Shifting Perspectives: A ray of hope for druid shifting and talents in Mists of Pandaria

There's nothing I like more than news, especially when it's about upcoming content. Each bite of information that is released offers a new insight into the design direction that Blizzard is taking, which is an extremely touchy subject at the moment. On the horizon is a new expansion, and with it comes the generalized revamping of class design that Blizzard tracks on to each time one of these comes around. With Mists of Pandaria, Blizzard really wants to push druids back to their roots, the roots of shifting that is.
Blizzard wants for druids to shift more. It wants us utilizing our various animal forms, talents, and skills instead of the current model where we have a singular form and stick to it -- or at least, that is what Blizzard had originally intended when it first set out designing MoP. Many of the druid community have been rather skeptical of Blizzard's intent, myself included. For us, it seems that this latest batch of updates holds quite the shining ray of hope.
Glorious change of utility
If you recall, I leveled some pretty harsh criticism when Blizzard first released the Mists of Pandaria talent trees. Many of the talents focus on utility over pure damage, which is perfect -- in fact, which is brilliant for a design that's supposed to encourage choice -- but that utility all came along with shifting forms. Blizzard was trying to make it work, and I am sure it had some great methods of accomplishing just that. But from a practical stand point, it really just wasn't going to work out.
Turning druids into a class that is capable of fluidly switching between the various animal forms that we possess takes far more redesign that merely slapping around some stellar utility talents. Druids weren't made to be fluid shifters; that level of design just wasn't built into our class, and Blizzard has realized that. Virtually any talent that previously required a specific form to use no longer requires that form. Some of the best utility -- specifically, control utility -- that we had coming was tied to shifting forms; now we're free from that. Best change ever.
The one exception to this is, of course, Displacer Beast, due to the stealth nature of the talent. For a Vanish Lite ability, that's a small price to pay.
New breed of DPS talents
While there were a few minor changes such as Wild Charge's finally being turned into a true movement utility talent and moved with the rest of them, the only talent tier of any note for balance druids is at level 60. Most talents fall into the utility format, which is good because utility is unique, personal; utility is often a preference. Utility can be specific to encounters or strategies, and some hold more value than others, but it nearly always falls into a wonderful gray area we call choice.
DPS doesn't have the same perks. DPS isn't all that gray; it's strictly black and white. There's the best DPS option, and then there's everything else that you aren't even going to think about looking at. That is the level 60 tier of talents. All of them are DPS choices; what remains to be seen is which we're going to end up taking. As it currently stands, the new Soul of the Forest, which is a fairly simple Eclipse gain, is the best flat choice. It's constant, it plays to our strong suit, and it's all-around perfect. It's basically the same as T12 four-piece for the most part, so think around a 2% increase, which is pretty darn good.
Incarnation is virtually the same thing. With half Eclipse consumption, double Eclipse generation, the time between Eclipse procs doesn't actually change, but you do get a higher Eclipse uptime overall, which is where the DPS increase comes from. The 3-minute cooldown is rather prohibitive, but it has potential. Probably the best place that it has is as a burst DPS ability for encounters that require that. Outside of that, there are too many drawbacks.
The wild card here will be Force of Nature. The spell has never really that great -- it's good but not good, although the Treants now have new abilities that could totally change that. FoN could end up being the best out of the lot. We just don't know.
Looking at the end talents
The other major change of note is with Master Shapeshifter, or rather, Dream of Cenarius as it's now called. I had remarked previously that MSS wasn't really a talent that could work out in any viable way. It was an enhancement shaman talent with melee attacks increasing spell damage and spell damage increasing melee attacks; the whole thing was a shambled mess. Luckily, Blizzard agreed and ditched that horse in favor of one that spoke to the true nature of what it was shooting for with the original MSS.
Dream of Cenarius has your melee and spell damaging attacks increasing your healing capabilities, while your healing spells increase your spell damage and melee attacks, allowing the talent to play as an assistant for off-spec roles. The downside to this is that it just isn't that powerful. The effect can only be used once every 30 seconds, which is quite the drawback for a paltry 30% increase healing bonus. Admittedly, 30% sounds like a lot of healing, but it just isn't in the long run. It'll give you an extra, what, 3,000 or so health from a Healing Touch? Maybe push closer to 5,000. Peanuts. On top of that, DoC still has that one major flaw that Blizzard did so well in avoiding with all the other talents: It requires the druid to shift.
The only upside that might make a better case for DoC over the other two is that the buffs are independent of each other. So after shifting out to get that 30% increase in healing, you also get that 30% increase in damage on your next attack. The bonus certainly isn't enough to offset the cost, but it helps to soften the blow a little bit. That's the only true saving grace that this talent has. Disentanglement provides way more healing than DoC does; +30% healing cannot match a heal for 20% of your maximum health. However, both require that you shift forms, but only DoC offsets the cost of that shifting.
Ray of hope at the end
With the changes that Blizzard has shown for the druid talents, I have to admit that I'm finally a tad bit excited about them. I was extremely disheartened at first, because it felt as though all this cool utility that we were going was just going to be far to restrictive to actually make any true use of. Now things are starting to turn around.
I am still worried about our end tier, however. Heart of the Wild is just a hot mess of a talent that I don't even want to touch with a 100-foot pole, and while the other options are OK, they just don't pack the same punch that other class end talents do. Look at any of the other classes (except the poor shaman), and their end talents are exciting! Death knights get the ability that Arthas used! Paladins get Death Sentence, mages completely change the way they regenerate mana, priests get a ridiculously powerful raid cooldown. We get a self heal and can break roots.
The end druid talents just don't quite yet hold up to the awesomeness of the others, but we're getting there. Slowly.
Filed under: Druid, (Druid) Shifting Perspectives, Mists of Pandaria






Reader Comments (Page 1 of 1)
Matthew Feb 17th 2012 7:15PM
It feels to me like many of the talents in all classes are chosen for PvP, which are then drawn-into PvE scenarios. I wonder if this is how these are designed from ground up?
I PvP alot, of course, so that might be my bias reading into it.
I will say this. Ever since Eclipse (Cataclysm version) made me not want to be a Boomkin anymore, there is hope again for my druid who has been hibernating this expansion.
razion Feb 17th 2012 7:55PM
I agree with this comment. I very much enjoyed the Wrath-style Eclipse. The Cataclysm one just felt... less fluid, clunky, less predictable? I just couldn't enjoy it the same, it didn't feel right.
That said, I like some of the changes they've made in the new tree: such as mass entanglement being instant-cast, and ursol's vortex being made applied to a targeted area as opposed to yourself (thus in the previous model only making it easier for melee to get closer to you, which Moonkin will rarely if ever desire).
I also heavily pvp, and these are the sort of changes that make me excited to play Balance for Mists.
Now if only we could get something done about Aquatic Form...
Snowfeather Feb 17th 2012 9:41PM
After talking to moonkin in my guild and on realm I was thinking I was the only one that thought the new eclipse was too clunky! In making it easier for some folks somehow taking away the proc twisting made moonkin basically impossible for me to wrap my head around.
My solution was changing my main for the first time since release to my hunter, until the guild needed tanks. Druid is back after 2 years in stasis, but now Bear, with a limited kitty viability since I have geared, gemmed, forged as a main tank.
Rob Feb 17th 2012 7:16PM
Hmm, seems interesting. It would have helped if you actually showed a tooltip or something concrete that blizzard says. Right now this all a bunch of conjecture. Start with fact and hypothesize from there. Anyway, it remains to be seen but 30% healing boost can be nice, what would be nice is if they allowed TOL to be chosen by any druid spec, so when you need to heal as an emergency heal you can pop that if you are balance. If you are feral you probably would not do that due to lack of spellpower. At least this is some ray of hope that MOP isn't going to be a complete joke.
ejunk Feb 17th 2012 7:27PM
it's hard to say what we'll see in MoP - maybe they're gonna drop the "all classes have a CC" mantra, but to me this talent tree is really, really CC focused (and I'm including stuns, dazes, slows, etc). I'm not a super-avid PvPer, but I'm enough of one to know how out of control CC is in BGs. as I said on the WoW forums, this talent tree makes it seem as if the developers are fighting (CC) fire with fire.
buuuuut.... I'm excited by the druid talent tree and it genuinely appears that the choices in most tiers will be difficult!
paul.morales91 Feb 17th 2012 8:58PM
Oh Tyler, you're looking at DoC all wrong. You used Healing Touch as an example, but DoC isn't meant for that or Rejuvenation for that matter. So, if you're balance, what is it meant for? I'll give you a hint, look at tier 2.
Looking at each druid talent individually, its easy not to be very impressed. Its when you look at the big picture and start putting them together, that's when it gets exciting. DoC is a passive talent, it doesn't force you to shift out of form. Rejuvenation and Healing Touch do. However, both Renewal (which DoC bumps from 30% up to 40%) and Cenarion Ward (which gets bumped up to 16000 total health from 12000) can be activated in any form. That means you get a pretty significant heal PLUS a damage boost at no extra cost. If I'm doing PvE, I'm picking Dream of Cenarius.
gymboy91 Feb 17th 2012 9:08PM
The dmg bonus from DoC is only given from using "non-instant casts of nourish, healing touch, and regrowth"
I was thinking about the same thing, but then I saw that part of the tool-tip
So you would get the boost to your next heal but not to your dmg (unless you shift out of your form and do a "casted" heal
...but this may all change and they could make it easier to do things like that
Lissanna Feb 18th 2012 7:22AM
It is actually a little bit lame for your level 90 talent to be: "Makes your other healing talent a little better". I'm just sayin...
Durandal Feb 18th 2012 12:50AM
Despite the talent tree changes, I'm still not happy with all that shapeshifting and role shifting they expect from us. In addition to the awful eclipse mechanic, there will be even more buttons and cooldowns to be watched over. Of all caster classes, boomkins are already the worst to play. Come MoP, I can't see any improvements which justify my fat laserchicken not to be benched in favor of my mage and my shadow priest.
sabretooth Feb 18th 2012 8:24AM
Heart of the Wild still looks absurd. I still fail to see why any druid would take up this talent and shift forms to do attacks that are still weaker than their native form's attacks. Anyone have a guess?
I thought the "use your multiple forms" stuff went away when they changed things in The Burning Crusade and removed intellect from agi leather, etc.
Luke Feb 18th 2012 9:45PM
You say that as though you've never been in a situation where thinking outside the box was needed.
I've been in enough pugs that went horribly wrong to welcome anything that lets me use the expanded druid toolbox to greater efficiency. And Heart Of The Wild seems as though it would do just that. HotW is one of those talents that honestly should be earlier in the talent tree I think.
And really looks amazing from anything but a min/max/I-only-do-what-EJ-tells-me-to point of view.
sabretooth Feb 18th 2012 8:28AM
So I did some thinking and all I can figure is that it's for a bored healer looking for something to do. If there's a crisis with the tank dying, I can see a balance druid quickly stepping in until the actual tank's resurrected. They'd still be crit though. *shrug*
Styopa Feb 18th 2012 10:46AM
I've been doing the ironman challenge and what I've discovered (after level capping 4 druids, no less) is that having not selected a specialization I feel like I'm playing a whole new way...more fluid, more flexibly. Range pulls or ranged mobs I use wrath, moonfire, starfire, entangling roots to prevent running. Melee mobs I pop into cat, stealth, pounce and tear them up. Multi pulls that seem to have a high chance of adds, I might pull them with a starfire and quick moonfire dot, but change to bear for the durability. Without the specialization, I dont feel like I'm losing anything by switching around freely depending on the situation.
Really, it plays quite differently...it's fresh.
Hoofio Feb 18th 2012 11:30AM
sigh.. Still with the head buried in the spreadsheets. Min max specs are what they're trying to get away from.. if EJ stop declaring optimum specs for heroic raiders then maybe more of the other 98% of the wow pop will feel like they can make their own choices.
Come on murmers.. admit trying to get more shifting into all druids play is a good thing and support the admiral endeavor.. as long as there's no gcd cost then why not?
/just wanna see my healing druid go bear sometimes in 5 mans!
Luke Feb 18th 2012 9:36PM
The idea that hey may not change things up is depressing if you ask me.
Druids shapeshift. It IS the distinguishing feature of this class, and as such should take a more prominent role in game play. But that's just my opinion and I stand apart from the VOCAL majority of the raiding community in this respect it seems.
I get that from a design standpoint it's not easy, but that doesn't mean it's impossible. And it would certainly be more fun and interesting than remaining in one form for the majority of a fight. Would it require more thought and finesse on the part of the player? Of course but that could only be a good thing.
As it stands Blizzard has never come out directly and stated that they want Druids to shapeshift more or less. They have just released alpha talent trees from a game that's still in design. Which is why a lot of this analysis seems too soon to tell. If there was more feedback on the subject from Blizz it would help.
I suspect that a lot of the criticism of a more dynamic shapeshifting model comes from a raiding standpoint that is, in my opinion, something that needs to be shelved. With the direction it seems Blizzard is going, it will be more difficult for theory crafters to say anything definite.
Hell in Cata there are entire specializations like Discipline that the community still hasn't come to a consensus on. I still run in to people that believe atonement and evangelism are out performed by other talent choices. Anyway we're seeing Blizzard move away from cookie cutter builds and rotations. Slowly but surely they will, hopefully, do away with a lot of this.
Spread sheets aren't fun. Making more choices is fun, much like shapeshifting.