Jan 3rd 2012 11:51PM I had created a very similar transmog set myself, and have it on my feral gear. I use the same shoulders (they're the Relentless Gladiator's Kodo/Wyrmhide shoulders or equivalent shoulders from Wintergrasp), but with the Thunderheart Chestguard. I don't think that tabard fits the look tbh. My current weapon is a staff, which I have mogged to look like Staff of the Plague Beast (from Naxx10/KT) - fits very well with this set.
Oh and regarding Allison's gripes with tree healing... as a tree(bear), it's not that I feel underpowered. However, I don't find the current rejuv / WG gameplay fun at all. Rejuv's mana cost is too high and its duration too short for it to be played proactively against incoming damage, yet it's too slow to be properly reactive. It always feels kind of wrong to me... but still, I end up casting it a lot and it's 20-25% of my healing in most fights. WG is as boring as it's always been - a mandatory cast nearly on CD that in many fights will do ~25% of my healing without any thought or strategy needed. Swiftmend, Efflorescence, Tree of Life CD... those are the fun and skill testing spells of the spec.
Dec 11th 2011 12:22PM Killer Instinct / Nurturing Instinct is something that's long overdue for our class. Both paladins and shamans got a similar stat-conversion system at the start of WotLK... not Cataclysm, the expansion before that! Granted, theirs only converts from melee stats to spellpower, but maybe their getting a spell -> melee conversion too.
Do you honestly sit there thinking Blizz wants balance druids to be running around in cat form doing inferior damage to their feral friends? This is just about making the melee abilities not-quite-so-pitiful and hopefully you'll occasionally have the option of melee-ing in situations where you'd otherwise be forced to do nothing at all. Or is it so scary to do something different, even just 1% of the time? Remember that resto druids get this too and for them it's pretty nice really.
Dec 10th 2011 10:31AM Agree completely with this article. The current epic gem situation doesn't feel right to me.
Regarding JC stat benefits vs BS and other profs, I think Blizz should just do away with Chimera's Eyes type gems entirely in future expansions. I think a more natural way to handle it is to have special JC-only cuts of the pure gems -- of any rarity -- that turn them into unique (max 3) gems with the combined stat bonus of the prof.
That way a poor JC can have the full bonus even with uncommon gems or an end-game raiding JC with BiS items can enjoy the full benefit of his epic gems, with the profession bonus on top.
Nov 30th 2011 5:03PM Agreed! That "super paladin meteor" is absolutely epic and is one of the coolest paladin scenes I've seen in WoW machinima. Good work on that one.
Nov 29th 2011 9:16PM My fairly average raid leading experience tells me that player skill has been and will most likely remain the critical factor when choosing who to bring. In an average guild, the pool of skilled players available on a given raid night is not without limits.
More consolidation of buffs, more balanced output between specs, coupled with occasional gimmick value of specific utility talents would contribute to stacking, yes. That seems to be what the article is saying, and I agree with that. It still needs to outweigh the skill factor I mention above.... I expect it will, occasionally, but I can't imagine it becoming anything like the Burning Crusade stacking.
Nov 25th 2011 8:53PM In some ways it would have been better if Blizz just renamed the new system to something like "perks" or "tricks" or whatever. It's an entirely new system with a different purpose in the game and design philosophy. "Talents" is a nice word to describe it but that familiar word is making players look for familiar patterns from the old system which just aren't present in the new one.
For example, you're looking for the familiar pattern of gameplay-changing max level talents that really shore up your chosen spec. Thing is, that shouldn't be looked for in the MoP talent system... the equivalent should be a level 90 ability specific to your spec that you learn automatically (a "trained" ability). I realize that's currently not found in the abilities' list, which is kind of odd but then as they say this is a "pre-alpha" sketch thrown out in a hurry.
If the lvl 90 talent tier of a hybrid class had an obvious choice of / / , it would betray the whole concept of the talent system and be a failure as it wouldn't involve any choice (besides the spec choice you already made).
Nov 10th 2011 12:36PM My comment above is meant to be in reply to ducss750's comment. Not sure why it didn't appear as such.
Nov 10th 2011 12:32PM First, this "blended talent bush" is coming up in 5.0, not 4.3.
You're exaggerating the supposed hybridization here. Druids will still choose a specialization and they will still gear up for and focus on that specific role. The changes are there to open up the option of *temporarily* assuming a different role if and when the situation calls for it. Such situations regularly come up, both predictably and unpredictably. Role-shifting is a concept *unique* to the druid class and that is the key to how it counters homogenization.
No possibility to role-shift leads to each druid spec simply becoming a nature-flavored imitation of existing classes (rogues, warriors, priests mostly) and risks homogenization because players constantly compare the abilities of their chosen druid spec with the abilities of the "model" class. Cat druids have cried for a vanish for ages, tanking druids cried for a shield wall, etc.
Nov 10th 2011 5:36AM I love this direction and it's steering the class back to what I loved about it in the first place. It's not only about satisfying one group of druid players at the expense of others though... I think they *must* strengthen the druids' role-shifting to counter class homogenization. Otherwise the class would continue on its course of becoming a green-textured version of other classes (resto = priest, feral = rogue, etc) and continuously stepping into their design space.
Now I try to be respectful of other players with different preferences from my own, but I've never fully understood the druid players who absolutely only want to play one role and no other. Why not just play a rogue then? Or warrior, if you like both tanking and melee dps, but never want to heal or do caster dps. Is it the nature, or is it so awesome to never see your gear while fighting?
Oct 31st 2011 5:33AM I think the title should say "for cat druids" instead of "feral", as the point of view seems quite biased in the meow direction. Still, decent article on a very interesting topic.
I agree with some of the commenters above that the "bear" talents (tier 5) will be just as interesting to balance and resto druids as to bears, particularly the demo roar, contrary to what Chase claims in the article. Again somewhat biased view by Chase the cat druid :)
However I agree with Chase that Disentanglement in tier 6 seems misplaced. The only apparent reason to place it there would be to make it expensive (in terms of opportunity cost) and only accessible late. I think it's a mistake though, and that tier 6 should be firmly defined as the role-shifting tier, to encourage all druid players to explore that part of their class. I'm absolutely loving the other tier 6 talents by the way and they make me feel optimistic about the future design of our class!