set is full of straight agi and agi/stam gems, but I'd be regemming PDQ if I were one of the unfortunate souls tanking I Choose You, Steelbreaker on Ulduar-25.
I could go into it more, but I have an upcoming article on the rise of cooldown-based tanking that gets into the issue of why giant magic hits have had an unfortunate effect on how tanks have traditionally balanced their stats. Basically, it's a follow-up to "Tanks, Wrath, and Crushing Blows."
havitech Jun 22nd 2009 9:46PM
You're totally correct about the abundance of big magic-based hits. But, I've found that my health has been perfectly in-line with the warrior and paladin tanks in my guild, who both stack straight stamina. And if I were to replace my agi gems with sta, I'd fall behind them in all other mitigation stats. I believe it would only be worth it for a minority of the fights in Ulduar; the rest, however, incorporate physical damage enough to offset the value of the extra health.
It's definitely a interesting discussion. And one not made simple by all the changes Blizzard has recently made to feral tanking. I look forward to your next article, even though I'll still probably be arguing for agility in the comments =)
Allison Robert Jun 22nd 2009 10:30PM
"But, I've found that my health has been perfectly in-line with the warrior and paladin tanks in my guild, who both stack straight stamina."
That's actually the crux of the problem right there, imo, although I'd argue it's a problem shared by paladin tanks as well. Druid tanks don't currently have a cooldown that's the equivalent of, say, Shield Wall; Barkskin is a poor copy. We cannot reduce a giant, albeit predictable, hit to the extent that a Warrior or DK can. In the absence of an external cooldown from a healer, we don't have a choice over absorbing a significantly higher percentage of said hit, with an ugly choice over stacking stamina (making us harder to heal on melee damage) or stacking avoidance (to approximate the avoidance of the other tanks). It's really an either/or proposition, with stamina emerging as the winner in "time to live" calculations on hard modes for the unfortunate reason that it doesn't punish you for stacking it regardless of the kind of damage you receive.
"It's definitely a interesting discussion. And one not made simple by all the changes Blizzard has recently made to feral tanking. I look forward to your next article, even though I'll still probably be arguing for agility in the comments =)"
I don't actually disagree with you; I'm arguing in *favor* of the day where tanks can return to a more balanced set of stats and quit worshipping at the altar of the Stamina God. It just disconcerts me to see a parade of encounters where, in the absence of an array of cooldowns and the inability to mitigate, avoid, or deflect magic damage, the sensible option is to become a waddling pile of HP.
Teaspoon Jun 22nd 2009 10:55PM
I agree that druid barkskin's a little weak compared to the others, but paladins are in no way in that same boat. They have Divine Protection: 50% damage reduction for 12s on a 3min cooldown, talentable to 2min with a talent that also grants 8% bonus stam. I think it compares well enough to Shield Wall' 60%, 12s, 5 mins basic, or 40%, 12s, 2min talented and glyphed. In fact, I'd go so far as to say it's better than the warrior one, given that the talent for it has another good element and it doesn't take up a glyph slot.
Also, the new Ardent Defender is roughly equivalent to Last Stand or Survival Instincts, except its cooldown is shorter and it casts itself automatically when the incoming blow would kill you. I dunno about you bear-types, but I'd love to see Last Stand rewritten to do that!
Gemski Jun 23rd 2009 2:16AM
For Ulduar hardmodes it's definitely DK>Druid>Warriors>Pally for tanking hardmodes. Reasoning is all about cooldowns. Block isn't that good right now but is being fixed. I'm in a guild that is a fire fight away from Alg and we do have a very skilled Pally tank. Any of these tanks could do these encounters it just puts the cooldown management on the healers. But when possible we use our DK tank. Of course this will be changing come patch time.
Wyred Jun 23rd 2009 3:20AM
"the new Ardent Defender is roughly equivalent to Last Stand"
Actually it's more like pre-nerf cheat death and last stand combined proccing automatically. Hard to see where the tanking chips will fall, but ferals will prob not be first choice for hard modes still. Possibly pallies will, DK's are getting nerfed, I dunno.
matomon Jun 22nd 2009 9:16PM
Thank goodnes they are looking into the dismal performance of moonkins in arena finally. Maybe the potential of moonkin doing well and designed to be a pvp based spec withh finally comne to fruition... Untill the priest QQ them abck the stone age I guess as that is what happened with our stun from starfall. Oh well at least blizz is actually trying for once.
Sean Jun 22nd 2009 9:17PM
So Cat Form is getting nerfed why again? So Warlocks and Hunters can feel better about their place on the Damage Meters?
I suppose that's better than hearing that Blizz was concerned that we were doing too much damage in Arenas.
But doesn't the whole Raid suffer if we're putting out less DPS?
Nathanyel Jun 22nd 2009 9:34PM
Only in theory. In fact, locks, hunters and rogues perform a lot better after they wanked on their top position in the dmg meters. Especially after trash fights!
Jack Spicer Jun 22nd 2009 9:18PM
I'm hearing some wild claims that Nourish can crit for 12K, which is crazy for a flash heal.
Allison Robert Jun 22nd 2009 11:47PM
In really amazing gear I can see it happening, although it would only likely be on a player (read: tank) with all four HoT's on them, cast by a Druid with all relevant Nourish talents and the glyph. You've piqued my interest, though -- when the PTR goes up I'll take a look.
Aryn Jun 23rd 2009 12:47AM
With 4Pc T7, 12k Nourish is already happening, and beyond.
I just dropped mine, but with this potential change, it can easily happen again due to the mechanics involved with the new buff.
Hellhammer Jun 23rd 2009 3:06AM
I critted for 14k the other day with Nourish. I'm glyphed/talented, plus he had lifebloom,rej, regrowth, wildgrowth running on the tank.
Nathanyel Jun 22nd 2009 9:32PM
Now I know what the owls and trees said after the new forms were announced:
"Beautiful shiny big-poly caster forms don't just fall out the sky you know!"
Steikfrit Jun 22nd 2009 9:47PM
I am a druid, and tank.
I do MT everything in Ulduar 10 and 25 : and we cleaned both.
We are working on hard modes in Ulduar 10 and it's fine.
I am of all tanks the one that takes the less damage, and I hold aggro even if people start hitting hard as I taunt and keep hitting. The mob takes a few seconds to get to me, and stays there.
If you think a druid cannot tank everything, you should use another class than druid.
Steikfrit, Dalaran EU
G Jun 22nd 2009 11:03PM
You forgot to RAWR.
Groth Jun 23rd 2009 3:58AM
what an incredible concept- you taunt and don't lose aggro.
Avinoch Jun 22nd 2009 10:59PM
I could see rage potions having a use as a pre-pull potion. Having a little extra rage off the start never hurts.
Matthew Rossi Jun 22nd 2009 11:05PM
Actually, it's to bring you in line with all the other hybrid melee, you know, the warriors, paladins and shamans you routinely outperform by up to 1k DPS. These nerfs won't fix that... you'll still be ridiculously, ludicrously, hideously more effective as melee DPS than shamans, warriors and paladins (and maybe DK's if the Unholy Blight nerfs lower their AoE) so you'll most likely have to be nerfed again.