Shifting Perspectives: Predictions for Cataclysm druids

I enjoy the business of prognostication. Nobody remembers the crap you'll get wrong -- and if you get anything even vaguely right, you'll be considered a visionary, thanks to a wonderful little thing called confirmation bias. Personally, I've had it up to here with beta dungeon groups. I'm sick of idiots who start to AoE off the pull while I'm tanking and tanks who say, "Give me 10 minutes to fix my bars" while I'm healing. I've had quite enough of titchy little numbers that insist on changing from patch to patch. It's time to return the Tuesday portion of this column to form -- hog-wild speculation and completely baseless conjecture!

Wrath of the Lich King saw a phenomenon that we might call the Age of Plate. Death knights and paladins were the two most popular classes for the length of the expansion, and warrior numbers held steady. Between that and the protection warrior spec's becoming the hell a lot more popular in the transition between The Burning Crusade and Wrath, there was a glut in the population of potential tanks even if you didn't count druids (whose numbers increased as well).
So how'd this happen? These are my guesses:
- The early death knight was overpowered. That wasn't Blizzard's intent, but there were a lot of factors that led to it.
- Burst ruled PvP. In the effort to combat the "drain team" boredom that infested arena toward the end of The Burning Crusade, Blizzard gave more classes access to on-demand burst on top of its more generalized effort to improve hybrid DPS. Plate classes, with higher armor and traditionally higher health, weathered this better than most.
- The retribution paladin's damage stopped sucking and tankadins finally got a decent (if uncontrollable) cooldown. Retribution became a viable spec in the leap to Wrath (too viable, for a time), and protection got the new version of Ardent Defender.
- Paladins became a "one-man army." Ghostcrawler (lead systems designer) singled out the paladin especially for being able to do too much regardless of spec, and the death knight was plagued (if you can call it that) with the same problem. I always thought that Zardoz's battleground statistics were a subtle commentary on this, although the trend was more intense earlier in the expansion.
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Protection warrior gameplay rocks. The protection warrior, after a great deal of work on Blizzard's part in the Wrath beta, is widely believed to be the most interactive and fun tank in the game. While that's ultimately a matter of personal preference, it's a very common sentiment on the forums, and I'm disposed to agree.
It's been a year since we ran the column Shifting Perspectives: The disappearance of the bear, and I still think this was one of the more important factors behind the bear population's nosedive. It was a hard lesson on the extent to which the druid's fate is driven by other players' choices, regardless of how well it's doing at the time, and that's something I've thought about a lot in any discussion concerning the future of the spec.
So what's ahead? Here goes:
- The "plate glut" isn't fated to last. The paladin faces the introduction of an additional resource system (holy power) that (beta coverage aside) is likely to confuse a lot of players. Paladins are also facing the loss of their traditional status as the premier AoE tank with Blizzard's efforts to standardize (read: nerf) threat tools. The death knight faces an equally uncertain future with the restriction of tanking to the blood tree and a number of changed mechanics, and both classes are in designer crosshairs for too much survivability at too little cost. Neither augurs well for a return of the sometimes-lopsided population stats we saw of either class, and the death knight's worrying lack of crowd control is going to be an unfortunate issue in early heroics.
- Savage Defense/Vengeance/block are going to get tinkered with a lot. As of now, Vengeance increases raw attack power, which itself increases the size of the shield granted by Savage Defense. As a fight winds on, the bear's damage taken gets lower and lower -- until and unless Vengeance drops or decays (e.g., tank rotation or waiting for add spawns), at which point it shoots back up. But right now we're taking too little damage (or at least that's my impression) on the beta in comparison to our shield tank colleagues, and I expect this to change.
- The tanking forums will host a huge number of fights concerning the above. Really, I should go on tour as a psychic with the brilliant insight here.
- Dungeon finder waits for anyone other than a tank are going to get ugly. I've touched on this in the patch 4.0.1 bear article, so let's be frank: Pugging as a tank on the beta is usually a frustrating experience. Some of this is the natural result of people familiarizing themselves with new dungeons (tanks included), but a lot of it's behavior from players unaccustomed to serious consequences for pulling aggro or screwing up a pull. If I had a nickel for every time someone launched World War III on a mob I was line-of-sighting, I'd be writing this from the Riviera. With guild achievements contingent on all- or mostly-guild groups and the unpredictable nature of group quality through the dungeon finder, I don't expect the tool to be as widely used by tanks for a while.

The cat has traditionally played second banana to its ursine cousin for two reasons:
- Crap damage.
- "You can tank, right?"
So what's ahead? I've only got one big guess here, because overall, cats really aren't changing all that much:
- Cats have a bright future in rated battlegrounds (until we get nerfed). Arena has always been a touchy subject for hybrid DPS, which can approximate a pure class' damage but falls woefully short of the control they exercise over a fight. This is significantly less true of battlegrounds, and the cat's speed, burst, instant spells, Roots, snare and cooldowns are a deadly mix. Add to that two gap-closers, a new interrupt off the global cooldown and access to the best PvP gear outside of arena ... yeah. I'm a little concerned that cats, bears or both will come in for a nerf as a result. With the new talent trees, cats should have fairly easy access to most of the bear's goodies, with most of its damage now free of having to keep Savage Roar running. I think that puts us within a stone's throw of being the ultimate nightmare opponent.

A moment of silence, please.
Restoration
If you've read any amount of beta coverage, it's obvious that a lot of healers have had a miserable time. As with tanking, some of it's the result of players' simply being unfamiliar with new content, and healers are in the unfortunate position of having to pour their mana bars into others' mistakes and inexperience. However, the truth is that druid healing has improved a great deal even in the two months I've been privileged to be in the beta, and my quality of life in dungeons also took a nice leap once I reconciled myself to the idea of just letting over-aggroing DPS die. But even now in a heroic, it's difficult to untangle whether you're having a lousy time because you don't know the boss, the tank is undergeared, the DPS isn't doing a good job, people are taking unnecessary damage or something's wrong with how you're healing. I think I'm on shakier territory here as a result, but there are a few trends I still see happening.
The resto druid is still a healer oriented around HoTs:
- Our mastery depends on it.
- The provision of Replenishment depends on it.
- Efflorescence depends on it.
- And it's also where most of the bonuses in the spec are.
So what's ahead? Crossing my fingers that some of this won't happen, but:
- We will not be competitive raid healers, at least not immediately. This has less to do with us than with the content I expect Blizzard's programming for early Cataclysm raids. The developers can't put a Blood Queen Lana'thel or Twin Valks doppelganger in tier 11 without causing healers to reroll en masse; we just don't have the efficiency to deal with widespread, constant raid damage anymore. By necessity, the nature of raid damage has to change, and I doubt it will change in a way that will benefit HoTs.
- We will be mandatory tank healers, similar to (though less effective than) paladins now. Lifebloom is back and it's hungry for more. It also just so happens to be our ticket to Replenishment, regen on tier 11 gear, and extra Omen procs, so even if you're a raid healer, count on being a tank healer.
- Our mastery bonus will get changed again. The current form of mastery is weak unless you're a (stop me if you've heard this one before) tank healer. We no longer have any long-duration HoT, so the window of time to take advantage of any HoT you've slapped on a random raid member is generally small.
- It'll be a patch or two before we see the new version of Tree Form. I still find it a little ironic that the model's finally getting an upgrade right when the form's artistic quality ceases to be a concern.
Every week, Shifting Perspectives treks across Azeroth in pursuit of druidic truth, beauty and insight. Whether you're a bear, cat, moonkin, tree or stuck in caster form, we've got the skinny, from a look at the disappearance of the bear tank to thoughts on why you should be playing the class (or why not).Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 5)
Hahahaha Oct 5th 2010 9:15PM
With the new 3 secs between holy power generators I don't think prot paladins will see a dip. They took away consecration as a viable AoE threat generator and gave HotR every 3 secs which now scales from attack power; don't understand any fathomable reasoning behind it.
Heilig Oct 5th 2010 9:34PM
Because, as you may have noticed, my fellow paladins are a whiny lot. Rather than work around difficult mechanics, our incredibly large player base affords us the ability to just moan and complain until something changes. The problem is that they have their cake now, and they're not going to be happy when it gets taken away from them (TO THE GROUND, BABY BUT PROT THIS TIME UNLESS RET ALSO SEEMS TO BE OP AGAIN IN WHICH CASE THEY'LL GO TO THE GROUND TOO! BABY!) and the bitching will just start up again.
The plus side is that when this happens I expect a lot of the facerollers to disappear and leave those of us who play the class for its feel and its lore and not for its OP-ness to revel in our new Holy combo points fun.
MikeLive Oct 5th 2010 9:37PM
Because Consecrate was guaranteed threat. All you had to do was use it on every cooldown to keep the ground up 100% of the time (which was possible since Sanctuary and Divine Plea could handle the mana). Hammer of the Righteousness is now AE threat that you have to make the active decision to cast.
Angus Oct 6th 2010 12:11AM
Helig, I'm going to have to disagree with you.
The problem with the entire set up was that Holy Power(Batman) was tacked on to prot when it didn't need it and the result was forcing us to deal with an utterly crappy resource when the other two specs had something dynamic. Holy could heal the beacon for additional HP(B) and get faster generation, Ret was all about getting more and how you dealt with it was the skill. Prot, just had it every 4.5 seconds. Yippee. wow. How great a system.
Let's look at the warrior system in LK: You have a spammable ability (devastate) you have something that procs on a defensive stat (revenge) and either of them could lower the CD of Shield Slam. Dynamic, fun, allowed you to change things up.
Now these abilities have free sunders, and cleave. Prior to that in BC warriors were a rotation tank.
Blizzard decided to make tankadins rotation tanks in LK. Prior to that you had "cast consecrate, holy shield, judge something, recast seal and now wait" So now in Cataclysm how did they propose changing tankadins? "You get a rotation with gaps in it, and a huge CD spell will have a chance to lower the CD on stuff with themselves a longish CD. No, you don't get a spammable ability and some defensive thing along with a low CD move getting a proc to end the CD."
It was a stupid idea. Really. Instead of allowing tanks to hit buttons a lot and keep active, keep engaged they made tankadins just have long wait times. Seriously, how is that fun? So warriors get to hit a button every GCD, and have to for good threat and control, and paladins get to sit around and wait for a while?
Personally I think they should have tankadins have Crisader strike or HotR have no CD. Set them to use mana along with Judgement. Everything else is HP(B) based. Now you have tankadins caring about HP(B) and how to use it up fast, they have to keep up a buff, keep up debuffs, decide if a 1HP(B) Holy Shield is worth it or if they should get it to 3 for the long duration and if ShoR is needed RIGHT NOW or can wait another 3 seconds. Have Divine Plea generate some so they can start a pull with AS by casting that like a shout or HoW.
They'd have to lower the damage on HotR, but that would be fine.
Sorry about the hijack Alison.
Armill3 Oct 6th 2010 10:17AM
I feel like Holy Power is turning out to be a needless mechanic that makes ret paladins into second-class rogues, holy paladins unfortunately complicated, and spoils what prot paladins had going well for them. I would be fine with what their rotation did being messed around with: less AoE? Sure. But it was in a pretty good place. If it ain't broke...
Meatwadz Oct 6th 2010 1:25PM
Whoa, now.
Don't pollute our precious few druid threads.
Paladin QQ thread is THAT WAY====>
Rolly Oct 6th 2010 1:26PM
@Heilig
"Rather than work around difficult mechanics, our incredibly large player base affords us the ability to just moan and complain until something changes. "
There was zero difficulty in the 4.5 sec rotation, is simply was not fun and left picking up adds an exercise in RNG. This on top of having to constantly stare at your action bars instead of the battlefield was quite honestly a poor overall protection design decision.
Having played warrior and paladin on the PTR (before the 3 sec decision) I had decided my warrior was going to be my tank strictly based on fun factor.
And I've been playing pally since a mark of skill was your ability to walk backwards in prot spec while killing mobs.
Skrotus Oct 5th 2010 9:22PM
RIP restoration.
Elmouth Oct 5th 2010 10:10PM
More like RIP fun Healing.
I still don't get why Blizz needs to make healers' lives miserable in cataclysm really.
Its already a pain to be the guy that has to compensate for everybody else's mistakes, did they really need to make it even more stressful by messing with our mana?
I personally shelved my 4 healers and don't expect to bring them back out for a long while.
Healing just doesn't feel fun at all now.
LFD is going to be a very very ugly place to be for the first year of cata as a healer.
Skrotus Oct 5th 2010 10:56PM
Eh I don't think it's all that bad, healing had gotten awfully easy. I just feel like they've stripped all the flavor out of druid healing. Going from an amazing raid healer to a moderately okay tank healer, and removing tree form for such flimsy reasons. Ugh it just makes me sad.
Dharmabhum Oct 6th 2010 10:04AM
@Elmouth Don't knock it till you try it. I think healing, on several specs including Disc & Holy Priest as well as a Resto Druid and Holy Pally, looks pretty fun. I haven't seen much on Shaman but I'd venture to say that it looks just as cool from the tools they're getting.
Grovinofdarkhour Oct 6th 2010 11:52AM
Call me crazy, but hadn't they been saying for years that they wanted to make healing MORE engaging and MORE fun so that MORE people would do it? What we're ending up with feels like it's going in exactly the opposite direction of everything they've ever said about healing. This isn't just a matter of screwing up our spec, it's a matter of trust.
I have no philosophical issue with going from a raid healer to a tank healer. But based on the uniformity of reports coming out of the beta, I'm sure the general consensus that "this is gonna suck" is entirely accurate, and I can't escape the feeling that the tremendous majority of directions Blizzard could have gone with our class would have avoided such an outcome.
nikdaheratik Oct 6th 2010 2:41PM
I've tried every flavor of healing except paladin. I think these changes are going to be an improvement for pretty much any type of healer simply because I got completely sick of healing being a Grid watching, clickfest like it is now. You don't do raids in WoTLK, you watch these tiny little boxes and try to stay focused enough to not Stand In Bad.
This model benefitted tree healers, to some extent, since they've had better mana management tools than shammies and priests and are actually able to heal the whole raid, unlike paladins. Just because they're slowing down the healing tetris mini-game and forcing you to think before you heal doesn't mean they are making it boring. As long as they allow you to use this extra time to actually pay attention to the fight and to what the boss is doing.
Elmouth Oct 8th 2010 12:28PM
My point wasn't that it was gonna be boring, with all the new shiny spells and effects, it looks beautiful and quite entertaining.
The problem is, they also made a very unrewarding job also a very tedious process, making it unappealing to me.
Why bother?
And as for for your grid argument, well grid will still be used, if you don't like grid and like to move around a lot I suggest playing something else than a healer, dps and tanks are where its at if you want to be in the action so bad.
Epiphany Oct 12th 2010 7:43PM
"Eh I don't think it's all that bad, healing had gotten awfully easy. I just feel like they've stripped all the flavor out of druid healing. Going from an amazing raid healer to a moderately okay tank healer, and removing tree form for such flimsy reasons. Ugh it just makes me sad"
I couldn't have said it better myself.
Noah Oct 5th 2010 9:23PM
"Let us forever remember the beauty of the tree of life, and how he touched our lives and our hearts. He made us laugh, made us cry, made other healers in pvp want to strangle him for his benefits. Lord, as we commit this plant's body back to the earth, we ask that you bring him back to life as a form, not as a metamorphosis knock-off, because that sucks. Amen"
*The March of Heroes plays on the bagpipes as gunmen shoot their rifles into the air as a salute*
"Rest in peace, Tree of Life"
Daedalus4096 Oct 5th 2010 10:33PM
There are not enough up-votes for this.
RIP Tree of Life. You will be missed.
Lissanna Oct 5th 2010 11:23PM
After months of playing on the beta server, I'm finally starting to be slightly more consistent about remembering to actually use the tree form cooldown button...
Rhaycen Oct 6th 2010 7:59AM
I'm still seriously considering not taking ToL at all, as such it doesn't really seem to be all that useful a cooldown if we're going to be pure tank healers for the time being anyways.
While it does add some mobility healing to our class with the instant regrowth, the regrowth is way too expensive to be spammed on a raid boss fight. Though it might be useful in 5-mans.
aramis Oct 6th 2010 8:01AM
*Taps*
/salute.
Goodbye my friend. Thanks for two great years of "hallelujah" heals that always brought a smile to my face.
/tear.