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
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news





Reader Comments (Page 2 of 3)
Arbolamante Jul 6th 2010 3:57PM
It certainly makes no sense in light of the reduction in the armor buff. If anything the opposite would make more sense with a movement debuff -- buff armor, buff resistances. I could see that being just fine for something like phase 3 of Sindragosa. "I laugh at your magic buffet as I am an Ent!"
But as it stands now, yeah, I don't get it.
averno Jul 6th 2010 3:32PM
I became a TREE so i could be a TREE!!!!!!!!! If i wanted to be in caster form i would have rolled a damn priest or pally. Thanks for killing my main!!!!! Hope you get me that damn glyph that lets me stay and tree form.
averno Jul 6th 2010 3:33PM
Thats why my toons name is "BIGOAKTREE" Guess i have to change it to "MaybeTree"
GOD BLIZZ I HATE YOU!
David Jul 6th 2010 3:49PM
Averno I totally agree. I became a druid because I loved the tree.
Rob Jul 6th 2010 6:56PM
1000x this. I am shelving and or deleting my druids until they give us a perm. treeform back. I've leveled a priest to 70 who will likely be my main healer class since they beat us to death with the fun hammer.
Its like when your favorite pet dies, and you still take the leash out for walks, just because. You reflect in all the great memories, while a part of you dies because you no longer have your favorite companion.
Aceman67 Jul 6th 2010 3:36PM
I only just recently gotten around to leveling a Druid, and I have a resto secondary spec, and actually leveled my way through BC and Normal Wrath as a tree... And I love how druids heal. Proactive healing > Reactive healing. Period. In my books anyway.
I do not like these new changes at all. I just got the ability to use the ToL form a month or two ago, and now its going away soon. I just have the feeling of being ripped off out of my favorite mechanic of the druid class: its awesomesauce healing.
SaveMyTree Jul 6th 2010 3:38PM
Pleasepleasepleasepleasepleaseplease give me a "Super Awesome Bongo Heals" cooldown, but LEAVE MY TREE ALONE!!!
Oh gawd, I'm starting to actually think I may abandon my resto druid if this change goes through, which is ridiculous and stupid considering the beta has been up for like 15 minutes. But I also can't believe how emotional I get when I think about not healing in tree form. But everything about this change screams at me...."BLIZZARD DOESN'T WANT TREE HEALERS!!", or at least "old" tree healers.
Daedalus4096 Jul 6th 2010 3:41PM
Saying that we're losing "basically nothing" with the departure of the real Tree of Life form is disingenuous at best. Tree of Life offered us a great deal of CC protection, and I'm not just talking about Polymorph. Sap, Repentance, Seduction, just to name a few, didn't work on druids in Tree form because we were considered elementals. Yes, it opened us up to Banish as well, but even then it was more than a fair trade.
Tree form also allowed us to get throughput benefit from a regen stat. Because there's still benefit to having more spirit even once you have "enough" mana regen, we can just keep stacking it instead of junk like crit. That's part of what's contributed to our amazing mana longevity.
Then, of course, there's the graphic which you're so quick to dismiss. I understand that not everyone likes it, but that doesn't change the fact that for some of us it *is* a loss.
Most important, though, was control. We have full control of what form we're in at any given time. If we need to drop into Cat to Dash or Bear to Bash, we can do that. Feral Charge and Skull Bash will be great options in the future as well. But once you use Trinket of Life, you're effectively locked in. Sure, you could drop out of it, but then your big cooldown ability is wasted. Having a cooldown on a shapeshift form, *any* shapeshift form not just Tree, is a mistake.
Daedalus4096 Jul 6th 2010 3:47PM
Also, it doesn't help that the benefits of the new Trinket of Life aren't all that useful. An extra stack of Lifebloom when we're limited to a single target? Please. Wild Growth rarely hits five targets outside a 25-man raid; adding two more is a waste. Doing more damage with Wrath during your *healing* cooldown is positively silly. Instant Entangling Roots could be helpful, but the boosted damage will just make it break more quickly. And Thorns? What could they possibly do with Thorns? The only one in there that's unarguably useful is an instant Regrowth, but we're not going to have the mana to support making much use of it.
Arbolamante Jul 6th 2010 4:13PM
The graphic matters a lot in many raid situation, especially with less-than-perfectly aware raid members.
"No run to the tree, run to the tree! The TREE!"
"And ranged, if your'e low on heals and no one has healed you in a while, look for the tree and run that way."
"The fish feast is next to the tree."
"Casters, if you hang out near the tree, I'll be there and you'll be in range for my Hymn of Hope."
etc., etc., etc.
Neal S Jul 6th 2010 3:41PM
"I guess it feels weird because it's a huge throughput cooldown (good)...."
Is it? From what I've read it's benefits are marginal. An extra 2 people on WG? Marginal. Instant RGs? Marginal considering a 1.5s GCD. Two stacks of LB in one cast? Bleh.
Everything I've read makes me disappointed about the soon-to-be tree.
smalloaktree Jul 6th 2010 3:47PM
I'm very saddened to hear the news about tree form. As soon as I had enough talent points, I became a tree. I lvled resto all the way to 80. The best thing about the druid was the tree form imo. Yeah it hurt a little in PVP cause everyone knew you were healing, but that made it all that much more fun. As soon as the tree pops out, everyone starts to try and take me down. Enjoyment was being able to stay alive with 4+ toons beating on me. Also in raids, with all the characters looking pretty much the same from a zoomed out camera, you could just say "stack on the tree" much easier than say, stack on the pally... Where's the pally? That Broccoli head was just so easy to find no matter how zoomed out you were. It's sad to say, but if TOL becomes cooldown based, which it looks like that will be the case, I will no longer be a healer, and thus, shatter my love for the druid. I may tank with the bear, but my tree days will be long gone :(
Sharvis Jul 6th 2010 3:46PM
I like the new functionality to enhance spells so that it'd feel like your play style changes while using the ToL cooldown instead of being a simple percent and graphics change. But I do not like the speed reduction for reasons such as you stated. That's the unfortunate side of coming up with new mechanics, often times there are downsides too great to wholly implement a "cool" idea. If Blizzard removed environmental AoE hazards, maybe it'd make sense but yeah no, that's not happening (and it'd be boring as heck). I can only hope the beta testers are giving plenty of feedback on the spell, wish I could too.
Turtell Jul 7th 2010 4:32AM
"Reduces all damage taken by 90%, but makes you immobile."
That'd be cool.
Wild Colors Jul 6th 2010 3:50PM
Definitely agreed that it's going to be an interesting game-within-a-game to figure out when to use cooldowns.
The speed reduction seems to be in their to (1) prevent us from just popping the cooldown every time it's up and using that time to get the entire raid up to full health, and/or (2) prevent us from using the cooldown to trivialize certain stages of fights (all they need to do is put in high movement requirements and we won't be able to use the cooldown).
The stuff that immediately jumps to mind in terms of where such a cooldown is useful is end-of-encounter survival fights, like Putricide phase 3 or Iron Council hardmode. No reason not to blow the cooldown in the last minute of the fight in order to keep the dps alive that much longer and increase you chances of downing the boss (unless there's a high movement requirement). However, a lot of bosses don't have a slow enrage mechanic.
There is also the reverse. On some council fights or just fights with large numbers of adds, we could blow the cooldown right off the bat and use it to help the raid survive until some of the adds or council members are down and incoming damage drops a bit. The one that comes to mind here is Auriaya.
Finally, if another healer goes down, we might to be able pop the cooldown and make up the difference for a short while while they are combat res'd. Of course, in a 10-man we'd probably be the ones doing the combat res'ing. But it's a possibility if you have multiple druids (or if soulstones become a viable combat res).
All just speculation though. We'll need to figure out an optimal "rotation" for use while in uber-tree form, and see how much of a healing throughput difference that makes.
Jiffah Jul 6th 2010 3:56PM
It has been said that part of the new design for ToL was based on the fact that resto druid mostly didn't use the form in pvp (mostly arena) because of the inability to use offensive spells and that resto pve was locked in form because they needed the bonus healing to be on par.
And they come up with that...pvp wins? but pve gets the bonus healing anyway? I don't understand. Wanna scrap the form and allow a pvp-style of gameplay in pve? Why? How hard is it to separate these two "games" can ToL speed reduction only apply in Arena or Rated BGs? That's easily implementable. Why always try to balance everything all the time, when, besides world pvp and pve questing, almost everything is instanced?
/confused
Task Jul 6th 2010 4:05PM
@Allison Robert
First Rocket Bare...
Then came Om Nom Nom Heals...
And now Super Awesome Bongo Heals..
You've started a chain meme trend Miss Robert. :D
Thank you.
Dahk Jul 6th 2010 4:06PM
Current plans are for Priests to Life grip you in Tree Form out of danger.
/run
Arbolamante Jul 6th 2010 4:16PM
Lol, I wouldn't put it past them!
Laresloci Jul 6th 2010 4:15PM
Thank-you Bliz for you version of the Dutch Elm disease or is it a Pine Beetle infestation?