Shifting Perspectives: Mana wars, crowd control and patch 4.2

The most interesting part of the proposed patch 4.2 changes is arguably what's being done to crowd control, but that's not the only addition to the game that's going to affect us. At the moment, there actually aren't a metric ton of changes in store for druids, but I expect that itself will change.
As a quick update to my ongoing TankWatch project, I returned to some dungeon-running on my alts between the patch 4.1 and 4.2 PTRs. As of evening Monday on May 9, this is what I've seen of tank representation through the low-level dungeon finder:
- Druid 9%
- Paladin 60%
- Warrior 31%
Innervate now grants an ally target 5% of his or her maximum mana over 10 seconds, but still grants 20% of the druid's maximum mana over 10 seconds when self-cast.
Glyph of Innervate now causes the druid to gain 10% of his or her maximum mana over 10 seconds when Innervate is used on a friendly target, in addition to Innervate's base effect.
Glyph of Innervate now causes the druid to gain 10% of his or her maximum mana over 10 seconds when Innervate is used on a friendly target, in addition to Innervate's base effect.
The upshot is that -- assuming this change makes it to the live servers -- Innervate really won't be worth using on other players, and Glyph of Innervate is likewise trashed because it won't improve on the abysmal 5% return. There are any number of reasons why Blizzard would want to do this, so you can take your pick from among the following:
- Arcane mages blow through mana like s^%t through a goose and were relying on Innervate to compensate for mistakes in their rotation.
- Innervate trading among a raid's resto druids is way too good. This is probably the real reason, as you can get a guaranteed return of >30,000 mana between two raid-geared and buffed resto druids.
- Caster DPS stomped every tier 11 fight with the exception of Al'Akir, which influenced raids to stack moonkin.
- Blizzard hasn't figured out how it's going to nerf Mana Tide Totem yet, and this is just the first shot fired in the upcoming Firelands mana wars.
- Every time the developers think they've killed off the last vestige of our utility in raids, some enterprising wanker pipes up from the back of the conference room with, "Wait! I just thought of something else!"

As for Glyph of Innervate's replacement? Your only other option, assuming you want to stick with a pure healing glyph, is really Glyph of Healing Touch (as we noted last week in Restoration Druid 101). Assuming you spend a decent number of Clearcasting procs on Healing Touch, it's not horrible, but it's still less useful than the Innervate glyph is/was.
Many crowd control abilities no longer cause creatures to attack players when they are cast. The creature will not attack the player when the crowd control wears off, and nearby creatures will not become hostile to the player either. However, if a visible player gets too close to the target creature, the creature will remember and attack the player when the crowd control effect wears off. The intent is to make it easier for dungeon groups to manage crowd control assignments and pulling packs of hostile NPCs.
This is a pretty elegant solution to the nuisance of coordinating crowd control between unfamiliar players without the benefit of Vent, and any 5-man tank can tell you that a significant portion of each dungeon is eaten up by just that. It's pretty common to see a disorganized pull when the group isn't on the same page (e.g., the mage launches a Polymorph while the shaman healer's dragging Hex out to his bars), though needless waits are just as frequent because people have bizarre interpretations of the phrase, "Go ahead and pull." Abilities like Sap and Trap Launcher can also be screwed over by someone unilaterally deciding to set a pull in motion.
So yes, this does streamline the process at the cost of "dumbing down" the game, as some have charged, but honestly ... directing crowd control and then praying that people don't go off half-cocked is a pointless hassle.
The 5-man tank in me is nothing but overjoyed. The pessimist in me is not sure that this change is going to do anything to convince people not to be douchecanoes in 5-mans, which appears to be a major factor at the root of the tank shortage.
Entangling Roots and the equivalent spell triggered by Nature's Grasp no longer deal damage.
The crowd control changes wouldn't be possible if Entangling Roots continued to cause damage to its targets; you could theoretically kill a soon-to-be-oblivious mob by just casting and recasting Roots until it finally keeled over and died. While amusing, this would be somewhat unbalanced, although you've really got to think that the sheer length of time required for this would be punishment enough.
Lacerate no longer causes a high amount of threat.
This isn't actually a change, but rather a tooltip correction to Lacerate from patch 4.1. Blizzard increased the damage done by key tanking abilities while reducing their threat modifiers accordingly.
Druids now gain 1 attack power per point of Strength, down from 2. They continue to gain 2 attack power per point of Agility while in Cat Form or Bear Form.
Not a big deal. If anything, it actually simplifies what was already a pretty simple matter -- that is, whether an agility or strength piece was better for a bear. Some 99.9% of the time, it was the agility piece. Off the top of my head, the only strength item I can think of that was really a standout was the Wrap of the Great Turtle, owing more to its armor, note-perfect itemization, and status as a pre-raid epic than anything else. Even then, the advantage over ilevel 346 agility pieces is still fairly slim.
So this isn't really a nerf. Strength pieces aren't attractive before patch 4.2, and they'll be even less attractive afterwards.
Shifting Perspectives helps you gear your bear druid at 85, tempts you with weapons, trinkets and relics for bears, then shows you what to do with it all in Feral Druid Tanking 101. Are you a healer? We'll help you gear your resto druid and catch the basics with Restoration Druid 101.
Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 3)
wutsconflag May 10th 2011 6:03PM
*ding level 58*
*queue for Outland dungeon*
*dungeon finder pops*
*hit join*
*find your group is four DKs and a healer (or maybe three DKs and a healer if you're DPS)*
*realise that all the DKs are trying to tank, and only barely succeed because of their gear advantage*
;p
Allison Robert May 10th 2011 6:22PM
I am terrified that that's exactly what's going to happen to my stat-collecting characters at 58. Oh well -- it'll be interesting to see how long the wave of death knights lasts!
Fletcher May 10th 2011 6:27PM
While leveling my own DK through Outlands, I once chanced upon a group in Mana-Tombs that was three (other) DKs and a paladin. It did not go well.
In other news, the new druid tier twelve has me contemplating rolling a druid. What race should I choose?
wutsconflag May 10th 2011 6:31PM
@Allison Roberts:
While leveling my paladin (retribution), the moment I hit 58, I got barraged every couple minutes by groups looking for a healer. The groups were almost universally all DKs. When told I was Retribution, 9 times out of 10, the response would be "So, you still have heal buttons, right? *invite*"
Some of the worst experiences healing so far. Only getting ninja invited to a Naxx raid as a two day old 80 was worse.
That said, plenty of laughs were had, since they were all technically tanks. If anyone died, as long as at least one was standing, it wasn't a wipe.
kaos95 May 10th 2011 6:36PM
About to level 66 or so, once you hit those later dungeons the DK's either know better, or are tanking their own groups.
Allison Robert May 10th 2011 6:40PM
@Fletcher
That depends, really. What is it that you're most interested in doing? Most of the time I just tell players to pick whichever race appeals to them most, but for anyone interested in racials/lore, we ran a series that I hope you'll like:
http://wow.joystiq.com/2010/11/23/shifting-perspectives-why-or-why-not-to-play-a-troll-druid/
All of the articles in the Why (or why not) to play a (race) druid are linked at the beginning there.
@wutsconflag
All of the stat-collecting characters are shaman or priest healers (shaman and priests so their class doesn't have any effect on the type of tank I get, and healers to speed up dungeon queues), so I have the feeling I'll be reliving your experiences in oodles.
Lissanna May 10th 2011 9:41PM
I tried to bear tank Outlands instances, and it ended up being something like... me, 3 DKs, and my pocket-healer. I gave up trying to hold any resemblance of threat...
Snuzzle May 10th 2011 10:32PM
Ugh. I thought the days of all-DK Ramparts runs were over. Rather I hoped they were. I still remember trying to level my priest through there, getting runs of four DKs and yes all of them were trying to tank and not realizing what was wrong with that.
Luckily it only seemed to last until mid 60s. Around 65, people either stuck with their DK (which means they play fairly well) or have abandoned it as a cheap thrill character to play around with. Although, this was back in TBC which means levelling through Outland was a lot slower, so who knows if that still holds true.
Grak May 11th 2011 5:57AM
Been leveling up a goblin DK while waiting for some form of non-raiding endgame content to show up, and I've seen very very few DK's around. Compared to when I leveled a dwarf DK near the start of Wrath and they were everywhere, including doing quite a few ramparts runs as an all-DK run due to the lack of healers (pre-RDF days).
Now all I seem to get in my groups are druids, hunters, more druids, and some form of clothy. Even when questing I just dont see DK's around much anymore. Has the hero-class stigma finally driven people to another class?
Brett Porter May 11th 2011 11:17AM
I healed a dungeon with a warrior tank and 3 DK DPS the other night. Surprisingly not bad!
SR May 12th 2011 6:53AM
I doubt the DK wave will truly die, since I've used DKs as a way to play with my friends IRL without starting a new toon at level 1 or transferring characters.
They're a great class to spend time with your friends.
Elvgren May 12th 2011 4:36PM
Given the level of OP that is the DK I'm sure you'll continue to see 4 DK groups. When they get their Mass Heal while tanking buff in 4.3 no other toon will be needed.
matticus May 10th 2011 7:29PM
It's classic whenever i zone into a RDF dungeon with my low 60s DK tank.
"Oh no!"
"A DK!!"
"Please tell me you know what you are doing!!"
Then I pull and they are quickly relieved.
Zinn May 10th 2011 7:34PM
"Every time the developers think they've killed off the last vestige of our utility in raids, some enterprising wanker pipes up from the back of the conference room with, "Wait! I just thought of something else!"
Haha awesome, just awesome.
Josh May 13th 2011 7:10PM
I completely agree with that sentiment,
Firestyle May 10th 2011 7:34PM
If mana tide gets nerfed, we're going to need some passive regen back and then we're OP in pvp. Otherwise, you can count resto shaman out - unless our GHW turns into LoH every 1.5 seconds.
icepyro May 10th 2011 8:07PM
I like the current MTT. It increases spirit by ridiculous levels so healers (and casters outside combat) get regen, but its not a straight "Here have mana" that it used to be. If Innervate did this, I think it would balance things a little better than the situation they have. MTT was changed for this reason after all. Givin mana away can be exploited. Giving metric tonnes of spirit limits it a bit.
Snuzzle May 10th 2011 10:35PM
This would make sense, except then boomkins and even ferals couldn't use it for themselves (spirit is useless for regen unless you're heal specced, remember?) So while yes, that would solve a lot of the problems, it would also create new ones. Plus, sometimes it's nice to give my Innervate to a caster if I don't need it. I wouldn't be able to do that anymore.
Grak May 11th 2011 6:01AM
According to latest PTR: Mana Tide totem cut by half.
Yay! lets make healers lives even more miserable! stupid healer with their stupid mana, we'll see about that!
Revynn May 10th 2011 7:42PM
Thank you, Allison. Douchecanoe is my new favorite word.
And I fear for you sanity. The 58-65 dungeon finder is brutal . . .