Log in

View Full Version : [WoW] Cataclysm Changes: Druid



Vecter
04-09-2010, 09:06 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

Feral (Cat)
Melee Damage
Melee Critical Damage
Bleed Damage

Feral (Bear)
Damage Reduction
Vengeance
Savage Defense

Restoration
Healing
Meditation
HoT Scale Healing

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.

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.

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.

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.

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.


Cataclysm Stat & System Changes: http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1

Mastery System Preview: http://forums.worldofwarcraft.com/thread.html?topicId=23710210871&sid=1

Fursphere
04-09-2010, 11:30 PM
Go go go shroomkin!

Zugdud
04-10-2010, 12:58 AM
Wild Mushroom sounds pretty fun!

Vecter
04-10-2010, 01:34 AM
http://img4.glowfoto.com/images/2010/04/09-2358299335T.jpg (http://www.glowfoto.com/viewimage.php?img=09-235829L&y=2010&m=04&t=jpg&rand=9335&srv=img4)http://www.glowfoto.com/static_image/09-235829L/9335/jpg/04/2010/img4/glowfoto

celticlad94
04-10-2010, 04:45 AM
Yeah my druid is no longer gonna be my main in cataclysm ;( Have to pick from one of my other 80s

Ualaa
04-10-2010, 05:22 AM
I'm looking at this primarily from a feral perspective, as that is one of my teams.

Feral:
I like a boost of some sort to Mangle, so Shred is not as essential for decent dps.
And a bit of a simplification for Cat DPS is nice too.
The group movement buff will make flag running even more potent, and flags are an option to go for in at least a couple of battlegrounds, possibly more in Cataclysm... will put Stampeding Roar on round-robin, and the entire team will have Dash as well.
Feral kick will help against caster types.. will probably work it into the rotation similar to Wind Shock with the shammies, ideally with each druid using it every fifth move.

Boomkin:
Magic Mushrooms is an interesting name to go with.
I like the mechanic, of tossing bombs which then become hidden fairly quickly.
Not sure if you could use them as direct damage or not, but it adds a bit of depth to the class strategy.
Wrath increasing the power of Arcane, and Starfire increasing the power of Nature... either per cast, per damage or per crit is interesting too; we'll want streaks of one spell followed by streaks of the other, which should be much easier to macro.

Resto:
So many on the forums are arguing for and against the Tree of Life change.
I don't mind if the bonuses are built into the class, and Tree is a burst of power..
Or if the bonuses are built into Tree form itself.
Pretty much same thing, either way... as far as healing goes.

angeldeelite
04-10-2010, 06:29 AM
If im reading that correct then i like the sound of what there doing to tanks.
Another aoe tanking ability, at last!
Stampeding roar is a little Meh atm i think as 10 yrd 40% "movement" increase will be VERY situational,
if it was melee haste or attack speed etc then would be good. like a less op bloodlust
But vengeance is whats interesting me, full tank spec, and again if im getting this right then you can just
gear, gem, chant even more defensiveley and abit more stamwhoring and vengeance will make sure you
dont lose all abiltiy to gain aggro with damage, so thumbs up from me.

Boylston
04-10-2010, 08:27 AM
The new roar might be fun as a Druid+4xPally team... Zoom zoom and the whole group blenderizes faster!

ghonosyph
04-10-2010, 09:50 AM
With those druid changes I'll be leveling up a team of druids now for sure, since I already have one geared at 80. Lol

Lyonheart
04-10-2010, 12:56 PM
i like most all the changes for all the classes so far. AND i was nervous about the upcoming paly changes for prot. BUt i think a bear will be just as viable as a prot tank is now for multiboxing. With a new AE and the way vengeance works 8) And i do have a geared out bear/boomy 8)

Ughmahedhurtz
04-10-2010, 02:16 PM
I may just have to get the druid group out again and give feral x5 a go once this goes live.

Ualaa
04-11-2010, 02:55 AM
Depending on what they do to Prot Pallies, a Feral tank might be the way to go.
Especially if you pvp, as you can dual spec the Feral to Balance.
And then have Earth & Moon, for the rest of the ranged team, and stay in moonkin form the whole time, letting shammies do the team heals.

Seldum
04-11-2010, 12:14 PM
I just love the change to the eclipse.... Thats really all I was looking for. I hope they will implement it.

I don't really care about the other changes. Nothing really bad and nothing really good.

To tank with a bear is a laugh today..... I use one button 90% of the time.

Seldum
04-12-2010, 06:42 AM
Ohh and concerning the new trap... I think this says it all:

http://img192.imageshack.us/img192/9206/mushrooms.png

Seldum
04-17-2010, 02:28 AM
Why are Restoration druids the only spec in the game not receiving a new spell?

A. Restoration druids are actually getting a fair bit. For one, Tree of Life is getting a whole new model (think Ancients of War) and will also "morph" some of your spells to do crazy things while in the form, such as cause Regrowth to be instant, or Lifebloom to apply two applications at once. Tranquility will be raid-wide. We're also touching nearly every Restoration druid spell to make sure each has a niche and feels good. In general, playing a Restoration druid should feel a lot different (better!) in Cataclysm than it does today.

Eat that other healing classes :D Raid-wide tranquility?!?

Source:
http://www.wow.com/2010/04/16/twitter-developer-chat-for-april-16th-2010-organized-by-catego/#druid

Mosg2
04-17-2010, 08:42 AM
They also said in that twitter chat that Druids were getting a targeted, lasting AE silence beam basically. It sounds awesome x4 :)

Seldum
05-06-2010, 10:07 AM
http://talent.mmo-champion.com/#,,11927?#

Going over the new druid talents I notiched that in the restoration tree theres a talent which enables a instant cast of starfire, wrath etc. It's called Fury of Stormrage and is enabled when spending 25 points in the resto tree.

I guess playing 5 druids, my healer will start doing dps aswell - since I don't have to stick to the tree of life form.

Some of the mechanics they implement is surly going to need some testing to be able to macro nice DPS figures.