Shifting Perspectives: Symbiosis speculation

So, last week, I said I was going to start talking about 4.3 this week; of course, Blizzard decided to release its official talent calculator a couple of days ago. Oops. I posted my snap reactions to the new stuff on Twitter, but let's dive in and take a more in-depth look.
Front and center in the discussion is our new ability, Symbiosis. Teased by the developers during Blizzcon, we finally have a tooltip, and the possibilities are potentially mind-blowing (if you have a priest).
"Symbiosis: Creates a symbiotic link which grants the Druid one ability belonging to the target's class, varying by the Druid's specialization. In exchange, grants the target one Druid ability based on their class and combat role ..."
Wow. Apparently, we took some lessons from Malacrass. Anyway, before you go too crazy with speculation, here's how I see this working. This won't be a stealing of the ability; this will be a copy. You link with player X and receive a copy of one of his abilities, dependent on his class/spec; he receives a copy of one of yours, depending on your spec. Cool, right? Well, this is going to be tough for Blizzard to balance. I see the spec thing eventually falling by the wayside, as 30 different abilities would be simply insane. Ten abilities in (one per class) and four out (one per role of receiving class) seems most likely.
I also think that utility spells will be the focus of Symbiosis, things like Heroic Leap, Anti-Magic Shell, Spellsteal, etc. For handouts, I'll speculate and say Barkskin and Innervate are likely candidates; DPS abilities are possible, but they'll have to be significantly nerfed for balance purposes. (A rogue with Tiger's Fury would be beastly.) As with any new ability (even if it's a copy of another class's ability), Blizzard has to make it something you want to use -- but it can't make this too good, or it'll force raids to stack druids+X for Symbiosis purposes, and people without a raiding X will complain that they can't compete, etc. Feel free to speculate as to what abilities you'd like to inherit in the comments.
We're also gaining a new ability, Might of Ursoc, which is essentially Frenzied Regeneration without the regeneration, just the +30% max health and heal if below that. Veterans will recognize that it's not new at all; it's the pre-Cataclysm version of Survival Instincts that disappeared when tank cooldowns were normalized. It's handy, but likely won't be overly useful except in last-ditch situations.
Ability tweaks
Looking at the tooltips of all our current abilities, there are several intriguing changes plus additional information about some the previously revealed talents.The biggest change is Savage Roar, which is displayed as a 30% physical damage buff instead of an 80% auto-attack buff. This may just be Blizzard using the old Wrath tooltip, but if this stays, this vastly increases the importance of SR in the rotation, to the point where you'll prioritize it above Rip.
The more interesting change, however, is that rage costs and the language "requires Bear Form" have been removed from most of the Bear abilities, to be replaced with "activates Bear Form." As I discussed in one of my previous columns, the need to spend a GCD and generate rage had greatly discouraged the use of Bear abilities, but if that GCD cost disappears, our utility expands dramatically. Bash is the perfect example: A 5-second instant stun that only requires a single GCD to get back to Cat Form? Awesome.
Also, the changes to Thrash and Swipe signal a much more interesting AoE rotation is being discussed. Thrash is now learned at level 28 and has no reference to Bear Form at all, simply noting that "damage varies by shapeshift form." Combine this with the notation on Swipe that it does 20% more damage to bleeding targets, and it looks like Thrash will become a part of our AoE rotation. Savage Roar, if it continues to buff all damage, will play a part as well.
Finally, I'm in love with the fully revealed Wild Charge talent. I'm hopeful that Incarnation/Force of Nature are not overly powerful, as Wild Charge gives us a whole new level of mobility. Basically, it's Feral Charge, Blink, and Intervene all rolled into one and will be immensely powerful for PvP. In contrast, Heart of the Wild seems very underpowered. A 50% agility-to-intellect conversion and a 95% armor increase isn't going to be enough to allow us to off-heal or off-tank with any degree of success. This talent will likely go through several rounds of balancing changes.
Abilities lost
Of course, we have to take the bad with the good. I may have missed a few things, but here's a quick list of what we'll be losing to other specializations. Of course, this is pre-alpha, so all of this will likely change:
- Balance Starfire, Insect Swarm (now a balance spell buff, call it the ranged version of Savage Roar)
- Resto Nourish, Regrowth, Lifebloom, Remove Corruption, Revive
- Guardian Savage Defense, Survival of the Fittest, Thick Hide, Frenzied Regeneration, Survival Instincts, Enrage, specialization bonuses (Vengeance/Savage Defender)
- Lost entirely Thorns, Cower
Overall, these changes seem to be very positive. While I'm still sad about losing the hybrid feral capability, the rotational tweaks look to bring back some of the dynamism from Wrath ... and I'm eagerly anticipating stealth cataphoons. Remember, the heights are dark and full of terrors.
Filed under: (Druid) Shifting Perspectives, Mists of Pandaria
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Reader Comments (Page 2 of 2)
Shade Nov 28th 2011 2:38AM
My guess for what they get from mages:
Feral: Mirror Image. Threat wipe plus minor DPS.
Guardian: Frost Nova. In the hands of a tank, a great tool to keep control over loose adds.
Balance: Polymorph. Gives them a solid CC (I don't count Hibernate/Cyclone).
Restoration: Evocation. Healers need mana.
And for what mages get from druids, I'm gonna get a little nontraditional and say Rejuvenation. Of the class-wide druid spells, heals are the only non-melee abilities that aren't redundant with what we already have (e.g. Invisibility~Prowl, Dash~Blink, Hurricane~Blizzard, Entangling Roots~Frost Nova). Rejuv would help mages more than Healing Touch, since the new ability shouldn't take our focus away from DPS.
Shade Nov 28th 2011 2:41AM
looks like an angry druid mangled my comment for talking about mages too much.
I don't count Hibernate/Cyclone *as 'solid'*
Boobah Nov 29th 2011 2:49AM
Hibernate is as solid as polymorph is. It just works on dragonkin instead of humanoids.
And an evocating resto druid is so incredibly leaps and bound better than anything else; that's way too powerful. It's the only one of your four possibilities that is above 'marginally useful.' 60% of a healer's mana? When Bring-the-Player-not-the-Class dictates that A) the resto druid can't overshadow all the other healers with a mage in the raid and B) the resto druid can't be useless without a mage in the raid. The mana game is at the heart of healing gameplay; evocation does an end run around that, which is fine for magi, what are designed to have that out. But not for druids.
Keep in mind that it doesn't necessarily have to be a spell that the donor character can actually cast; it may end up that way, but nothing we know states that definitively yet.
rodmin Nov 28th 2011 4:50AM
I think paladins will share their Divine Shield on Symbiosis (at least the Holy ones).
Twig in a bubble anyone?
up4party Nov 28th 2011 7:13AM
Resto: Nourish, Regrowth, Lifebloom, Remove Corruption, Revive
WE DONT USE THEM? SERIOUSLY?
Nourish and Lifebloom are absolutly essential! Nourish is the filler (nearly free with regen as it currently is) and lifebloom is always on someone (normally a tank) for free regrowths/ht's and 4peice set bonus mana regen..
I've not kept up with whats replacing these but you really cant be serious when you say a resto doesnt use them!
Burogane Nov 28th 2011 7:53AM
He was saying those abilities would become specific to that roll, IE regrowth, nourish etc would be resto only. Chill....
Branalia Nov 28th 2011 7:58AM
For the record, balance druids aren't losing Starfire. It's their level 10 spec ability with Starsurge coming at 12.
Branalia Nov 28th 2011 7:59AM
Whoops, I misread. Nevermind.
Shethornclaw Nov 28th 2011 8:58AM
Symbiosis on an Arcane Mage by a Balance Druid = Arcane Blast during Lunar Eclipse = 1 Million Mega Damage!!
Bloodfurnace Dalvengyr Nov 28th 2011 9:30AM
I'm loving the idea of symbiosis. I'm hoping it includes key abilities such as strangulate for bash (DK's), Survival instincts for Guardian of ancient kings (paladin). Something where we can lose one key ability, but gain another, but isn't a complete waste of space considering you get the other classes equivalent, but something where each classes benefits and loses from using symbiosis but is necessary for that particular situation.
I can't wait.
Juvenate Nov 28th 2011 11:05AM
From a healing perspective Symbiosis has a lot of potential. However, before anyone gets too excited, we have to look at what's easiest for the Devs to balance. I think there will be a few exclusions for this spell:
1. Mana regen abilities- I highly doubt we will be able to copy things like MMT or HoH for balance purposes. It would make healing trivial again and raids would end up stacking Druids.
2. We won't be getting copies of the 3 direct heals. We already have them.
3. Class defining abilities- We won't get any healing abilities that would overpower our own toolset. So that means no Beacon of Light, Prayer of Healing, Chain Heal, etc.
You can read more about it here: http://wtsheals.com/?p=547
perderedeus Nov 28th 2011 11:07AM
What I'm worried about is how will they handle the action bar issue?
Shoehorning a new ability onto someone's bars doesn't work in every situation -- it may end up on Bar 2 or 3, a place normally hidden. How will a player be alerted that a Symbiosis ability has been granted to them? And how will they have quick access to it? Will macros or Power Auras be a requirement?
Something granted by Symbiosis will likely be an ability you'll want to use quickly, or at least tactically... the UI isn't really set up well for this. It can be done, sure, but not elegantly. Sounds like an idea that's awesome on paper and not altogether great in execution.
iadamson Nov 28th 2011 3:35PM
I think the abilities gained won't be directly one from another class. It'll be some new ability inspired by the class you cast it on.
I also think many classes will share what ability you recieve, and that only some of the abilities will be useful depending on ur spec.
Hyphendyer Dec 1st 2011 10:31PM
In reference to "Heart of the Wild" appearing somewhat lackluster I don't think it will be as underpowered as it initially looks, Once you factor in that all druids will get a corresponding increase to the different forms basic stats. 100% of intellect to attack power in bear/kitty forms for balance/resto druids (Killer Instinct spec skill) and 100% of int to nature spell power for bear/kitty's (Nurturing Instinct spec skill), these skills are passive meaning 100% uptime assuming your in the right forms.
Add on top of that Heart of the Wild bonuses and I think druids will be more than capable to fill other roles for those 45seconds. Example: Boomkin fills MT/OT slot if the tank dies for some accidental reason while BRez/rebuffs/heals to get the tank back in the action then the Boomy goes back to dps.
Also the "X Instinct" spells will make Master Shapeshifter talent interesting and could very well result in a dps increase if you pop out of kitty/boomy to throw 3 wraths or 3 claws/rakes/rip every 5-10 seconds.
TLDR; Killer/Nurturing Instinct spec skills could have an awesome synergy effect with Heart of the Wild/Master Shapeshifter talents.
spd139523 Dec 1st 2011 10:38PM
New to commenting here and couldn't find an edit button.
I meant to say 100% of intellect to agility for Boomy/Resto instead to intellect to attack power, and 100% of agility to nature spell power for Kitty/Bears.
I guess I skipped class when they taught proofreading in school =P