Shifting Perspectives: Recreating balance druids in Cataclysm

I do believe I made a promise last week that I'd discuss some Cataclysm information this week, and I intend to make good on that promise. There's certainly quite a lot of information to talk about, should you actually be a person who sleeps at a decent hour like most folks; luckily for all of you, I am not one of those people. As per usual, later into the night for most of us, Blizzard released another beta patch with a number of balance changes: a talent tree polish (a basic one, but a polish pass nonetheless) and yet another revision of Eclipse. There's actually a good deal to be excited for this time around. Now, we aren't paladins, so I wouldn't be jumping out of your chain to go running naked down the street screaming in joy ... But a little "whooo!" is appropriate.
Before we get started talking about all of the new changes, let me first mention a few things that are currently missing, bugged or simply not yet implemented. First and foremost, Eclipse in of itself does not currently work in beta. The bar works, you can shift the bar in every direction that you like, and the procs certainly work; however, the procs currently don't actually do anything. There's no bonus damage there at all, but this a bug from the mastery change when they switched over the talent trees. This actually brings up the next point: We still do not have any specialization effects as of yet, and frankly, I'm a bit at a loss as to what they might end up being. Previously, I assumed that they would merely be the old mastery effects, but looking at elemental shaman, I don't think that will be the case.
It is safe to assume that one of our mastery effects is going to be Vengeance, to help difference ourselves from other druids. Another will likely be pushback resistances, and I'd venture to guess that the old Wrath of Cenarius benefit will also be baked in there. If there will be anything else, I cannot really say. Last but certainly not least, there are still a few things missing from the talent trees -- the effects of Improved Moonkin Form still haven't been found anywhere else that I've seen, anyway -- so I still wouldn't expect this to be the last pass on the druid talent trees. Things are still very likely to change from how they stand now, so don't get too upset. With that out of the way, let's get started.
Talents, talents, talents
Where to begin with the recent talent changes? First, I suppose, is to mention that the most recent talent tree pass wasn't so much of a talent run through as it was a quick polish of the trees from their previous, highly unfinished state. When Blizzard first released the 31-point talent trees, the druid trees themselves weren't finished; there were still quite a number of talents missing that shouldn't have been missing, and overall, the organization of all three trees was rather poor. This latest beta push was mostly a correction of that, not really what most players would consider to be a talent pass. To that end, let's look at what's changed:
New talents:
- Moonkin Form was added back in where Starsurge used to be, which isn't surprising. We knew this was happening; it was more a matter that Blizzard had been flirting with the idea of either Moonkin Form or Starsurge as the level 10 ability and had forgotten to fix the tree to reflect their choice.
- Earth and Moon was added back in, which again isn't all that surprising. This was one of our core utility talents, so to find that it didn't make the cut previously was a bit strange.
- Typhoon is back as well, although it seemed Typhoon was going to be made into a baseline ability; for balance druids, at least, it seems that this was not to be the case. Typhoon is also connected to Gale Winds now, which isn't terrible ... but interesting.
Removed talents:
- Lunar Justice has been removed, which does and does not surprise me. The talent itself was a rather weak leveling talent that hadn't really worked right for any previous build, so it isn't shocking to see it gone, but it was a completely new talent that Blizzard had designed for Cataclysm, so it is a bit strange to see it cut out completely.
- Planetary Alignment, or Improved Eclipse if you prefer to call it that, has been removed as well. Given the recent change to the Eclipse mechanic itself, I'm not all that surprised to see that this talent didn't make the cut. Beyond that, it also felt awkward that we had to spend so many talent points to make our mastery effect useful. This helps cut back on that a little.
Other interesting changes:
Heart of the Wild has been moved back into the feral tree, but it's been put in tier 1, which is a huge perk for balance druids. Whether or not this talent will stay is a bit of an unknown, but I wouldn't be surprised to find it removed or changed before beta ends. As it stands now, a balance druid can get Heart of the Wild, Furor and the leather armor specialization for a grand total of 23% increase in intellect (how that would stack isn't known yet, probably multiplicatively), which is a bit much. Considering that Furor was reduced to 6% for three points, I would expect that if it isn't removed completely, Heart of the Wild will be reduced as well.
That talent tree itself is in a much better shape now that I thought it was previously. There still really isn't that much room for talent choice, but there's enough for the shorter length of the trees that I feel it's appropriate. Further, the choices that you do get are meaningful, and there actually is a choice between damage or utility now -- not only that, but there's a choice between which utility you want. I'd say it's a vast improvement over the previous incarnation of the tree, where there wasn't any real choice at all. I will say that I am sorry to Graylo, but his Perseverance spec is pretty much dead with the Heart of the Wild change.
As a demonstration of what I'm talking about, here are a few builds that will probably be commonplace if the trees remain as they are.
This PvE build gets most of the utility talents, barring Typhoon, but sacrifices those for 2/3 in Moonglow. If we'll actually need that or not, no one can really say at this point, but it might become more popular. Note that this is pretty much going to be the basic cookie-cutter build in PvE with only minor flavor differences, as it gets every DPS talent you can. What could change are the points in Genesis, Moonglow or Fungal Growth, depending what the player desires and what the raid might need. For example, Typhoon may be highly useful in a raid encounter, while Fungal Growth is not; thus, you could drop at least one point from Fungal Growth to pick up Typhoon -- or you could drop Genesis or Moonglow. If you really do need Perseverance, the only talent you can drop to get it is Heart of the Wild; as it stands, 12% intellect would be a lot to give up.
This PvP build honestly isn't much different; you just need to pick up Owlkin Frenzy instead of things like Genesis. Considering that a balance druid won't always spend time in Moonkin Form during PvP encounters, Furor is slightly optional, but there really isn't much else you can take. Heart of the Wild, though ... There simply isn't any avoiding taking that talent as things stand. In the realm of optional talents, that one certainly does not qualify. I am a bit wary about balance PvP, but we'll see how things turn out. We've gotten a bunch of really great tools such as Starsurge and Solar Beam that will go a long way in making us viable, but we still don't really have any true defensive measures and we're still squishy. I know it's comparing apples to oranges, but elemental shaman can get 16% damage reduction to all forms, and they have the same armor as we do. We get nothing.
One final note, because I'm still getting emails about it and seeing forums posts: Balance druids are not getting a Sleep spell. MMO-Champion was wrong; it parsed something incorrectly. We are not, I repeat, we are not getting Sleep. We've got more than enough CC abilities as it is.
Eclipse
I don't think there will ever be a discussion on balance druids that doesn't make mention of Eclipse in some form or another. Isn't it strange that a talent we've had for such a very short time given the lifespan of WoW has become the core of everything that we are? I can never really get used to it. The most recent beta push introduced the new Eclipse mechanic that Blizzard had made mention of during the last developer Twitter chat. As most of you are probably aware, since beta was released, one of the primary complaints coming from balance druids was that the revised Eclipse mechanic wasn't really all that new and it didn't address our movement issues that we've been having. It was still a strict timer to which we had to devote our lives. To counter that, the balance community has been begging, pleading for Eclipse to be a charge-based mechanic as opposed to a timer-based one, a request that Ghostcrawler (lead systems designer) has repeatedly said Blizzard will not do.
It seems that we have reached a compromise at this point. The new Eclipse functions very similarly to the old one with just a minor, yet significant, change. While Eclipse is still based upon a timer, the buff now lasts for 45 seconds but is instantly removed once you reach the middle (or 0) point on the Eclipse bar. In effect, this makes the mechanic behave similar to charges in a sense, yet at the same time, it is a still a timed buff as Blizzard wants it to be. That's a win-win, in my book.
There are caveats, as always. For example, you cannot get the same Eclipse proc twice in a row, so once you get back to the middle, you are forced to go to the other side. You can, however, retain the Eclipse buff should you choose to do that. For example, if you proc a Lunar Eclipse to buff your Arcane damage, casting Wrath will still push the Eclipse bar back toward the Lunar side of the bar, thus allowing you to technically hold out on the buff for the full 45 seconds before choosing to drop it. Whether we'll end up gaming the system in this manner, or if Blizzard will change it, is yet to be seen. I can see the potential for holding on to the Eclipse buff for as long as possible, but whether you would want to do so would depend on quite a large number of factors. More likely than not, unless it gets changed to prevent this from occurring, you will want to increase the duration for just a little bit; it's doubtful that you'll be pushing the bar all the way back to the end again. We shall see what the future holds though, after more testing can be done.
Another thing worth mentioning is that Starsurge appears to be tied to Eclipse procs in so much as they determine in which direction it will move the Eclipse bar. Naturally, Starsurge moves the bar in the Solar direction; however, once you gain an Eclipse proc, it then moves it in the opposite direction of your last proc. The exact mechanic of the spell is still being worked out -- how long it will do this, if it resets upon leaving combat, and so on -- but it's certainly an interesting mechanic that will need so looking into.
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 2)
Anti Jul 23rd 2010 7:31PM
Do balance druids get a new skin for cata or are we still stuck as a fat bird?
Quich Jul 23rd 2010 7:43PM
No new skins yet, I think Blizz have said it's something they probably want to get round to, but isn't really a priority at the moment.
I hope that Troll/Worgen druids get unique boomkins, at least.
Anti Jul 23rd 2010 8:07PM
I am just happy that the new race combos have unique bear/cat forms =]
Lissanna Jul 24th 2010 1:01AM
Given that the Worgen race still has an incomplete model (the male faces disappeared from most of my worgen characters, and the female one is even worse off), it's not surprising that moonkin & tree art has fallen behind in the production line.
Matthew Jul 23rd 2010 7:59PM
Troll boomkin has to be a friggen multicolor huge parrot - with tusks! - think Big Bird from Latin America's version of sesame street: Plaza Sesame.
I can dream, can't I?
Ves Jul 23rd 2010 8:08PM
>We still do not have any specialization effects as of yet
Well we do. We have pushback resistance on Balance spells, and new in this build we recover 3% of our max mana every 2 seconds. Although I guess what you meant was we don't have some kind of raw damage increase from our specialization, which is true.
Tyler Caraway Jul 23rd 2010 8:39PM
Yes, correct.
We do have some effects, but they're still placeholders (well, they'll probably go live, but the naming and such is but a placeholder.)
Lissanna Jul 24th 2010 1:03AM
Regaining 3% of your maximum mana every 2 seconds makes it such that I pretty much stay at 95 to 100% of my mana bar regardless of what I cast or how long I cast it, so I'm pretty sure that's not working as intended.
Mr.X Jul 24th 2010 8:06AM
probbly just some badly copied version of dreamstate.
Zaros Jul 23rd 2010 8:39PM
The eclipse mechanic is that out of the 100/100 points required to hit an eclipse You will have to count backwards once you hit one. The "starsurge moving towards Solar" thing is a glitch. They want to make it so that we interact with our eclipse bar by clicking on the moon/sun. Then when we use any spellstorm abilities(i hope they add more!) the bar will move towards the moon/sun depending on what you indicated.
Starsurge is designed to make you get an eclipse faster and to be able to prolong the effect of an eclipse.
Zaros Jul 23rd 2010 8:41PM
I didn't clarify but the "interacting with the ui" thing is only for when you are at 0 points. once you get any higher then that in either direction your indication is worthless.
Zaros Jul 23rd 2010 8:54PM
My grammar sucks today. Let me rephrase the first sentence. To gain an eclipse you require 100/100 points of lunar/solar. Wrath gives 10 points so for the purpose of this lets say that it takes 10 wraths to fully consume an eclipse. I hit an eclipse and i have 60 points left to continue casting wrath ( i have already cast 4) then I use a Starsurge. My bar now has 75 points on it allowing me to cast ~8 wraths. Starsurge will move the bar further to the sun/moon no matter how many points you have.
This may seem a bit lackluster but you have to remember that thanks to "euphoria" we gain extra points per crit AND that they are redesigning Nature's Grace to (When you get a critical strike with any spell you have a 33/67/100% chance to gain Nature's grace, giving you an aditional 20% critical strike chance for 3 seconds.). So there will be a lot of thinking on your feet.
They are saying that some fights will need CC so "fungal growth" will probably be of use in any build.
DrPestilence Jul 23rd 2010 10:45PM
I like being an antlered bird of doom, Im hoping they stick to it, just maybe some new texture or something.
Angrycelt Jul 24th 2010 2:52AM
Improved textures
Color variety
Shoulders and/or tabard available for display.
Apart from that, all hail the antlerbear!
Thyrial Jul 24th 2010 12:44AM
I disapprove of this article because it does not inclide the word "Shroomkin".
That is all.
Lissanna Jul 24th 2010 1:05AM
We can't learn Shrooms yet, because the level cap is 83 on the Beta server. Once we can hit 85, I'm sure there will be a whole post dedicated to shrooms, with groovy pictures and everything (reminds Murmurs to find groovy mushroom pictures, and then paste a moonkin in a sea of swirling shrooming goodness).
Thyrial Jul 24th 2010 1:09AM
Info is not needed to use the word Shroomkin!
Urthona Jul 24th 2010 1:45AM
That's a LOT of crit built into the spec if NG grants 20% additional crit, Moonkin Aura give 5%, and NM will give you a measly 4%.
First: Why do Spriests and Eles have 6% crit auras from Imp Shadowform and Elemental Oath, but we only get 5%?
Second: I wish they'd take off the crit bonus from Moonkin and allow us to talent our Moonkin buff a la carte. Back when the huge old Cataclysm trees were out we had talents to give Moonkin Aura haste. It'd be nice to have 3 2 point talents that let us choose to have 6% crit, 6% haste, or Earth and Moon... or choose any combination. My raid runs 2 Moonkins all the time. Hell, I'd talent into Euphoria granting Replenishment if they'd let us play with our raid buff overlap.
Third: Jinx diminishes the utility of E&M. Hopefully we get something like Jinx in the deep Moonkin tree.
Pyromelter Jul 24th 2010 4:03AM
Urth, blizz has stated over and over they want buffs to be homogenized. Spriests, ele, and moonkin are likely to be back to 5% or moonkins up to 6%.
Also, Jinx definitely doesn't diminish the utility of E&M. Warlocks cast CoE only when there is no Moonkin or Unholy DK in raid, because it is a dps gain for them to use a different curse. Looking at the current Jinx talent, it kind of looks like a weak pvp talent more than anything. Unless there are gonna be a lot of AoE fights where you don't have an unholy DK or something, Jinx doesn't seem all that great.
Tyler Caraway Jul 24th 2010 7:47AM
Oh Pyro, Curses are all utility spells now -- the damage versions have all be reclassified as Bane spells.
It is somewhat true that Jinx allows for CoE to be classified as "better" than Earth and Moon since it is an AoE application rather than a single target, however only Affliction will really ever be picking it up. Demonology sub-specs into destruction still while destruction will at least need to spend 3 points on Dark Arts (technically leaving them enough to get Jink, but there's better, actual DPS talents they can get instead.)
On the other hand, if there are going to be a lot more AoE encounters, then having a player with Jinx or an unholy death knight is probably going to be "required" -- in the lose sense of the word (Heroic, probably, but not on normal) -- so that's a point we'd just have to wait and see about. Should we need an AoE application, I would think the best solution would be for Wild Mushroom to apply the effect -- possibly Hurricane but that might be a bit much.
Anyway, to the other points. On the 5% thing -- as I said, this was merely a lite talent pass for us. Blizzard was more so putting in all the talents they forgot to add when they changed the trees than they were actually making a pass on any of them. Moonkin Form will be changed to 6%, don't worry.
We do gain a fair amount of crit from talents, that's true, but keep in mind that this isn't such a bad thing. Crit is a lot harder to cap out than haste is, and while it has a sharper diminishing return (technically haste only has a diminishing return as it relates to spellpower/the GCD) it's alright for us to have a higher baseline amount of crit than other classes. It's a hit to Nature Grace's scaling -- you need more crit to make Nature's Grace be worth more crit, yet as your crit gets higher then you get less of a return per point -- but we shall see. It won't be hard to balance us out, really.