Shifting Perspectives: The tree in Cataclysm raids
Every week, Shifting Perspectives explores issues affecting feral/restoration druids and those who group with them. This week, a square peg meets a round hole.
Yeah, this is another week with a video that has nothing to do with druids, but it's summer and I plead: a.) residual schoolgirl mischief, and b.) mounting hysteria from home renovation and the effort to convince my grandmother to jettison a garage full of canning jars before we can move her.
Anyway. As a few people have figured out, the beta came at an ugly time for me personally, and we've got some ground to cover. Before we do, I'd still like to address an issue raised two weeks ago when we talked a bit about the changes that resto players will see going into Cataclysm. This week's article is a more in-depth examination of how the new Tree of Life cooldown fits into Blizzard's wider sense of raid design in the new expansion. With the advent of the closed beta, we're getting a closer and better sense of how the class will function in the Cataclysm world, but we still have no real idea of how it'll play at 85 in a vastly different raiding landscape.
The cooldown's been bugging me for a while because something about it just feels (words fail me) strange. Blizzard's been pretty open about the changes it's implementing to raid design, and the tree cooldown in its current incarnation seems difficult to reconcile with their intent. This may arise from a misunderstanding on my part, or simply the confusion to which we're commonly prey before we see how this stuff actually works, but right now it feels like the current tree is a troublesome fit for Blizzard's efforts in the new expansion.
What's the current plan for the Cataclysm Tree of Life cooldown?
This is what we know as of late June/early July 2010, as the closed beta's gone live:
Tree of Life
Requires 5 points in Empowered Rejuvenation
Requires 40 points in Restoration talents
100-yard range
Instant
Shapeshift into the Tree of Life, increasing healing done by 15% and increasing your armor by 120%, but reducing your movement speed by 50%. In addition, some of your spells are temporarily enhanced while shapeshifted. Lasts 45 seconds. 5-minute cooldown.
Improved Tree of Life
Requires 1 point in Tree of Life
Requires 40 points in Restoration talents
Reduces the cooldown of your Tree of Life by 30/60/90 seconds and increases your damage done while in Tree of Life by 5/10/15%.
/barf -- A speed penalty?
Yeppers. Ghostcrawler (lead systems designer) mentioned there's a chance this'll get axed or at least reduced, and I sincerely hope that's the case. The explanation for why they're trying it makes sense, but unless Blizzard's planning on never programming another raid with boss abilities you have to move to avoid or RNG mechanics where you've suddenly got to haul ass, the tree is going to be a huge irritant on any movement-sensitive fight.
It's become standard practice for me to consider when I'd pop the cooldown in heroic ICC content:
What do we lose when the current tree goes bye-bye?
Basically nothing. Everything the tree does -- barring its armor contribution from the present Improved Tree of Life -- is being baked into mastery or other talents.
I suspect if they'd left the tree graphic alone as a totally optional shapeshift form and just named the cooldown something else (e.g. Super Awesome Bongo Heals), everyone would be gung-ho over restoration's first real cooldown outside of Nature's Swiftness. But there's naturally going to be a lot of antipathy to a talent replacing the beloved tree form with a cooldown of as-yet-uncertain impact in level 85 raids.
So what's "strange" about the new tree?
I'll admit I'm still a little ambivalent, not so much because of the graphics hullabaloo, but simply because the cooldown feels weird given Blizzard's other goals for the expansion. When I look at Cataclysm, I see the following statements made by Blizzard concerning their plans for level 85 raid content:
What's wrong with that? They programmed encounters, then gave you the tools to survive them.
Right. They give you these big, shiny new cooldowns with the expectation that they will be used.
The game can't be balanced around the assumption that druids won't use the tree cooldown ... But with Blizzard's efforts to provide an equal level of difficulty at the 10- and 25-man level regardless of heal team composition, it also can't be balanced around the assumption that the tree will even be in the raid. No other healer has gotten an ability or cooldown analogous to the tree; the ability is wholly unique in its relatively lengthy (45 seconds) contribution to healing throughput and the amount of healing it can pump out in that period. Druid healing has to be balanced around the tree, but raids as a whole can't be.
The part of me that's seen Blizzard attempt to resolve and balance truly unique abilities in the past is wondering how this is all going to play out, and I guess what I'm most afraid of is that a huge chunk of the tree cooldown will invariably be wasted on most encounters. It's already in the uncomfortable position of being a Metamorphosis-esque cooldown for a role that's considerably more reactive than DPS, but it also can't ever be an indispensable addition to a fight. I guess it feels weird because it's a huge throughput cooldown (good) in a world full of wounded raiders (good) in raids where it can't possibly make a huge difference without causing problems for Blizzard's wider design goals (bad).
Well, we'll see. It's too early in the beta to know what's going to happen, and it's more than possible that I've misunderstood the tree's intent anyway, but when characters get the chance to test Cataclysm raid content we'll have a better sense of how it fits into the future raiding scene.
Every week, Shifting Perspectives treks across Azeroth in pursuit of truth, beauty and insight concerning the druid class. Sometimes it finds the latter, or something good enough for government work. Whether you're a bear, cat, moonkin, tree or stuck in caster form, we've got the skinny on druid changes in patch 3.3, a look at the disappearance of the bear tank and thoughts on why you should be playing the class (or why not).
Yeah, this is another week with a video that has nothing to do with druids, but it's summer and I plead: a.) residual schoolgirl mischief, and b.) mounting hysteria from home renovation and the effort to convince my grandmother to jettison a garage full of canning jars before we can move her.
Anyway. As a few people have figured out, the beta came at an ugly time for me personally, and we've got some ground to cover. Before we do, I'd still like to address an issue raised two weeks ago when we talked a bit about the changes that resto players will see going into Cataclysm. This week's article is a more in-depth examination of how the new Tree of Life cooldown fits into Blizzard's wider sense of raid design in the new expansion. With the advent of the closed beta, we're getting a closer and better sense of how the class will function in the Cataclysm world, but we still have no real idea of how it'll play at 85 in a vastly different raiding landscape.
The cooldown's been bugging me for a while because something about it just feels (words fail me) strange. Blizzard's been pretty open about the changes it's implementing to raid design, and the tree cooldown in its current incarnation seems difficult to reconcile with their intent. This may arise from a misunderstanding on my part, or simply the confusion to which we're commonly prey before we see how this stuff actually works, but right now it feels like the current tree is a troublesome fit for Blizzard's efforts in the new expansion.
What's the current plan for the Cataclysm Tree of Life cooldown?
This is what we know as of late June/early July 2010, as the closed beta's gone live:
Tree of Life
Requires 5 points in Empowered Rejuvenation
Requires 40 points in Restoration talents
100-yard range
Instant
Shapeshift into the Tree of Life, increasing healing done by 15% and increasing your armor by 120%, but reducing your movement speed by 50%. In addition, some of your spells are temporarily enhanced while shapeshifted. Lasts 45 seconds. 5-minute cooldown.
Improved Tree of Life
Requires 1 point in Tree of Life
Requires 40 points in Restoration talents
Reduces the cooldown of your Tree of Life by 30/60/90 seconds and increases your damage done while in Tree of Life by 5/10/15%.
/barf -- A speed penalty?
Yeppers. Ghostcrawler (lead systems designer) mentioned there's a chance this'll get axed or at least reduced, and I sincerely hope that's the case. The explanation for why they're trying it makes sense, but unless Blizzard's planning on never programming another raid with boss abilities you have to move to avoid or RNG mechanics where you've suddenly got to haul ass, the tree is going to be a huge irritant on any movement-sensitive fight.
It's become standard practice for me to consider when I'd pop the cooldown in heroic ICC content:
- Marrowgar You'd be screwed once Bone Storm hits, but that's also the portion of the fight requiring the heaviest healing.
- Lady Deathwhisper Heroic + ghosts = boom.
- Rotface I can absolutely see my RNG luck landing a slime on my butt five seconds after popping the cooldown.
- Professor Putricide This is actually one of the easier fights on which to ask yourself, "When's the best time to pop Tree?" -- the cooldown would inarguably be a huge benefit to phase 3 -- but you've got to wonder if the healing boost is worth a 50% snare versus things like Malleable Goo.
- Sindragosa $50 says you waste a portion of the cooldown running out of Blistering Cold.
- Lich King Shadow Trap and/or Defile. Dear God above, Defile.
What do we lose when the current tree goes bye-bye?
Basically nothing. Everything the tree does -- barring its armor contribution from the present Improved Tree of Life -- is being baked into mastery or other talents.
I suspect if they'd left the tree graphic alone as a totally optional shapeshift form and just named the cooldown something else (e.g. Super Awesome Bongo Heals), everyone would be gung-ho over restoration's first real cooldown outside of Nature's Swiftness. But there's naturally going to be a lot of antipathy to a talent replacing the beloved tree form with a cooldown of as-yet-uncertain impact in level 85 raids.
So what's "strange" about the new tree?
I'll admit I'm still a little ambivalent, not so much because of the graphics hullabaloo, but simply because the cooldown feels weird given Blizzard's other goals for the expansion. When I look at Cataclysm, I see the following statements made by Blizzard concerning their plans for level 85 raid content:
- Player health will be significantly higher across the board.
- Healing efficiency will be lower.
- Raiders will spend more time wounded.
- Healing skill will be more about choosing the right spell for the right damage and less about landing a heal before a player gets "globaled."
- The overall trend in healing trees is toward more homogenization, because 10- and 25-man raids are supposed to be equally difficult, and there's no way Blizzard can pull that off if we get another situation like we had with holy paladins on Malygos' Vortex or trees on heroic Lich King.
What's wrong with that? They programmed encounters, then gave you the tools to survive them.
Right. They give you these big, shiny new cooldowns with the expectation that they will be used.
The game can't be balanced around the assumption that druids won't use the tree cooldown ... But with Blizzard's efforts to provide an equal level of difficulty at the 10- and 25-man level regardless of heal team composition, it also can't be balanced around the assumption that the tree will even be in the raid. No other healer has gotten an ability or cooldown analogous to the tree; the ability is wholly unique in its relatively lengthy (45 seconds) contribution to healing throughput and the amount of healing it can pump out in that period. Druid healing has to be balanced around the tree, but raids as a whole can't be.
The part of me that's seen Blizzard attempt to resolve and balance truly unique abilities in the past is wondering how this is all going to play out, and I guess what I'm most afraid of is that a huge chunk of the tree cooldown will invariably be wasted on most encounters. It's already in the uncomfortable position of being a Metamorphosis-esque cooldown for a role that's considerably more reactive than DPS, but it also can't ever be an indispensable addition to a fight. I guess it feels weird because it's a huge throughput cooldown (good) in a world full of wounded raiders (good) in raids where it can't possibly make a huge difference without causing problems for Blizzard's wider design goals (bad).
Well, we'll see. It's too early in the beta to know what's going to happen, and it's more than possible that I've misunderstood the tree's intent anyway, but when characters get the chance to test Cataclysm raid content we'll have a better sense of how it fits into the future raiding scene.
Every week, Shifting Perspectives treks across Azeroth in pursuit of truth, beauty and insight concerning the druid class. Sometimes it finds the latter, or something good enough for government work. Whether you're a bear, cat, moonkin, tree or stuck in caster form, we've got the skinny on druid changes in patch 3.3, a look at the disappearance of the bear tank and thoughts on why you should be playing the class (or why not).Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 3)
krusty_burger Jul 6th 2010 3:12PM
this calm and cool discussion of the ToL changes confuses and enrages me.
quasarsglow Jul 6th 2010 3:12PM
I'll take the canning jars!
Matthew Jul 6th 2010 3:15PM
They did this for one reason.
To make sure troll druids' tree forms was not ganja.
Gizza Jul 6th 2010 3:29PM
Loool! Their smokin' :)
Kemikalkadet Jul 6th 2010 4:06PM
Having seen the troll cat and bear forms, i'd say all the ganja was used up by the art designers.
jacferreira Jul 6th 2010 3:22PM
I also have lots of concerns about trees in Cataclysm. With all the druid info available it is strange that I'm not excited about any aspect. I was a bit excited with the way ToL could enhance some of our healing spells but reading your perspective to it just made me more depressed because I really don't see how the advantages it brings will compensate its shortcomings.
Allison Robert Jul 6th 2010 3:28PM
Nah, I wouldn't be depressed over it; we really have no idea how this will all work in Cataclysm raids. I'm just interested to see how Blizzard handles the cooldown. In the past I would've assumed that a lot of encounters would be *planned* around when you'd pop your Tree cooldown, but right now that runs straight into the whole 10-man/25-man raid mess where they can't assume a specific healer is even in the raid at all. So the ultimate question is really how the cooldown is going to fit into a raiding scene where, at best, it *has* to be considered optional.
Either way, we've healed perfectly well without a huge throughput cooldown for a long time now. HoTs with haste and crit actually scare me the hell of a lot more with their potential to be hugely overpowered.
styopa Jul 6th 2010 3:23PM
Why would a shapeshift need a 100 yard range?
Arbolamante Jul 6th 2010 3:30PM
I was about to say the effects, but none of our heals reach even 100 yards. Maybe a buffed form of spell, say Tree-buffed Rejuvenation, become less buffed if the target then runs way way out of range. That seems impractical.
Or, or, they are planning some raid wide abilities for tree that they haven't told us about. Something that might make this all make sense. AoE Innervate would be just the thing. Oh Blizz, you listening?
Davio Jul 6th 2010 4:07PM
If it applies a buff, it may be to stop combat log spam.
Haaken Jul 6th 2010 3:24PM
Ooh, I'm potentially going to see Tripod later this month. Excellent choice! :D
Arbolamante Jul 6th 2010 3:27PM
And the questions you raise are precisely the result of turning a defining ability into a trinket. I'm still waiting for a coherent explanation from Blizz.
Mike Jul 6th 2010 3:28PM
Personally, I'm more concerned about how the "mana will matter mantra" is going to translate for those of us nowhere near the top-end where mana does indeed manner. My guild is more on the casual side, previously sticking to weeklies and VoA, but recently got up to and downed Saurfang with relative ease. And I say "ease" in that we figured out the mechanics quickly and we actually didn't wipe at all until Saurfang, who took us 4-5 attempts. But it was still a challenge. We were two-healing, me the Shaman and my buddy Druid, and we both had to pop pots/Mana Tide/Innervate before the end of the fight, while making sure to keep Water Shield and Mana Spring up. Don't get me wrong, the fight was rather fun, but I'm really hoping that this change doesn't trickle down so as to make it impossible for the rest of us to heal.
feniks9174 Jul 6th 2010 3:46PM
IMO, the only reason you should be having mana problems that severe would be:
1) the raid taking huge amounts of unnecessary damage (ie. tanking beasts)
2) Bad talent spec or gearing choices (I kinda doubt this is the case)
3) No replen . . . Srsly, I don't know how much you raid but when you don't have Replen EVERYONE notices.
Did you have a SPriest, SV Hunter, Ret Pally or Destro Lock with Imp. Soul Leech in the raid? Wisdom/Mana Spring by itself usually isn't quite enough.
Mike Jul 6th 2010 3:58PM
No Replenishment at all. We have two Affliction Locks and two Arcane Mages, no Hunters, Priests, or Pallies in our regular raid makeup. But I didn't know Locks had replenishment, both of them have Destro offspecs, I'll be sure to ask one of them to switch next time we raid.
Bvannas Jul 6th 2010 10:25PM
Frost Mages also provide replenishment*, and having seen the effects of replenishment this myself in dungeon healing, i am going to agree that its a powerful buff. Im cataclysm, its being scaled back a lot, and you will be using all the healing a spell does rather than it overhealing.
*They can do good damage since 3.3.3 however don't expect a hasty respec to frost to get to that damage. (I would elaborate, but this isnt the place)
thelsumazu Jul 6th 2010 3:33PM
I still think they should have just revamped the Tree skins like the bear and cat forms. you know there are MANY colored trees in game already... I WOULD LOVE TO have a snow tree like in Nexus. The idea of taking a form away from druids over all seems silly... i mean the ability to shape shift is why most people play druids anyway, right?
could you picture druid tanks with a Bear cool down instead of a form...
and on the movement being lower in the Tree Form, i mean tree cool down... didn't that already fail once early BC... and that one was only 20% reduced when it failed.
Crossing fingers for a glyph that lets me keep tree form! LOL
Gothia Jul 7th 2010 5:31AM
I still believe that this is an intended nerf to healing druids in the arena due to their amazing survivability making them difficult opponents to quickly remove. The addition of a snare, loss of it's armor coupled with a cooldown effectively remove healing druids from arena competition.
Other than the snare, I can't see how they will be affected one way or the other in PvE.
Pyromelter Jul 6th 2010 3:31PM
The run-speed reduction is completely stupid. I have to agree with the idea that just make it a boost without calling it "tree of life."
And then just put a minor/medium glyph in if you want the visual of tree of life you can appear that way.
Lissanna Jul 6th 2010 3:49PM
The speed reduction is the one part of the tree form change that I don't like at all.