[Druid] Cataclysm Preview

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[Druid] Cataclysm Preview

Postby Flex » Fri Apr 09, 2010 7:06 pm

In World of Warcraft: Cataclysm we’ll be making several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the druid. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Let’s kick things off by checking out some of the new druid spells and abilities!

New Druid Abilities

Thrash (Level 81): Thrash deals damage and causes all targets within 10 yards to bleed every 2 seconds for 6 seconds. The intent here is to give bears another button to hit while tanking. Talents will affect the bleed, such as causing Swipe to deal more damage to bleeding targets. 5-second cooldown. 25 Rage.

Stampeding Roar (Level 83): The druid roars, increasing the movement of all allies within 10 yards by 40% for 8 seconds. Stampeding Roar can be used in cat or bear form, but bears might have a talent to drop the cooldown. The goal of this ability is to give both bears and cats a little more situational group utility. 3-minute cooldown. No cost.

Wild Mushroom (Level 85): Grows a magical mushroom at the target location. After 4 seconds the mushroom becomes invisible. Enemies who cross the mushroom detonate it, causing it to deal area-of-effect damage, though its damage component will remain very effective against single targets. The druid can also choose to detonate the mushroom ahead of time. This is primarily a tool for the Balance druid, and there will be talents that play off of it. No cooldown. 40-yard range. Instant cast.


Changes to Abilities and Mechanics

In addition to the new abilities listed above, we intend to make changes to some of the other abilities and mechanics with which you’re already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of our goals for each spec.

* All heal-over-time spells (HoTs) will benefit from crit and haste innately in Cataclysm. Hasted HoTs do not reduce their duration, but instead add additional HoT ticks. Haste will also benefit Energy generation while in cat form.
* Unlike the other healers, Restoration druids will not be receiving any new spells. They have plenty to work with already, and our challenge instead is to make sure all of them have a well-defined niche. A druid should be able to tank-heal with stacks of Lifebloom, spot-heal a group with Nourish and Regrowth, and top off lightly wounded targets with Rejuvenation.
* We want to add tools to cat form and depth to bear form. If a Feral cat is going to fill a very similar niche to that of a rogue, warrior or Enhancement shaman, it needs a few more tools -- primarily a reliable interrupt. Bears need to be pushing a few more buttons just so the contrast between tanking and damage-dealing is not so steep.
* Barkskin will be innately undispellable.
* We will be buffing the damage of Mangle (cat) significantly so that when cat druids cannot Shred, they are not at such a damage-dealing loss.
* Druids will lose Abolish Poison with the dispel mechanics change, but Restoration druids will gain Dispel Magic (on friendly targets) as a talent. All druids can still remove poisons with Cure Poison and remove curses with Remove Curse.



New Talents and Talent Changes

* Tree of Life is changing from a passive talent to a cooldown-based talent, similar to Metamorphosis. Mechanically, it feels unfair for a druid to have to give up so much offense and utility in order to be just as good at healing as the other classes who are not asked to make that trade. We are exploring the exact benefit the druid gets from Tree of Life. It could strictly be better healing, or it could be that each heal behaves slightly different. You also will not be able to be banished in Tree of Life form (this will probably be true of Metamorphosis as well). Additionally, we would like to update the Tree of Life model so that it feels more exciting when you do decide to go into that form. Our feeling is that druids rarely actually get to show off their armor, so it would be nice to have at least one spec that looked like a night elf or tauren (and soon troll or worgen) for most of the time.
* We want to make the Feral cat damage rotation slightly more forgiving. We do not want to remove what druids like about their gameplay, but we do want to make it less punishing to miss, say, a Savage Roar or Rake. The changes here will be on par with increasing the duration of Mangle like we did for patch 3.3.3.
* Balance druids will have a new talent ability called Nature’s Torrent, which strikes for either Nature or Arcane damage depending on which will do the most damage (or possibly both), and moves the Eclipse meter more (details below). The improved version of Nature’s Torrent also reduces the target's movement speed. 10-second cooldown.
* Restoration druids will have a new talent called Efflorescence, which causes a bed of healing flora to sprout beneath targets that are critically healed by Regrowth.
* We plan on giving Feral cats and bears a Kick/Pummel equivalent -- an interrupt that is off the global cooldown and does no damage. We feel like they need this utility to be able to fill the melee role in a dungeon or raid group, and to give them more PvP utility.
* We want to make sure Feral and Balance druids feel like good options for an Arena team. They need the tools to where you might consider a Feral druid over an Arms warrior, or a Balance druid over a mage or warlock. Remember that the PvP landscape will probably look pretty different for Cataclysm with a focus on rated, competitive Battlegrounds.



Mastery Passive Talent Tree Bonuses

Balance

* Spell Damage
* Spell Haste
* Eclipse


Eclipse: We are moving Eclipse from a talent into a core mechanic of the class and making it less random. Balance druids will have a new UI element that shows a sun and a moon. Whenever they cast an Arcane spell, it will move the UI closer to the sun, and buff their Nature damage. Whenever they cast a Nature spell, it will move the UI closer to the moon, and buff their Arcane damage. The gameplay intention is to alternate Arcane and Nature spells (largely Starfire and Wrath) to maintain the balance.

Feral (Cat)

* Melee Damage
* Melee Critical Damage
* Bleed Damage


Feral (Bear)

* Damage Reduction
* Vengeance
* Savage Defense


Bleed Damage and Savage Defense: Feral druids will receive two sets of passive bonuses depending on whether the druid is in cat or bear form. Bleed Damage will be improved for cats. Savage Defense is the current bear mechanic for converting crits into damage absorption and will be improved for bears.

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s unbuffed health. For boss encounters we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Feral tree and the druid is in bear form -- these values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Feral tree and are in bear form, so you won’t see Balance, Restoration, or Feral druids in cat form running around with it. Vengeance will let us continue to make tank gear more or less the way we do today -- there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so the Vengeance benefit may be smaller, but overall the goal is that all four tanks do about the same damage when tanking.

Restoration

* Healing
* Meditation
* HoT Scale Healing


HoT Scale Healing: HoTs will do increased healing on more wounded targets. The mechanic is similar to that of the Restoration shaman, but with HoTs instead of direct heals. In Cataclysm, we anticipate druids using a greater variety of their spells so there is a distinction between healing and HoT healing.

We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind, what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these changes as well as others continue to develop in response to testing and feedback.
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Re: [Druid] Cataclysm Preview

Postby amh » Sat Apr 10, 2010 5:10 am

This looks like fun. I think the Tree of Life-change is a good thing, but I reckon a lot of full-time trees will be annoyed.
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Re: [Druid] Cataclysm Preview

Postby Kedon » Sat Apr 10, 2010 9:46 am

I think most people dislike the current tree form anyway, being a very outdated model and all. Having your gear hidden for most of the time is kinda lame as well. I like the change I think, we'll just have to wait and see what the new ToL actually does then.

No new healing spells isn't very exciting, but admittedly resto is in a very good place even now. And there was some talk about making Healing Touch actually useful so that'd be nice. Haste not shortening hot durations and affecting all hots is awesome as well. And critting hots, awesomeness.

And magic mushroom ftw, should be decent comedy value!
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Re: [Druid] Cataclysm Preview

Postby Grehn|Skipjack » Sat Apr 10, 2010 10:04 am

Trippin Shroom Bombs are no laughing matter!
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Re: [Druid] Cataclysm Preview

Postby Amirya » Sat Apr 10, 2010 5:30 pm

I was giggling when I was reading the Wild Mushroom to my guildmaster, who is a druid. We also make cracks that he and his wife always go afk for "mushroom soup"...this made it worse.

I've now taken to explaining it as "the magical, invisible, exploding mushroom."
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Re: [Druid] Cataclysm Preview

Postby katraya » Tue Apr 13, 2010 1:47 pm

So many people are up in arms about the loss of constant tree aesthetics. For me it was a major reason to transfer a long forgotten druid to the Maintankaguild realm. I've always liked druid armor sets (most of them at least) and I was always turned off by the fact that you didn't see them a large percentage of the time.

Hopefully they'll give people a minor glyph to keep the look of the tree all the time, while rolling the benefits into our baseline ability. They also need to make sure they keep the ability to tree /dance in game!

I'm really enjoying my little druid but sadly I'm not sure she'll even make it to 80 before Cataclysm comes out, despite the fact that she'll be getting all my attention now!
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Re: [Druid] Cataclysm Preview

Postby Hokahey » Wed Apr 14, 2010 8:46 am

Interestingly, they hit the nail on the head for why I wasn't all that inclined to make my Nelf Druid a Worgen. I saw no point in changing an aesthetic factor I almost never got to see.

Eclipse change is perfect. There is simply no way they could have done that better, in my mind. It will certainly make Balance a very interesting spec to play. I also like the Efflorescence effect and the Mario Mushroom of Doom. A bit sad that Restoration will get no real "new toys" in Cataclysm, but I imagine that's due to the depth of changes for healing in general.

As for "exact benefit of ToL", I'm not sure what would be so mysterious about it. Lowered mana cost, extra healing on spells as an aura, and extra armor.
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Re: [Druid] Cataclysm Preview

Postby Sightblinder » Tue May 04, 2010 7:11 pm

I'm actually really excited about the TOL changes. I use my resto druid alt for alot of pvping in battle grounds and the only time that i actually use the TOL form is when i'm being attacked since it ups my armor and healing. All other times i just stay in my NE form so i can cast offensive spells if need be, and for the fact everyone always seems to gang up on the tree when they see it. Hopefully they will be adding the increased armor from leather items to a talent so you will always have it.
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Re: [Druid] Cataclysm Preview

Postby Korola » Wed May 05, 2010 7:16 am

I also decided to not wait for Cata to level a druid. I started a NE druid. I was waiting for a worgen druid, but then I thought -

1. I won't see the worgen 90% of the time.
2. Worgen will be FotM anyways and I will probably make him my personal guild banker just to be a dbag.

Their decision to allow armor looks to come through makes me question my NE druid choice, but the fact that I don't like to be a FotM makes me feel better that I chose a NE.

Wild shroom will be hilarious coupled with mage smoke wall or rogue smoke bomb.
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