Shifting Perspectives: Are druid abilities getting a trim in Mists of Pandaria?

Stop the presses, guys! There's eventually at some point in the distant future going to be a new expansion on the horizon for WoW, and in it, Blizzard is going to completely redesign the ability system again. We saw it happen for The Burning Crusade, and then it happened again for Wrath and once more for Cataclysm. Now, it's going to happen again for MoP.
Every expansion has come with some amount of trimming of useless abilities (hello, Sentry Totem) and even more so, the addition of new abilities to fill in the missing gaps that classes still have. What about optimizing the abilities that we already have first?
Revamping worthless skills
Druids are no strangers to having abilities in their spellbooks that will never see their action bars, and I'm not just talking about off-spec abilities, either. Sure, no balance druid is going to have a full feral bar setup, just like feral druids aren't really going to be concerned with having the full balance kit mapped out to perfection. But how many of you can really say that you have all 64 trained active skills perfectly bound and can name all of their bindings off the top of your head? Probably very few.
Moving into Cata, Blizzard wanted to make sure that every ability had some kind of purpose and that every class could fulfill specific needs such as CC when needed. For druids, our special friend of a skill that was updated was Soothe Beast, now merely Soothe. As Soothe Beast, all it did was reduce the threat radius for, well, beasts, which was useful in all of about one thing -- you could use it to skip two trash packs in ZA bear runs. To make it better, Blizzard changed Soothe to dispel Enrage effects, which to date in Cataclysm has been useful for all of one instance -- a single trash mob in BWD that had an Enrage. (Oh yeah, and annoying warriors in PvP ... I guess it works for some of those too? I dunno.)
To its credit, at the time Blizzard made the change, it was a pretty big deal. Enrages on mobs was fairly frequent on boss encounters and mobs in the Wrath era; it was their thing at the time, their fashion statement, if you will. It just wasn't something that carried over to Cataclysm at all. Mobs don't Enrage anymore, and those few Enrages that do can't be removed. Soothe is very much to all druids what Typhoon is to balance -- completely situational. You will only have a use for Soothe if Blizzard designs it into the game; right now, it hasn't. So maybe it's time to revisit what Soothe should be doing, you know, considering it's still around in Mists.
Looking into Hibernate and CC design
Another similar ability is Hibernate. I know, I know, Hibernate is a great skill. It has tons of uses. You can use it on shifted druids, you can use it on hunter pets ... It's a great spell, but as our CC ability, it is entirely lackluster. Blizzard is constantly flip-flopping on the concept of CC. It wants CC to be a big thing, it doesn't want it to be a big thing, it does, then it doesn't again; it's all really confusing.
Here's what it breaks down to. Aside from warriors and death knights, who are still riding the no-CC train, druids have the least capable CC of all the classes that can provide CC.
Oh, sure, we're special! We can CC two things at once! With Entangling Roots and Hibernate, we can be CC kings on some encounters -- but that's the thing. Both of our CC abilities are extremely specific. When you look at Sap and Polymorph and Fear, there's a reason they work on virtually any type of mob, because mob types come in extreme varieties. Sure, Hibernate is useful in Grim Batol; not so much in, oh, any other instance in all of Cataclysm. In all of the release dungeons, only two had any beasts and/or dragonkin. Since then, only a single dungeon has added any into the game, and it still doesn't get much use there.
If Blizzard wants to keep its notion that CC is important, then Hibernate needs to be updated to actually be usable in any PvE situation. It's cute that we can catch other druids off-guard with Hibernate and have an adorable sleeping bear on our hands, but is that perk really worth it? If it meant the difference between making Hibernate usable on humanoids but having to give up the ability to use it on players, would it really be that bad? I mean, if Blizzard is once again giving up on CC in PvE, then, you know, leave it as is -- but if we still have this notion that CC is important for entry-level heroics and such, then we need to have a talk about making our CC useful. No, Entangling Roots doesn't cut it.

The big change of Cataclysm is the massive reduction in the number of abilities that players are going to have to contend with. Blizzard is going out of its way to trim down on every skill list so that players don't have to deal with so much junk in their lives. Sounds great, to be honest. Like I said before, druids currently have 64 trained abilities. Now, that does include shapeshift abilities, and I didn't cut out any of the duplicates such as Stampeding Roar for both Cat and Bear -- I also think I missed the second listing of Ravage! -- so taking those out might put it more into the 58 to 60 range. I did not count any of the passives, though, as they'll never see your action bar.
Going through the currently listed abilities for Mists of Pandaria as a balance druid, you'll be taken down to a grand total of 48 abilities. The largest portion of those abilities that are falling off your list? Healing and feral skills.
The not-so-great ability purge
Here's how it really breaks down. Right now, there are 17 total trained balance abilities. Really, I would say that Soothe, Teleport: Moonglade, and Thorns might not be on your bars -- but, hey, they could be! I'll give them to you. Then, I'll give you that all 10 restoration abilities are probably on your bars as well. You might have a few feral abilities that you use, but honestly, those should be on a bar that changes only when you shift, so we'll just count the two shifting abilities instead. Now there are talented skills. Balance has five talented abilities: Moonkin Form, Starfall, Force of Nature, Typhoon, and Solar Beam. Are you with me? Right now, your bars should have 34 abilities on them. That's every balance spell, every restoration spell, and two feral forms.
Mists of Pandaria has 22 balance skills. That's everything specific to balance druids only and then anything in the general list that is currently classified under the balance spell tab. Then there are still a few restoration spells on the generic list that you'll need, which is six spells. There's also still the matter of needing two feral forms, since those didn't go anywhere. Plus add in two new abilities from the list. This brings the total of abilities up to 32. Now, there are six talents that you have to pick, four of which have to be abilities and one that might be an ability might be a passive. Congrats -- your new "trimmed" bar is going to have 36 abilities on it.
Somehow, in manging to trim away all of these abilities, Blizzard is still adding skills to our toolkit. The reality is that nothing from the actual balance skill list is being taken away from balance druids except Thorns; we lose Thorns. (I'm crying over that, really.) Most of what we're losing from our bars are healing abilities, which we lose three ofe, and feral skills, which aren't really on ours bars to begin with. So, we lose three healing spells and two balance abilities (Thorns and Typhoon) but gain three new base abilities and up to five new talents! Blizzard's idea of trimming is a little off.
Filed under: Druid, (Druid) Shifting Perspectives, Mists of Pandaria






Reader Comments (Page 1 of 2)
shatnerstorm2 Feb 10th 2012 7:14PM
Hibernate is really handy for the Infinite Suppressors right before Murozond...but other than that, yeah, I never use it.
Rimar Feb 10th 2012 10:54PM
Yes, those lovely Infinite Suppressors... Because of the lackluster CC abilities between all the classes, you can thru RNG of the dungeon finder, come into groups with no true ability to CC those dragons.
Although you can be lucky and down the first 4, the 2nd 4 I have seen wipe the group 100% of the time. (the tank goes down fast and then the rest).
I was on a demo warlock and I tried using my succubus with very poor results. Once I went into a group and we had druid heals and I was thanking God for him because hibernate is such a great CC in that area.
My point is, the author seems not to like the hibernate ability but if Blizzard is going to keep making CC so crucial, then we NEED it to remain. Removing it will just create MORE wipes.
Samuel Feb 11th 2012 11:50AM
Hey guys, I'm reporting wowcatapro by sending an e-mail with a link to his website to hacks@blizzard.com from the e-mail address associated with my Battle.net account. You all should do the same so that his "business" gets shut down as fast as possible before it does anymore damage to the game!
bilbomoody Feb 13th 2012 1:14PM
@Rimar...
As a lock, you have fear - it works on those Suppressors; better than the Succubus I would imagine.
Jestin Feb 10th 2012 7:29PM
...how did they mount up on dragons right before Domo? I didn't even know you could do that in an instance, I thought it was ground-mounts-only.
Jestin Feb 10th 2012 7:30PM
Ugh, never mind, I see the summoning stone now. D'oh. Ignore me.
robitrock Feb 10th 2012 7:41PM
Not talking about CC, ability's/talents i wouldn't mind seeing die or get changed drastically Healing Touch and Living Seed.
Yes you can say healing touch is are one big heal but how much do you actually use it even for tank healing? its slow and uses a ton of mana.
In my experience Lifebloom/rejuv and nourish spam are not only faster but are more cost effective. Honestly if they killed it i wouldn't mind though it may hurt a lowbie druid im not sure (Haven't leveled a druid in 4 years)
Living Seed on the other hand has needed a revamp for years its a waste of 3 talent points that could go in more healing or damage reduction, why is it so bad?
It only works on the tank (cause what druid doesn't use mostly AoE heals on the raid), it doesn't proc off of anything but direct healing crits i.e. nourish regrowth or healing touch, it doesn't heal the target through AoE damage, the heal if it actually goes off before it runs off the target doesn't scale well with crit or spellpower and it on heals melee damage when nowadays the big threat to a tank or raid is AoE damage. So many problems don't really justify the one thing it does right.
You could say, well its free in MoP so who cares. Then why not just kill it? Instead i would like to see it changed to heal through a amount (even a small amount) of AoE damage and when a damage effect procs it it has a chance to spread the heal portion to 2 other people within a certain range.
Atleast then there would be a point to having it in our spellbooks.
Saeadame Feb 10th 2012 11:20PM
Um, I use Healing touch a lot for tank healing. I have that talent where it reduces the CD on Nature's Swiftness sometimes when you cast HT, so if I'm tank healing - once I have LB and Rej rolling and swiftmend is on CD, I actually use HT exclusively unless I get a Clearcasting proc, in which case I use Reg. Despite being close in cost, Reg is still almost 1000 mana more than HT, so if I'm just standing there and the tank isn't about to die in the next 3 seconds (most of the time), I use HT. And, because I use it, every min or so I get an instant and more heal-y HT, which is very useful to keep in bank for high movement situations.
Snuzzle Feb 11th 2012 5:59PM
And don't forget, you should always use a HT or RG when you get a yummy free cast proc. Not using the proc is wasted mana, sinced it's a spell you could have gotten free but didn't.
robitrock Feb 11th 2012 6:43PM
Yep i use it for regrowth, there fast and cost more mana making it more efficient to use clearcasts on.
There also easier to fit into a nourish rotation then HT, cause HT takes double the time to cast.
Im not saying i never use it but its a very low number of casts per fight compared to other spells. Maybe 3-5 casts for HT in any given fight on average.
In my experience (Might be different then you) HT isn't really needed when you have regrowth, swiftmend and nourish except maybe to spot heal which normally gets a rejuv or picked up from Wild Growth/efflorescence that gets spammed on CD.
Im not saying some don't use it hell some used it in wrath, but is it really needed to get the job done or just a playstyle choice?
duskhawk Feb 10th 2012 7:48PM
Eh, I think you're overselling sap/sheep/fear. It's freezing trap you should really be jealous of. ;)
Cata has had quite a lot of elementals, and those are lock/shaman territory to handle.
milindpania Feb 10th 2012 8:12PM
Well, PvPers use the entire array of spells available to them. My resto druid friend had to manage caster form, bear form for survival, stuns and interrupts, and cat form for added pressure, mobility, stuns and interrupts on top of Soothe to dispel Enrages. That leads to him behing a better PvE player as well.
As an Arms Warrior, I learned to use my entire toolkit in the Arena and in BGs and that has helped me in raiding as well. I've often Intervened tanks to take hits when things look critical, even taunted bosses off of them, put on a shield and popped Shield Wall along with healing cooldowns to survive for a few seconds while they recuperate, even using Retaliation to get some free damage out.
Removing fun abilities because they don't offer a damage increase or a healing increase leads to the class being thuddingly boring. I don't want to play SWTOR where it's just spam damage. What makes WoW appealing in spite of the constant PvP imbalances is that at its core, it is a solid game.
They could just make raid encounters more than just damage, survival and healing and incorporate more situations where Fears, Stuns, quick movement all play a crucial role. Say a variety of adds that have to be controlled and brought down much like how an Arena fight takes place.
Scunosi Feb 10th 2012 8:23PM
I think you may be underestimating the use we got out of Soothe in Cata. I recall using it in a ton of dungeons (though at this point it's been a while so I can't recall which), including the new ZA where it can really help weak tanks survive nomming bears. And maybe my memory's just hazy, but isn't it also usable on Ozruk, one of the most initially infamous bosses of the expansion?
Since it seems you don't PvP I guess you would devalue it, but for a while at least we were pretty nasty in PvP, and Soothe was one of the reasons why. Completely neutering Fury (I think? Like I said been a while) Warriors in a single cheap, instant cast while running circles around them (how I miss you instant roots) was great fun.
Saeadame Feb 11th 2012 1:15AM
Yep, Ozruk, Lockmaw, misc trash mobs in a variety of dungeons, including MANY, MANY trash mobs in Stonecore. During the first couple months I spent more time spamming sooth on those mobs than actually healing, because it was more mana efficient to dispel the enrage off the 3+ mobs going crazy than try to heal through that kind of damage. I think people forget how absolutely invaluable these kinds of abilities, like sooth and hibernate, were at the beginning of this expansion. Having a druid and a shaman in your Grim Batol group literally cut down the amount of time it took by like 50%, because you could CC 90% of the mobs that actually hurt in there.
sharlatan Feb 10th 2012 8:55PM
I have ALL druid abilities keybound for both my specs.
I use a G13 and a razer naga, with action bars that page by form.
Its what I love about druids, with mop, mine will be abandoned, and probably wow aswell, you can only dumb down so far before its boring as hell.
Wonk Feb 10th 2012 9:16PM
Hibernate is a very good tool to sleep feral druids and many hunter pets in pvp. It has embarrassed many druids in a battle to be sitting there sleeping while their trinket is on CD, I know... been there.
A feral druid has few tools to use in defense once rendered visible in a pvp fight other than running, the more they can keep intact for us the better IMHO.
Minos Feb 11th 2012 9:56AM
One day, I want to Hibernate a shaman in Ghost Wolf in PVP.
Twill Feb 10th 2012 9:28PM
Tyler, stop being a boob.
Literally every ability is nice to have. I don't want to lose a single skill, except maybe cower.
Sooth is WONDERFUL in PvP. Up until 4.3.2, it was AMAZING versus tanks in PvP with its vengeance removal.
Hibernate isn't perfect. If it worked on humanoids too, great. If not, so be it. It's worth keeping.
Thorns is GREAT is some situations. Moments when I'm soloing and fighting a giant swath of adds and Thorns myself, my DPS is improved and it's worth the global. Coolbeans.
All the abilities that are being added? Well we could potentially be adding very little. Literally ALL of the talent tress have options that are abilities that already exist in game. Some were spec specific and aren't now. Why are you complaining about that change...
Saeadame Feb 10th 2012 11:27PM
Sooth is still amazing in PvE too, there's been quite a few 5 man bosses that have an enrage that can be dispelled by sooth. It's awesome.
Honestly the only thing I would change about Hibernate is making it more reliable. For some reason, my hibernate ALWAYS ends early. I mean, I have YET to have it run its full duration as a CC, and let me tell you I use it at every available opportunity. Whatever the % chance mobs have to resist it and pop out seems to be higher than other CCs, and I'd like that fixed.
Unless it's something to do with me being a R Druid and casting it, in which case... STILL. COME ON.
Nivella Feb 11th 2012 2:42AM
@Saeadame Yes, CC can end early if you aren't hit capped.