Cataclysm Class Preview: Druid
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.
Cataclysm Class Preview: Mage
In World of Warcraft: Cataclysm, we’ll be making lots of changes and additions to class talents and abilities across the board. In this preview, you’ll get an early look at what’s in store for the mage class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.
New Mage Spells
Flame Orb (available at level 81): Inspired by Prince Taldaram’s abilities in Ahn’kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it’s cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.
Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage’s own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.
Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.
Changes to Abilities and Mechanics
In addition to introducing new spells, we’re planning to make changes to some of the other abilities and mechanics you’re familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.
* Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior’s Overpower works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.
* We are planning to remove spells that don’t have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.
* The ability to conjure food and water will not become available until higher levels (likely around level 40), as we’re making changes to ensure mages generally won’t run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.
* Scorch will provide a damage bonus to the mage’s fire spells. Our goal is for Scorch to be part of the mage’s rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.
New Talents and Talent Changes
* Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.
* The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.
* Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.
* The Burnout talent will allow mages to cast spells using health when they run out of mana.
Mastery Passive Talent Tree Bonuses
Arcane
Spell damage
Spell Haste
Mana Adept
Fire
Spell damage
Spell Crit
Ignite
Frost
Spell damage
Spell Crit damage
Deathfrost
Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.
Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.
Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won’t be affected by this buff is Frostbolt.
We hope you enjoyed this preview, and we’re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
(Source)
I am interested in how frost and fire will work with frostfire bolt again. If you are a high end frost mage and get increased spell crit damage and increased damage for all spells when you cast frostbolt, then if you are switching between frostbolt and frostfire bolt I wonder how effective it will become. As for the issue with arcane mages and mana, who knows how it will end up working. Before WotLK no one played arcane, What ends up being most effective overall spec becomes the main mage spec. I would like to see several different specs end up doing similar damage but have different themes and abilities that would be helpful to raids.
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Okay im a balance druid and the one change I would like to see is a change for my form. The ugly owl could surely use a change. I would be interested to see my armor on my owl. I do not see why a healer needs to have armor show. It was a good idea just wrong form to put it on. In battle grounds I see tons of druids and tons of their treeants running around… heck put my gear on my treeants before thowing it on tree of life because you couldn’t think of anything else to do with the form.
The next thing I would be interested in is make my treeants stronger and live longer. I rarely use them because either they will agro to wrong things or just not cause enough damage like on bosses. It is said now the balance druids will have a meter between nature and arcane so then how about what ever side my meter is on depicts what type of damage my treeants do. This would mean if im towards nature they can do stronger damage and if I am towards arcane at that moment maybe they could do some dots or a spell that will cast on things as well as the hit damage.
Then to top it off in moonkin form I have only 1 healing spell that i can cast that does not take me out of form. Why not let us heal and stay in moonkin heck the word balance means equality so i should be a master of equality. Why would i not be able to stay in my moonkin form and not be able to use all my spells. that never made sense to me. Its not like my healing spells are so amazing it will make a difference but at least it will make me want to be in moonkin form for pvp. Without that ability i am almost never in moonkin form for pvp because surely i will run into a pally or a rogue and start getting hit and once i get out of the way to long stun if im not dead i try to start casting taking me out of moonkin form because im healing myself (hopefully) i then loose all armor buff and die even faster. So what really is the point to pvp moonkin it just makes me a big gigantic easy ugly owl target. If people think that a moonkin is hard to kill then think again my starfall and hurricane only last as long as my stupid owl isnt noticed because the second i do that im either rogue stunned pally stunned warrior stunned deathknight pulled pissed off warlock minion canceling spel casting… and so on and on. If anything at least then make me immune to stunn in moonkin form so i have a chance against the rogue from its plethora of stun ability that will most likely cause me to die before im even out of stun.
then an idea for a new spell is single star fall it can be joined with regular star fall so i can choose if i want the randon agro machine or an extra dot on a boss in 10m or 25m dungeons.
but basically leave tree form i have never heard anyone complain that the tree looks stupid so leave it. For me change moonkin a fat owl is getting old im already one of the main targets in pvp at least make me a cool looking target
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Honestly, I LOVE my druid because she’s a TREE. Taking away tree form defeats the purpose of being a druid healer. Period. If you want a healing class that allows you to show off your armor roll something else. If you don’t like how the other classes heal.. too bad. And really, when you are killing bosses who the hell cares what your bloody armor looks like?
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Since I have played all 3 specs of a mage i see it like this. An Arcane Mage needs to be the speed demon and do less damage than a Fire Mage since some times the boss just needs a little more damage to die but is killing every one off fast and speed is needed. Fire Mages should do the most damage but definetly slower than an arcane mage, kinda like the dynomite of the mages. Frost should do the least amount of damage but have more power of cc even on bosses to where there spells cause things to the boss that increases the effects of other mages and other classes abilitys to increase. Also frost spec is more of the tank spec of mages so make some more bosses that need a mage tank.
Druids I have druids friends but I dont think its right that you can do all caster dps, melee dps, heal, and tank. I think that since other classes at most get only 3 specs that druids should have to choose which feral form they are going to stay with dps or tank.By also doing this it would make Blizz have a 4th Tier form them that could be better suited for either dps or tank. Only in PvP do I think that all specs of a druid should have a cd since when facing them I can not poly them and any stun/snarl effects breaks when they change form. In addition most of the time they hot them selfs up and last through all my mana then come eat me. Other than that I think that the only one that should get the armor increase like boomkins do now is the tank as no other caster dps gets that kind of armor and most bubbles are a limited time not constant like armor that takes alot of physical damage. As mainly a mage person Id like to be able to go solo the older stuff like pallys and druids do so I dont need help. when I ask now for help doing older stuff like BC heroics for fun I cant get it.
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No, no, no… please don’t remove frost/fire ward. Mages use it all the time. It might not be a core ability, but it’s not far off.
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“We are planning to remove spells that don’t have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.”
This is not entirely true, both frost ward and fire ward plays a big role in any mage that put talents in Incanters Absorption, this is very useful in ICC where you see lots of frost damage.
These are also largely used for any PvP mage where you can even have a chance to reflect the fire/frost spell
As for the passive mastery on arcane I’d see this more of a buff than nerf seeing as any mage would stack intellect for more damage output in cataclysm. The difference between a really good mage and a bad mage lies partly in mana management and when to use cooldowns, Perhaps using all cooldowns in the beginning of a fight wont be that outdated seeing as you got Evocation to use when at 40% mana.
All in all the idea is to bring mana management back to the table, after all it was never a problem in the later days of WotLK unless you spammed AB of course
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Ok…so we all level druids. You always see a ton of druids all happy because they can finally be something that other classes can’t and they’re happy with out the armor showing. Would you want to take away all our happiness with the ToL form? We don’t really care about showing off our armor we just want something that others dont have and not be the same. I hope Blizzard takes a look at this because all of these comments i’ve seen have been ‘Don’t take away ToL’ and ‘We don’t care about the armor please keep ToL as regular and not Metamorphosis’.
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If they want to show off our armor, why not have our skins change with gear upgrades? I know that would require 4 new models every patch, but they are already recycling models now anyways.* How hard would it be to change the bark color for chest and leggings, the color/amount/shape of the leaves for head, maybe even some scars or broken branches for hands and shoulders?
They don’t even need to change appearance for anything but tier gear since the majority of NE and Tauren are already 80 and will quickly get to 85. Yes the Worgen and Trolls will have to wait, but who really cares about the gear on a lvl 10? This provides a new twist on all forms and still gives druids their uniqueness.
*I’m betting Cataclysm is going to bring back the tier 4-6 models with some minor updates like Wrath did with the tier 1-3 models.
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I am just sick to lose ToL form; it breaks my heart. The defining characteristic of druids is there forms and to have one removed so “we can see our armor” is like taking the right arm off of Pallies because it covers their sword. My only hope is that some miracle, trinket, or talent makes it possible to be tree from one end of an instance to the other… Arghhhhh!
Perhaps if I understood the thinking, but “we feel it is unfair for druids to give up so much when healing”? How does gutting the spec correct this imbalance at all? Let trees cast whatever spells you think corrects the imbalance, but FGS don’t cut off our heads because the helmets don’t fit!
“For they passed a noble law
And the trees are all kept equal
By hatchet,
Axe,
And saw…”
–The Trees, Rush
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I only started a druid for one reason. For boomkin and my tree now they getting rid of the tree idk what the point is druids know they change shape with should remove the armor. What next? no boomkin form because of “not seeing the armor”. Bunch of crap. Want to see my armor? INSPECT ME not make me loose something because of looks.
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Wait if they are removing Mage’s Fire and Frost Ward How will I Activate Incanters Absorption Which they already Nerfed to Mage’s only using there own shields. That leaves Only the Mana Barrier Which Sucks Mana Way to fast to even use it.
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*sigh*
Oh dear. Oh dear oh dear oh dear.
It SOUNDS like a serious mage nerf. But we’ll have to see. Honestly though, we all have to stop whining about it until AT LEAST it’s on PTR and we’ve had some time to check it out. That applies to druids as well. As an 80 arcane mage who’s also levelling a resto druid, I’m caught smack-bang in the middle of both these seemingly odd and nerfy changes. But again, time will tell.
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Druids, at the moment anyway, are a dodge/high hp tank… if druids had the ability to block…parry..etc… it would make them the only tanks worth having. No tank can do it all.. and they shouldnt. Druids also already do the most damage of any class while tanking.. so if a druid could do it all, what raid leader in a high end guild would not require all of their tanks to be druids? And don’t druids have enough armor anyway without a shield?
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Idk, maybe they will make it even out for arc mages, maybe we do more damage than other mages at 100% mana and we lose this advantage as we deplete our mana. I would hope something like this is the case. If not, I’m more than happy to give fire a try as I’m not married to arcane anyway (and because i’m a troll). And druids are such babies… you are literally the only class in the game that can do everything (healing, tanking, melee dps, and ranged dps) and you’re whining when they nerf you even a little, try being a mage then talk to me. I am hoping they don’t nerf arcane too much tho, I’m interested to see how this mana thing works out
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Agree with Sleylai above:
For mages who have speced into Encanters Absorbtion, Fire and Frost ward are not only useful for encounters that involve these types of damage, but actually help to increase damage output of the mage. I agree that the Dampen and Absorb magic spells should go – their utility is negligible based on the terribly low benefit the spells themselves provide. Perhaps adding additional wards would be a good substitute (Acance, Nature, Shadow?)
It idea of scaling an Arcane Mages damage based on his mana pool seems punitive since the Arcane Mage historically has been the most mana intensive. The focus on fire is nice but seems a little arbitrary, with Frost just sort of being ignored in typical fashion.
Overall, I see the vast majority of these changes as a definite nerf for mages. Mages and Warlocks are by definition supposed to be the high ranged damage dealers (With the offset being that they can only wear cloth armor). I have hopes that Blizzard will make appropriate balances and changes – but I’m not holding me breath.
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Seriously. Leave the Tree’s alone.
I want to keep my Macro for using on our forests.
/e Hugs %t
/s Have YOU hugged a tree today?
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once again like Samarkov i am lvling my druid to lvl 80 just for tree form so that i can be a bloody tree (cos they look kewl and i wanted another healer:D) if they do remove tree or make it a cd or wat ever im going to quit wow like Anatta i think its fuking bulshit real players dont give a shit bout how there charater looks
Omgmcdonlds – Dath’Remar
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Frost and Fire Ward…. I use them all the time. Pleaase don’t take them away!
If you want to fix dampen and amplify magic… change the effect to be more favorable to keeping someone healed.
The reducing damage as mana drops is ridiculous…. if i want to increase my damage during heroism per se I usually stack arcane blast 5-6 or 7 times… it burns more mana to do this but it’s worthwhile for overall damage and I have gems and evocation to to compensate using more mana. that effectively makes my mana pool about half what it is since I have to refill it because of damage reduction. does any other class lose effectiveness as their mana depletes? no… so why do this to a mage?
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ARE YOU S***ING ME?
I JUST LEVELED A DRUID TO 80 for TREE FORM. ONLY TREE FORM. THAT’S IT.
THE ONLY REASON WHY.
GOD DAMMIT
*Deletes druid*
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“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.” So other healing classes dps during fights like festergut or saurfang?
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Removing Fire/frost ward is one of the WORST idea’s I’ve ever heard. they are far from useless and this makes the dev team look bad if they assume they don’t have their purposes.
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The druid changes look interesting. I don’t have a problem with tree of life becoming a cd ability so long as the bonues inherent to the form are still there. I’m just glad they’re adding more depth to the cat and bear play styles.
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you know what i think is kinda funny? isn’t blizzard supposed to be tailoring the game based on the player input? looks like they are doing the complete opposite. im a frost mage so i do enjoy the little passive buff the frost tree gets.
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Well yes arcane will probably loose alot of its potential. But! with the new expan casters will benefit alot more from intellect. We will probably be stacking it alot more then we r doing now? So…even tho we loose dmg at the same time we loose mana we will probably not be the 30 sec cannons anylonger. Maybe we will be the 40sec cannons instead:P Nah but i think with all the new stat changes we will still have a decent output from arcane even tho it doesnt look like it now. Stil alot to come. Mastery-talent, Archeology. We will hopefully get the required boost from them aswell.
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Druidicious, I’m not paying attention to what my armor looks like when I’m fighting. I’m paying attention to who’s dying.
Why on earth would I even want to heal as a druid now? I happened to like running around as a tree, giving the raid an awesome aura, being less squishy, and doing more healing. Are you going to give us all those benefits outside of treeform? I doubt it. As well, the entire reason people choose to play druids is so that they can change into things. This is such a ridiculous change, and a rather vain one too. ‘We want to see your armor more.’ Yay, graphics. They’re so helpful. I’ma try getting into an ICC25 with my really awesome looking t2 set, kay?
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“Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.”
Really, now they are nerfing Arcane….. Gayness. Looks like fire is becomming the popular spec now. I mean really… Arcane mages usually dump half their mana pool the first 30 seconds of the fight and get it back up later. And dont say its cause “my” mage dosen’t have enough mana, because I would say 35k raid buffed is sufficient.
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That Wild mushroom for balance druids sounds like alot of fun, will be nice to add a new spell into the general 2 move rotation and re applying DoTs…on a whole the druid changes seem pretty decent, not having to be in tree of life sounds good as i sometimes find myself wondering the point in doing anything nice with druid armour if you hardly get to see it anyway
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Wow, Why the hell would I want to play my druid, if I can’t stay in my preffered form. Would it make sense for Bears to have their shapeshift on cd? How about cats who need to be in their form to use their abilities. If anything, Boomkin is the only spec that would make sense with a metamorphosis ability. Why do you think healers don’t try to colledt the on use trinkets? They are useless for us. My only 2 80′s are a warlock and druid and they decide to give both of them the worst previews and even nerf them.
If they wanted to fix pvp for druids, why not make it a cd in that once you turn into a tree, it acts like stealth. After you shift out, something that we would only do in pvp, it has a cd on how long until you can use it again.
Well-loved. Like or Dislike:
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