Posts with tag entangling-roots
NATURE'S GRACE: Now procs from non-periodic spell criticals (old: all spell criticals).
So direct-damage spells (e.g. Wrath, Starfire, Moonfire's initial hit) or direct-healing spells (e.g. Regrowth's initial heal, Nourish) will be the only ones that can trigger the 20% haste effect from 3/3 Nature's Grace. This is definitely a nerf for Balance concerning Starfall and Hurricane crits, but it's also a nerf concerning specific gear sets. Moonfire's DoT component can crit if you're using Balance 2-piece Tier 9, and a Restoration druid rocking 4-piece Tier 9 gains the ability for Rejuvenation to crit.
For Balance's AoE situations and Starfall cooldowns, it's an out-and-out nerf, albeit a limited one given Starfall's cooldown and the unlikelihood of Hurricane playing a major role in any given boss fight. Otherwise, it's also a nerf directed at Tier 9 bonuses, unless Blizzard's planning on future tier bonuses (or class changes) that will make periodic damage and/or healing crits a routine thing. Stay tuned.
MOONKIN FORM: This form now also reduces the damage the druid takes while stunned by 15%.
Ghostcrawler mentioned recently that the main concern for Balance PvP isn't damage or CC -- it's just survivability, pure and simple. This is a very welcome change in that vein, although I'm surprised that it went to us over other casters, who are arguably more vulnerable to melee stuns. Well...maybe not. Shadow Priests have Dispersion, Warlocks have Demonic Circle, Mages have Ice Block and Blink, and so on. All of these are instant-cast, which might be part of why they're more effective "Oh s^$t!" buttons than Roots and Cyclone, both of which can be interrupted and silenced. Travel Form leaves you more vulnerable than you are in Moonkin, Bear Form has limited options given that most moonkin PvP builds I see still don't put any points in Feral despite the change to Survival Instincts, and Nature's Grasp -- well, you have to get hit for that to trigger that anyway.
We'll see if this helps, although if the root of Balance arena issues lies in the vulnerability of caster form (which was one of the factors driving the "tankiness" of Trees in Season 6), this change just nudges the Druid to stay in moonkin more than they already are. Still, I'm curious to see what effect this will have.
Greetings, Druids. I took the liberty of rolling a few new Druids to test out the improved leveling process, and if possible I'm going to level a brand-new one all the way to 80 to make sure everything in the guide's been personally tested and accurate as of the 3.1/3.2 game world. Today we'll start off with a baby Tauren Druid on the PTR who's now level 9; later I'll be switching between a Night Elf and a Tauren.
This is the single best thing you can do for yourself, at least for leveling in classic content. As we've previously discussed, the Druid is still hobbled by its initial design as an endgame secondary healer, but you can skip a certain portion of this early weakness by leveling feral. Piggybacking off all of the DPS leather that went into the game to support the billions of people who rolled Rogues is a nice advantage, but the real attraction of leveling Feral lies in the ability to DPS in forms that don't require mana. Being able to save your mana bar for healing and buffing decreases downtime enormously (more so as you gain levels, as our mana efficiency and damage aren't that great early on).
So let's go skim the patch notes quickly -- /flick flick flick -- and try to answer the most important question first:
Is Tauren cat form still in the game?
Man, %*#$ this patch.
Leaving aside this EGREGIOUS OMISSION, we're going to take a look at the preliminary Druid changes in patch 3.1 past the cut here, and courtesy of Michael Sacco and some data-mining gnomes, we also have the Druid Tier 8 shoulder graphic, which is pretty cool and reminds me a lot of Tier 5. I'm also seeing some undocumented changes in the game files off MMO Champion, but I'll have to examine those later today. I haven't been able to get on the PTR yet, so I can't confirm whether these changes have actually gone live on the test realm.
I do apologize about the wait here, folks. There's been a lot of contradictory information from both the beta and an array of Druid bloggers on how moonkin are shaping up for Wrath. While a lot of this is just the normal ebb and flow of changes in the alpha and beta, most of it is fueled by a few new talents and the set of glyphs that will become available. All of these have the potential to seriously impact your gameplay and rotation choices, so Balance DPS is going to be (at least, from current appearances) a lot twitchier and more proc-dependent than its counterpart in the feral tree. In addition, you'll probably have to make a few hard choices that will be affected by what your raid's going to need from you (although there is a truly amazing talent deep in the balance tree that, no matter what else you pick, is going to be a significant raid DPS contribution). As Balance is the only spec that I haven't gotten to raid on, I didn't want to go live with this until trying to figure out which pieces of information were accurate and which ones weren't. Bear in mind that Blizzard is still tinkering with Balance as I write this.
For the guide to feral in 3.02, head here; for the guide to resto in 3.02, head here. You'll probably want to be familiar with the resto changes, as balance has traditionally depended on a few key talents in that tree, some of which have changed. Otherwise, read on for a comprehensive look at balance's new talents, updated skills, and glyphs!
- 8/11/42 (the traditional resto PvP spec)
- 11/11/39 (Resto PvP with Insect Swarm)
- 13/11/37 (Resto PvP with Insect Swarm and Nature's Reach)
- 11/0/50 (PvE Tree of Life with Insect Swarm).
Read on for a comprehensive look at the new healing and mana regeneration mechanics, Restoration abilities, talents, and glyphs!
How does reputation work in general in Wrath? Are there turn-in quests? Rep for killing Mobs? Quested Rep? If you just quest, how far along does that reputation take you?
It's a little different for every faction, but I can say that I have not yet seen turn-ins like we had to do for the Aldor or Scryer. Most of the rep gains seem to be via quests or dungeons depending on the faction. On beta, I'm nearly Exalted with the Valiance Expedition exclusively from quests. Strangely, I'm Neutral with the Kirin Tor as of a couple of beta patches ago when I had been Friendly. Curious! Either way, I haven't seen much in the way of rep via quests from them. You'll probably need to do dungeons or some other thing.
It's going to vary from faction to faction, they're not all the same. Some are quest heavy, some are not. If you prefer dungeons, however, just get to Friendly with someone, pick up their tabard, and you can get rep with them in any dungeon you want.
- Competitive dps. Mages and warlocks just tend to get a lot of attention, maybe because there are more of them, or more races of them, or they are more archetypal classes (in the familiarity sense).
- Good AoE utility. Encounters and dungeons tend to get designed with the assumption that the ranged DPS can do AoE. Hurricane is phenomenal now. I healed a run today and did really competitive dps with Hurricane on the ranged pulls. And I wasn't even Balance! I love Starfall. It's a rare spell because it feels new -- it isn't single target and it isn't classical Hurricane-style AoE either.
So, one of the big news pieces to hit the streets about the Wrath of the Lich King beta is that "downranking" has been nerfed. There's a little bit of history that you need to know to get why that matters.
Downranking isn't actually that complicated, in and of itself. When you learn a new rank of a spell, you keep the lower version of the spell available in your spellbook. Not all classes function that way, but all spell casting classes do. When you "downrank," then, you're casting a lower level version of a spell than the highest one you have available to you.
If you were to invest three points into your Brambles tier three talent, you will not only have the current 75% boost to damage caused by Thorns and Entangling Roots, but your Treants will have their damage boosted by 15%.
In addition, all damage caused by Treants, and any attacks done to you while Barkskin is active, have a 15% chance of dazing the target for three seconds. Actually, Force of Nature, which summons your Treants, is having its cooldown reduced from three minutes to two.
This will be a nifty talent for Moonkin in battlegrounds and arena, although it won't be enough to convert all of those Restoration druids to the ways of the Giant Chicken.
I have to admit that I was a little surprised to hear Tom Chilton say in the first WWI dev panel that Blizzard isn't planning any Cyclone changes. When an audience member asked if there would be any alterations for Cyclone, Chilton answered in a pretty clear, unambiguous manner: Nope. But he did give us some explanation for it.
Allison Robert wrote a pretty solid summary of a Druid's life in PvP as a moving target. This week in Shifting Perspectives, I'm focused on a specific aspect of your life as that moving target. I'm talking about one of the most quintessential Resto-Druid skills in small-group Arena play: Poledancing.
What in the world is causing such a huge discrepancy between hunters and other classes when it comes to high-rating arena representation? When I play in Arenas and Battlegrounds, I don't feel like my class is somehow deficient or underpowered. My team's Arena rating is average -- we're not the best, but not the worst either. When I get beaten, I usually feel like the other team actually played better (or outgeared us, at least), so it's rather hard to see what's so messed up about hunters.
The most obvious issue I can think might be the issue is that of Line of Sight. Hunters obviously have a rough time shooting at things behind sort of obstacle. In battlegrounds there are more wide open spaces, so it seems less of an issue there, but in Arenas it can get fairly annoying. Classes like warlocks and shadowpriests can just put a damage-over-time spell on you, and then hide behind a pillar, while druids can move freely around obstacles to give them plenty of time to heal themselves between your attacks. Warriors and other melee classes can hide for a bit, then get in so close that you can't use your best ranged abilities on them for a few seconds until you can somehow get away.
Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them. This week John Patricelli, sometimes known as the Big Bear Butt Blogger, continues the new Druid leveling guide with levels 6 through 10.
So far in our series of Druid leveling tips, we started with preparing to play a Druid, and then covered the basic strategies of levels 1 through 5. Today we're going to talk a little about weapon skills, Entangling Roots and your first real Druid specific challenge; the level 10 Bear Form quest chain.
Go ahead and dive in after the break!