Cataclysm Beta: Balance druid changes

Spell changes
- Faerie Fire range increased to 35 yards, up from 30 yards
- Insect Swarm range increased to 40 yards, up from 35 yards
- Starfire range increased to 40 yards, up from 35 yards
- Entangling Roots range increased to 35 yards, up from 30 yards
- Moonfire range increased to 40 yards, up from 35 yards
- Wrath range increased to 40 yards, up from 35 yards
- Cyclone cast time increased to 2 seconds, up from 1.5 seconds
- Thorns now lasts 20 seconds, down from 10 minutes; damage increased by 1,400%
- Wild Mushroom is now limited to 3 mushrooms, down from 5
The range increases are all standard for every class and is merely the same effect as the old Nature's Reach talent. Although it can be easy to get excited over the increase in Cyclone's cast time, but before you go running to the forums, know that this is a game-wide change to all similar CC effects such as Polymorph and Fear. The Thorn change is certainly interesting, but it's a little bit "ehhh" at the moment. Not mentioned in the patch notes is that Thorns also has a 45-second cooldown, which is understandable given the intent of this change, but the damage is only around 500 after spellpower and it costs around 2,500 mana -- by comparison, Starfire costs 1,500 mana. It should also be noted that Starsurge's range was not increased to that of our other spells, which makes it very wonky to use in many situations; whether or not this is a bug has yet to be verified.
Talent/miscellaneous changes
- Moonkin Form now increases Nature and Arcane damage by 10%.
- Starlight Wrath now reduces the cast time of Wrath and Starfire by 0.15/0.25/0.5 seconds.
- Heart of the Wild and Furor have switched places.
- Moonfury, the balance specialization bonus, now also increases the critical strike damage bonus of spells by 200%.
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Reader Comments (Page 2 of 2)
Zaros Aug 22nd 2010 2:13AM
DOH!
Parchoogler Aug 21st 2010 10:15PM
Perhaps the healers will cast thorns on the tank, fitting into the fact that they won't be in their tree form.
Zaros Aug 22nd 2010 2:35AM
You can cast thorns in tree form, even now.
http://www.wowhead.com/spell=33891/tree-of-life
brian Aug 21st 2010 11:53PM
With Furor and Heart of the Wild switching, they should have kept the Int increase and the mana increase in the same trees- Int bonus still in Resto and mana increase in Feral. It would fit better, as Heart of the Wild improves the power of each spec, while Furor increases resources. Removing Natural Shapeshifter and putting Heart of the Wild in its place would be nice, too.
Furor being the only three point talent does make it awkward for Feral, though. They should consider adding a fourth talent to the top of the tree, to let Furor still be optional utility rather than being required.
exordius Aug 22nd 2010 12:14AM
The article mentioned standard ranges increases across the board. As someone who plays a boomkin and an ele shammy, I noticed that the range increase wasn't across the board, shammies still have to talent. Was this an oversight? or an intentional exclusion along the lines that every class has to talent into different standard bonuses?
Lissanna Aug 22nd 2010 12:41AM
Well, seeing as how the expansion doesn't ship tomorrow, I'm sure they have plenty of time to sort those things out.
Tyler Caraway Aug 22nd 2010 1:39AM
-Most- spells had their ranges fixed, just as magi had many of their spell ranges increased in one of the previous patches. Elemental didn't have their spells adjusted, and balance didn't have Starsurge adjusted at all -- though whether or not it will ever have a 40 yard range is a different matter -- and I'm sure there are probably a few other examples. However, for the most part, a majority of spells should have the proper range now; those that don't should be fixed in a future patch.
exordius Aug 22nd 2010 2:51PM
Thanks!
I figured it was nature of the beta stuff like that, just wanted an expert opinion.
Peter Aug 22nd 2010 1:03AM
The thorns change seems consistent with the assault on passive AoE tanking. It looks like they're going to a lot of trouble to break or otherwise nerf any passive AoE to force damage dealers to be more disciplined.
eg: Pally consecrate no longer has 100% uptime.. It used to be great for passive add threat building. Similarly thorns no longer has 100% uptime but got a damage boost to partially compensate.
What I wonder is what happens if a raid with several druids team up to increase the uptime on a tank. If blizzard doesn't want this.. any bets on an exhaustion/forbearance type debuff on the tank to prevent re-applying thorns?
Zaros Aug 22nd 2010 1:58AM
Probably will be, although if so I would expect it to have a reduced/removed cooldown. I foresee the addition of a talent to allow it to be used in any form.
I still say it should naturally have something to make it useful to DPSers instead of PvP only.
Maybe give it a proc chance for any one of your abilities to grow a "Growth of brambles" under the target giving you one lunar/solar power per second for each target standing on it plus damage.
Add some usage of wild mushroom (fungal growth) into the rotation as well as when to use typhoon and time other slows.
WTB more procs PLZ! Will tip!
Neirin Aug 22nd 2010 2:24AM
Sounds to me like thorns is going from that buff that no one really cares about to "oh, that spell still exists? /nostalgia." Unless thorns generates a crapload of aggro (in which case it needs to be castable in bear form) or completely destroys rogues in pvp (like an aura mastery-ed ret aura on steroids) I don't think anyone's going to bother casting it and it'll become our new Soothe Animal. I thought blizz wanted to cut down on those sorts of things.
Now, what I do think would be awesome would be if thorns became a resto utility spell. Like, each time you use Regrowth (for example) on a target with thorns, you refresh the duration of thorns. It'd be particularly interesting in pvp because those non-instant/super fast cast heals can be a liability against a strong interrupter. You wouldn't want to let your stack drop, but it'd be easy to over-extend oneself if you paid too much attention to it.
Zaros Aug 22nd 2010 2:55AM
I don't think that the key to making thorns work is to give it to the healer.
We need to first figure out how to make it useful for it's purpose without being a "cast and forget" spell.
Giving it ties with healing would provide some interesting mechanics but not all groups will have a resto druid and making a spell useless to 2/3 specs is NOT the way to solve the problem. You are always healing the tank so in effect it would still be a "cast and forget" spell. There need to be interesting mechanics attached to it for each spec and while I agree that your idea for restoration is good I still don't think it addresses all of the problems the ability has.
None of the druid rotations have enough "umph" in them right now. Bears cant hold tanks, I believe cat damage is bugged, moonkins are the new mathematicians of WoW, restoration has to heal a bottomless pit and even though making thorns more interactive will help It is but a band-aid on the broken bone we have been nursing for quite some while.
All abilities need added procs that effect how all spells interact instead of simply giving flat boosts like "Natures grace" that even though we like, do not change much of our overall rotation.
I DEMAND that we get to use out brains instead of having to use out calculators. Natures grace and many other flat buffs should be redesigned to affect individual (or groups) of abilities instead of FLAT BORING BUFFS that make us fell better but add no additional thought.
Tyler always writes using words that are too mild to capture the truth of how undeveloped our class really is.
EVERY OTHER CLASS HAS WAYS TO CHANGE THEIR ROTATION AT RANDOM INTERVALS. Right now (live)we have eclipse which is enough to keep me from re-rolling. To be fairly honest I didn't mind the old eclipse, Only how much we were punished for movement. By removing that we have been screwed over unless more things are added.
/end rant
Zaros Aug 22nd 2010 2:56AM
Maybe I should have cut that into several posts?
And spell-checked it.
Faar Aug 22nd 2010 7:13AM
Merge Thorns with Barkskin. Call the resulting spell "Bramble Wreath". Done.
Having thorns as a 20-sec buff on 45-sec CD makes it a cumbersome and difficult-to-use utility spell with undefined purpose. Is it for threat buff for the tank in PvE? Is it anti-melee in PvP? What?
If it's for PvP, and we get ambushed, first GCD would therefore be consumed by having to turn Thorns on. Not on actually attacking the enemy. That's why baking it into barkskin would be both more practical and smoother from a gameplay point of view. If you played a hunter, you know how annoying it is having to set up a lot of stuff first in a hectic PvP fight before you can actually start attacking. Wingclipping, laying trap, disengage...THEN start shooting. Don't need that stuff on my druid also thankyou. ;)
In any case, using Thorns now occupies yet another hotkey - as if we don't have enough already in Cata... With Starsurge, Shroom/SplodeShroom and Solar Beam, we're now up to 5 new or "new" abilities that all need hotkeys. Do you guys have room for that on your keyboards? I'm having trouble, to find room I have to move all healing spells to the primary bar in caster mode (and thus drop my main DPS abilities), meaning that in order to heal myself I would have to shift out of moonkin form first. That, or else start keybinding stuff like "C" for the character pane, "B" for backpack and so on. Keys I've used for years playing WoW, and I don't want to start attacking some hostile target I may have clicked on just because I really wanted to check my talent spec or something like that... Again good reason to merge this skill with Barkskin.
kymali Aug 22nd 2010 7:32PM
"Moonfury, the balance specialization bonus, now also increases the critical strike damage bonus of spells by 200%."
Phew I was wondering where that had got to in previous builds. Good to have it spelt out and implemented.
"Moonkin Form now increases Nature and Arcane damage by 10%."
That's kind of meh as I suspect it means they'll just tone down the damage out of form for balancing reasons rather than really give us an extra 10%. I'd rather see owlkin frenzy baked into the form. A good reason to want to use it but not a 'must have' for those who'd rather not. Maybe increase the proc chance to encourage us to stay in it.
Of course if they did do that we'd barely have 31 points to spend in the balance tree. I wish whoever came up with 'fury of stormrage' could be let loose on our talents now for a dps that looks fun and interesting some way to trigger instant wraths for 8 secs. For restos it seems a bit 'hit and miss' that they'll even want to be casting free wraths when it procs
Zaros Aug 22nd 2010 6:46PM
fury of stormrage was one of the greatest talents they came up with.
WTB more Procs PLZ! Will tip!
Audun Aug 22nd 2010 5:29PM
To those who think the new Thorns have an undefined use, I'd say the use is pretty well defined in pve. If you're a moonkin or resto druid, you cast it on the tank that's about to pull. It's our answer to misdirect and tricks of the trade, only the tank gets to keep the threat he gets from thorns unlike the misdirected threat. On the other hand, misdirects have more utility. Still, I like it.
JayPea Aug 23rd 2010 3:12AM
And Druids still have no Flight Form...... :sadface:
Zaros Sep 1st 2010 6:55PM
I just thought of something... If they made it usable in all forms AND WHEN STUNNED/feared/etc then Bear tanks would have another way to keep aggro in fights that involve heavy stuns.
Hmmmm... still only seems marginally useful for balance/resto raiding tho.