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Posts with tag treant

Breakfast Topic: Dumb things are fun

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Opinions were pretty mixed when druids lost permanent Tree Form going into Cataclysm, but two distinct camps emerged. Lots of people who'd been playing since classic WoW resented having to be in a low-poly model all the time just to be competitive with other healers. Others really liked playing a tree, missed the form, and have sulked their way through Cataclysm with only temporary access to the (admittedly awesome) Captain Disco Soul Patch Groovy Tree.

When Glyph of the Treant was introduced on the Mists of Pandaria beta, I was among those who hurried to glyph it in order to enjoy the form again and subsequently found myself running around Azshara like an idiot, one-shotting the mobs as a tree again. I have difficulty defending this. It literally adds nothing whatsoever to the class. It takes up a valuable glyph slot, gives no combat advantage, and exists only to be enjoyed.

And then I realized -- a lot of the stuff I've liked about Mists has absolutely nothing to do with the druid's combat effectiveness. Something that contributes to tanking, healing, or DPS always has to be balanced with other classes, and a degree of homogenization results because you can't have wildly different mechanics without usually getting wildly different results. Something that doesn't contribute to combat can just exist to be fun and doesn't have to be balanced with similar abilities elsewhere.

What skills, spells, or abilities does your class have that are only for fun? And on a more thoughtful note, would the game benefit from more "dumb stuff"?

Filed under: Breakfast Topics

Patch 3.3 PTR: Druid changes (so far)


Hail, druids. There really aren't too many known changes to our class on the patch 3.3 PTR. As I write this, the only gameplay change you're likely to notice will be the buff/nerf to pet avoidance, which will only affect the Balance talent Force of Nature. More experienced Balance players will have to chime in here, because the wording on the change makes it sound like they're referencing an existing feature. I'm racking my brain trying to remember if Blizzard's ever done anything to tinker with the treants' survivability versus AoE damage, and I don't think they have. My guess is that the wording is just in line with similar changes in other classes with access to pets. Anyway, the change reads as follows:
Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
For PvP, I think this is going to be business as usual, because the treants have historically been weak to AoE, and a key part of Balance arena strategy is timing a treants cast when your enemy's AoE or escape abilities are on cooldown. For PvE, it's a considerable buff, and it means that you'll no longer have to /headdesk over losing a key damage cooldown to a boss AoE.

Apart from that, the only other known change to the class is a bug fix on rank 15 Rejuvenation (correcting the base duration from 15 seconds to 12 seconds), but we'll keep an eye on the PTR for you, and any additional changes will be noted here.

Filed under: Druid, Patches, Analysis / Opinion, News items

Shifting Perspectives: How to group with a druid part two

Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them, brought to you by David Bowers and Dan O'Halloran.

Two weeks ago I talked about grouping with Feral druids. This week I promised to focus on Balance (Moonkin) and Restoration (Healing) specs. But when I started writing about the Balance druids, the article grew quite large. So apologies to the Restoration druids out there looking for their day in the sun, you will have to wait two more weeks for my next column. Today's article is focusing squarely on the ups and downs of grouping with our Boomkin brothers.

WHAT TO EXPECT FROM A MOONKIN DRUID: DPS, baby. And plenty of it. Moonkin spec got a nice, fat dps boost with the Burning Crusade expansion. Their current arsenal includes two dots, two different flavored nukes, an AE damage dealer, 5% crit aura, damage-boosting and crit-boosting talents plus the treant pets if the druid took the 41pt talent. Before the expansion, all this firepower would drain the druid's mana in no time, but the days of Oomkin are no more. Between mana-saving and mana-regenerating Talents plus better itemization, Balance druids can conserve mana with the best of ranged damage dealers. Welcome to the Age of Boomkin.

Emergency Healing. Like any other non-healing druid spec, Balance druids are more than capable of off healing in a pinch. They must shift out of Moonkin form to do it, but when the group's health stabilizes, the druid can always shift right back and help with the clean up work. Who wouldn't want a mage who can group heal?

Read more →

Filed under: Druid, Features, (Druid) Shifting Perspectives

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