Patch 3.3 PTR: Undocumented druid changes

BALANCE
NATURE'S GRACE: Now procs from non-periodic spell criticals (old: all spell criticals).
So direct-damage spells (e.g. Wrath, Starfire, Moonfire's initial hit) or direct-healing spells (e.g. Regrowth's initial heal, Nourish) will be the only ones that can trigger the 20% haste effect from 3/3 Nature's Grace. This is definitely a nerf for Balance concerning Starfall and Hurricane crits, but it's also a nerf concerning specific gear sets. Moonfire's DoT component can crit if you're using Balance 2-piece Tier 9, and a Restoration druid rocking 4-piece Tier 9 gains the ability for Rejuvenation to crit.
For Balance's AoE situations and Starfall cooldowns, it's an out-and-out nerf, albeit a limited one given Starfall's cooldown and the unlikelihood of Hurricane playing a major role in any given boss fight. Otherwise, it's also a nerf directed at Tier 9 bonuses, unless Blizzard's planning on future tier bonuses (or class changes) that will make periodic damage and/or healing crits a routine thing. Stay tuned.
GENESIS: Now increases the damage and healing done by your periodic spell damage and healing effects (old: all periodic damage).
Hold the phone. Were Ferals seriously putting points in the Balance tree for more Rake and Rip damage? I'm honestly scratching my head as to how a dedicated cat could justify putting 5 points there (certainly a bear would have little interest in doing so), but I can see it maybe (emphasis on maybe) working for someone having difficulty incorporating Ferocious Bite into the cat rotation. That's if Genesis ever worked at all for Rake/Rip, and after a little Googling, I'm seeing several forum threads where players insisted that points in Genesis did nothing for Feral bleeds. Blizzard doubtless noticed this, in which case the Genesis "change" here isn't actually a change at all; they're really just clarifying the tooltip.
Bye-bye, unexpected and almost certainly mythical bonus! We hardly knew ye.
MOONFIRE/WRATH/HURRICANE/INSECT SWARM/STARFIRE/TYPHOON/ENTANGLING ROOTS/SOOTHE ANIMAL: Mana cost of lower ranks reduced.
This dovetails into what we've seen on the previous notes concerning Blizzard's desire to ease the leveling process. Druids at 80 won't notice this, but anyone who's still leveling is going to appreciate it to bits.
FERAL
SWIPE (BEAR): Now has an 8-yard range (up from 5 yards).
This surprised me. Swipe chains so effectively right now that I wonder if players will notice a big difference.
INFECTED WOUNDS: No longer stacks up to 2 times.
Didn't we just see this in the most recent patch? This might be a mistaken holdover from the previous patch notes, although I suspect that this, like the Genesis "change" described above, is actually a tooltip correction given that the current talent (in patch 3.2.2) is still listed as stacking twice.RESTORATION
REJUVENATION: Now heals 1352 over 12 seconds (down from 1690 over 15 seconds).
So is this a bug fix (as we read earlier) or a nerf? Inquiring minds want to know. Either way, Rejuvenation's still losing a tick. While it looks like a horrifying nerf on the outside, math-wise Rejuvenation will still be healing for the same base amount per tick, but you're going to spend more GCD's re-applying it. This also means you're not going to be able to blanket a 25-man raid with Rejuvenations as effectively as we do right now, so Restoration's raid-healing capacity is also taking a hit.
I'll grant that we're kind of overpowered raid healers and there's no reason for the highest-rank Rejuvenation to heal for an extra tick, so I'll going to elect the happy-face route and decline to characterize it as an outright "nerf." However, that's how this "bug fix" is going to be felt ingame.
REJUVENATION/HEALING TOUCH/GIFT OF THE WILD/MARK OF THE WILD/REGROWTH/TRANQUILITY: Mana cost of lower ranks reduced.
As with the Balance spell changes, no surprises here, although this will have an equally nice impact on leveling Ferals as well. Healing as a Feral is monstrously inefficient, particularly before Improved Leader of the Pack, so -- two thumbs up.
IMPROVED BARKSKIN: Now grants 80% additional armor contribution from cloth and leather items.
The current talent grants a passive 160% armor contribution from cloth and leather while in Travel Form or not shapeshifted (in addition to its other effects on the tooltip), so...yep, that's a big ol' nerf, good buddy. Resto druids in PvP will simply be more vulnerable outside of form or while trying to escape, period.
We're still keeping an eye on the PTR, and as soon as I head ingame I'll start collecting notes on any other changes, buffs, or nerfs present, and I'll also see what I can do to capture footage and notes on the new content.
Filed under: Druid, Patches, Analysis / Opinion, News items






Reader Comments (Page 1 of 2)
Bith Oct 2nd 2009 2:48AM
I'm sure the Genesis change was made to be more clear, I don't think it ever benefited Feral bleeds and to be honest, I'd get that question nearly daily from random whispers on my server.
Clarity is good.
Kitsunami Oct 23rd 2009 3:11PM
You are correct. Genesis NEVER affected feral bleeds but the tooltip was fooling some kitties. Was just a clarification, not a change.
Daedalus4096 Oct 2nd 2009 2:50AM
Make no mistake, the Rejuv change is only a bug fix in the strictest technical sense of the term. As simple an error as an extra HoT tick, after two major content patches, stops being a bug and instead becomes the tacitly accepted behavior of the spell. This isn't a bug fix, and to claim that it is would be disingenuous at best. It's a 20% efficiency nerf to resto druids' primary ability.
Faar Oct 2nd 2009 3:08AM
Buhhh, cry me another river will ya.
Of course it's a bug fix, there's no reason to believe rank 15 would suddenly last 3 seconds longer than all the previous ranks. Just because it takes Blizzard ages to fix a bug (hunter's pet "Cower" ability autocast bug: I'm looking at you!) doesn't mean it isn't still a bug.
Daedalus4096 Oct 2nd 2009 3:17AM
@Faar, The thing that you're missing is that rank 15 actually heals for the total amount that it should, when compared to previous ranks of the spell. It just does so by ticking longer compared to rank 14, as opposed to ticking harder. There's a fair amount of data on the subject currently available on the subject in the healing forums. If they remove the extra tick without increasing the amount healed by the others, then they're basically making rank 15 heal for as much as rank 14. Does that seem right to you?
vern Oct 2nd 2009 4:24AM
There is no reason NO REASON for rank 15 to have a different behaviour than lower ranks.
Or its not the same spell but a superrejuv extra spell to which idol and glyph shouldn't be applied to.
Saying that it has been wrong that way since WOTLKF release doesn't make it right.
You are just sweeping away other healers complains since the release of WOTLK.
There was an issue with Rejuv and it made druids terribly overpowered in raid healing.
Sorry ! Don't worry, Priests survived a POH 30% nerf, you will survive a 20% nerf to rejuv without trouble.
XionFyre Oct 2nd 2009 4:41AM
If you don't belive this is a 'bug fix' ... ask rogues about the vanish 'bug fix' that has been the "tacitly accepted behavior of the spell" since god knows how long.
Lissanna Oct 2nd 2009 10:00AM
Daedalus, I'm pretty sure the increased duration on rank 15 was actually intentional behavior on the developers' part during Beta testing phases. QA may be removing it as an inconsistency with lower ranks, but it WAS originally intentional behavior.
Faar Oct 2nd 2009 10:04AM
Daedalus,
If rank 14 and 15 both end up healing for the same amount then there will be a further fix. That goes without saying, wouldn't you think?
Btw, my main's a resto druid, I've collected (nearly) every cooking and alchemy recipe in the game on that character, and most of the minipets that aren't CCG loot cards or Blizzcon-only. So I'm not totally unsympathetic to your position, but this is still just a bug fix.
SnapDragon Oct 2nd 2009 3:11AM
I can't speak for Balance druids, but as of right now the Resto Tier 9 4-piece bonus DOES NOT proc Nature's Grace when Rejuvenation crits. So this is not a nerf for Resto druids; perhaps they're just clarifying the tooltip.
Like you, I just assumed Nature's Grace would proc off Rejuve, so I was extremely disappointed when I found this out. It changed what would have been a very nice set bonus into a severe downgrade from T8. :(
Allison Robert Oct 2nd 2009 3:36AM
You can actually make a case that the Tier 8 4-piece bonus is so good that you can't justify getting rid of it unless you're in the 25-man heroic version of Tier 9. Tier 8's overpowered as hell. :(
Boize Oct 2nd 2009 4:33AM
Also for Balance druids, a Moonfire crit tick (with 2pc T9) does not proc Nature's Grace.
Looks like it's just another tooltip clarification.
Josh Oct 2nd 2009 8:22AM
After being nerfed the T8 4-piece isn't all that special any more and is definitely inferior to the T9 4-piece. Personally, I never got very excited about the T8 4-piece... if I'm pre-hotting as I should be that heal is completely wasted, and it wasn't enough healing to be substantial when I really need to get someone up.
Jafari Oct 2nd 2009 12:06PM
I think the biggest differences, as mentioned in the article, for pretty much anyone, is that starfall and hurricane won't proc it anymore.
Aramis Oct 2nd 2009 6:56AM
I don't know about you guys, the rejuv changes aren't going to affect me because I normally reapply that around 12 seconds anyhow, so l never really got the full benefit of the spell. Was that an effective method? Well it never failed me before and mana efficiency has never been a problem, so I would argue the question is moot.
My only concern this time around is Improved Barkskin. I don't PVP in tree form but I DO PVP as resto. My reasoning is because my utility. I can cast heals, damage spells (not a lot, but enough to help bring down some people) and crowd control spells (this is most important...especially fighting other resto druids) so I rely heavily on IBS as a saving grace when getting ganked by a retardin or a rogue. I'm definitely going to feel this change.
blindlinus Oct 2nd 2009 7:18AM
i don't know why you wouldn't have treeform.... 20% reduced mana cost on spells helps a lot with the smaller mana pools you have in pvp gear.... the only weakness are those damnable warlocks. incidentally.... blizz needs to decide what our forms count as. i tree, am i an elemental or a humanoid? kind of unfair to be able to be sapped AND banished. same thing goes with cat form. suddenly i find myself being sapped while in cat form... am i a beast or a humanoid? still can't use warstomp in animal forms and i can be scared by hunters, but yet i'm being sapped by rogues? c'mon blizz, make up your mind.
Deevan Oct 2nd 2009 9:49AM
The above post is another reason why Ferals are unrepresented in PVP.
keith Oct 2nd 2009 10:47AM
@blindlinus
Unless something changed recently (I haven't been playing my druid much, so I haven't watched the patches too closely), Sap does not work on druids in Tree Form. And the only reason feral form druids can be sapped is because it was changed to work on beasts a long time ago. http://www.wowhead.com/?spell=51724
Lissanna Oct 2nd 2009 9:55AM
The Nature's Grace change is intended to be a tooltip change. I'm not sure if it nerfs starfall or not.
Rin Oct 2nd 2009 10:56AM
Thank goodness they lowered the mana cost of the lower ranks of Soothe Animal. This will surely make leveling through the lower levels a breeze.