Cataclysm Class Changes: Druid

Some of the major highlights:
- 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.
- 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.
- Unlike the other healers, Restoration druids will not be receiving any new spells.
- 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.
- Tree of Life is changing from a passive talent to a cooldown-based talent, similar to Metamorphosis.
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.
New Talents and Talent Changes
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.
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
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.
In addition to commenting, don't forget that we're also looking for guest posts on the above changes.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From Goblins and Worgens to Mastery and Guild changes, it's all there for your cataclysmic enjoyment.





Reader Comments (Page 1 of 15)
BoB Apr 9th 2010 9:02PM
MUSHROOM TRIP MINE YAY!!!!!!
Tomatketchup Apr 9th 2010 11:10PM
Oooooh, sticky bombs!
KA-BYM!
Szass Apr 9th 2010 11:14PM
Druids are really the only class with 4 viable specs and playstyles.
Druids really have had it all for a long time now.
Don't sweat the small stuff.
There are probably more druids than any other class.
You wont be getting much...like rogues, druids are "in a good place right now".
Sean Apr 10th 2010 12:09AM
Actually, Druids (and Bears in particular) are an underplayed class, usually clocking in at around 8% to 10% of a guild's players.
And for most of this expansion, Bears have been the least seen Tank out of the 4 Tank classes. Allison did a write up about that here on Wow.com a while back.
I can't wait to see how my Bear does with these new changes. My one wish is that they'd stop making Druid Tank weapons so appealing to Hunters. (I'm tired of losing rolls to my wife!) ;-)
Friday_Knight Apr 10th 2010 2:09AM
WoW druids: soon to give new meaning to "trippin' on 'shrooms."
Nick S Apr 10th 2010 2:34AM
Druids now play a 5th role... psychedelic mushroom farmer.
Clydtsdk-Rivendare Apr 10th 2010 8:52AM
Mages have four specs as well and DKs always had, like, six.
Bionic Radd Apr 10th 2010 10:45AM
Sean, I never understood why druid tanks aren't more common. Not sure how they are in Raids, but I've tanked every Heroic in Northrend except HoR on my bear to great effect, both in PuGs and on Guild runs.
That said, I am pleased with these changes. Another ability in my rotation on top of the changes coming to Maul should make my bear a little more fun to play.
Eyhk Apr 10th 2010 12:32PM
Heroic tanking requirements are far from raid tanking requirements.
Heroics all you need is armor and health and lots of aoe dps for group tanking, which bears are perfect for.
For raiding, you need cooldowns to manage huge hits from bosses, of which bears have one major(stam bonus) and one minor (20% less dmg, 2 minor with t10 set bonus). Basically bears are comparably gimped compared to warriors, paladins, and Dks who have several major cooldowns, as well as a lot more utility.
It's sad that they haven't acknowledged that fact, although they have said that huge hits from bosses will not be the case with more overall health of all players (actually a minus for one of the few bear tank niches) and armor (again another bear tank niche). All we have now are insane dodge rates (others have block and/or parry which more than makes up) and savage defense that depends on critting something (guess what, the overall percentage of critting is going down in cataclysm). All we have left is a severely gimped bear tank with no real advantage over other tanks (unless Blizz creates an encounter where dodge rate is the goto stat that prefers bears, and Blizz specifically said they will not make an encounter fit for a specific tanking class. Anub'arak anyone?)
And cmon.. a roar that does 40% movement in a 10 yard radius?? I really don't see how that is going to help at all, except for a quick get out of fire move, just for melee. No mentions, on rage generation/management as well.
Don't get me wrong, we definitely don't know what it will actually be like, but just from the wording we have now it doesn't seem like much has been done to help bear tanking in general.
Anye Apr 10th 2010 5:04PM
@Eyhk:
I personally don't feel like bear is that terribly gimped. We do, definitely, have fewer major cooldowns than the other tank classes, and the other tanks' "minor" cooldowns seem more significant than ours, but from my experience, our survivability is at least as good as other tanks. Granted, my bear is only 10/12 in ICC and obviously haven't done any hard modes, so I might not be seeing the discrepancy you are. But against comparably geared tanks, all of whom have better cooldowns, I tend to stay alive more often.
Zalvi24 Apr 9th 2010 9:02PM
wild mushroom sounds fun
Ogthenoob Apr 9th 2010 9:07PM
Take time to stop and smell the mushrooms!
elstor Apr 9th 2010 10:12PM
hunter trap much?
Kards Apr 9th 2010 10:21PM
Improved Hunter's Trap**
Hal Apr 9th 2010 10:51PM
Oh lordy, the DARE officer was right . . . those things CAN kill you!
Bryan Dare Apr 10th 2010 2:08AM
@Hal
I tried to warn you all, but noooo! You'd all rather run around jumping on turtle shells and sliding down pipes.
Maybe now that they're going to start 'sploding in your faces, you'll believe me when I say drugs are bad, mkay?
Kids these days, with their Nintendos and their exploding hallucinogens.
*shakes head in dismay*
BoB Apr 10th 2010 9:31AM
I also like stampeding roar, (but wish it was lower level.)
Oh, I forgot-FINALLY THE UPDATE!!! Finally. And the "kick" equivalent will be good too.
Noselacri Apr 9th 2010 9:05PM
As a resto druid...I'm a both excited and let down. I'm excited for the small changes to HoTs and haste/crit....SUPER excited that I might not look like rotten broccoli anymore...and also for this 'grow healing flowers when rejuv crits'
I'm also a little let down that I don't get a ton of new shit like some of the other classes. I guess I'll just wait for the mage changes and hope my main will be a little more dynamic than ABx4 MISSILES ABx4 MISSILES
raspybunk Apr 9th 2010 9:24PM
I felt like that, but the flowers thing is neat. Also, thought not a new spell, the tree form change should be leet. If it becomes I heal well normally, then BAM I'm super healer for a minute, that's pretty darn cool... and pretty much a new spell since we'd be re-balanced around out of form. Not to mention the hots change affects us most of all for heals.
The mushroom thing is crazy leet, I'll have to learn more before I start writhing my hands plotting on placing it in doorways and how it'll give me a way to get a leg up vs a rogue.
Revanel Apr 9th 2010 10:03PM
Man I hear you on arcanes monotonous rotation.
All of my pent up excitment is hinging on the Mage changes.
I'm going out tonight, but you better believe I'll be checking Wow.com at midnight from my iPhone! lol