Take note that these are alpha talents and changes. These may and likely will change in some way between now and the live release of Wrath of the Lich King, release date unknown. Today we will look at Druids, a class I play. We will look at my other two classes, Paladins and Hunters, when they are alpha released.
Druids. Bear Butt. Boom Turkey. These are two of the common nicknames we have received in the community. Well, soon, that bear butt will look different, though we know not how. Also, we will also get a new Dire Cat, which will also look different from the non Dire appearance. We don't know what either of these will look like, nor what will make the new form so 'Dire', but I am sure most druids are excited about cross spec forms coming. This does not, though, affect the discussion I will make here. Perhaps Aly over at Bitter Roots will blog other trees(pun intended) but I will be talking balance in this post.
There are some really interesting changes coming to the Balance tree, and some even more interesting new talents coming. While there are no small number of things to mention on each side, I will go into the changes to see what points should be used on day 1 of patch 3.0, even before the expansion is launched. Before that, though, here is a link to my planned talent usage. Oh, and here is the talent build I currently use on my Druid, Arita.
Old Becomes New
Brambles - Currently: Increases damage caused by your Thorns and Entangling Roots spells by 25/50/75%. Alpha: Damage from your Thorns, Entangling Roots and attacks from your Treants increased by 25/50/75%, and damage from your Thorns and Treants have a 15% chance to daze the target for 3 sec. Thoughts: The addition of treants and the stun make this a great talent to spec in to, and with the drop of 3 trees, and 30 seconds per cast, you are nearly guaranteed to have that proc at least once.
Nature's Reach - Currently: Increases the range of your balance spells and Faerie Fire(Feral) ability by 10/20%. Alpha: Increases the range of your balance spells and Faerie Fire(Feral) ability by 10/20%, and reduces the threat generated by your Balance spells by 30%. Thoughts: Long overdue threat reduction for Moonkin druids, though for those who are used to being the aggro magnet that stands between a wayward mob and the healers, this could be a problem.
Lunar Guidance - Currently: Increases your spell damage and healing by 8/16/25% of your total Intellect. Alpha: Increases your spell damage and healing by 4/8/12% of your total Intellect. Thoughts: Unnecessary nerf to damage, though hopefully we will see some other stuff or changes coming to make up for this.
Dreamstate - Currently: Placed next to Moonkin Form on tier 7. Alpha: Placed next to Moonfury on Tier 6. Thoughts: Good spell, available earlier in the tree and allowing for earlier mana regen boost. Good change for leveling turkeys.
New Hotness
Improved Moonkin Form - Your Moonkin Aura also causes affected targets to have a 33/66/100% chance to gain 20% spell haste when they critically hit with spells for 10 seconds. This effect cannot occur more than once every few seconds. Tier 7. Thoughts: This will officially make Moonkins the must-have-in-my-group part of a raid set up when working out the casters, both healers and dps.
Owlkin Frenzy - Attacks done to you while in Moonkin form have a 5/10/15% chance to cause you to go into a Frenzy, increasing your damage by 10% and causes you to be immune to pushback while casting balance spells. Lasts 10 seconds. Tier 8. Thoughts: This will make for a very interesting time soloing on my turkey, that's for sure-
Eclipse - When you critically hit with Starfire, you have a 20/40/60% chance of increasing the damage done by Wrath by 10%. When you critically hit with Wrath, you have a 20/40/60% chance of increasing the damage done by Starfire by 10%. Effect lasts 30 seconds and has a 2 min cooldown. Tier 9. Thoughts: Might be a good spell if you opened with Starfire until this procced, then switched to Wrath once the mob was coming at you, or used Wrath on a boss to minimize threat and then near death you used Starfire for the big numbers. Should be fun!
Typhoon - You summon a violent Typhoon that does 530 Nature damage when in contact with hostile targets, knocking them back 5 yards. 20 second cooldown. Tier 9. Thoughts: I assume this is an AoE, though unsure if it will be above the turkey by nature or if it will give a location choice like Hurricane. As it has a range, I assume it is like Hurricane, but that could, incredibly, mean it would be a 20 yard from the caster circle effect, which would be.... wow!
Gale Winds - Increases damage done by your Hurricane and Typhoon spells by 25/50%, and increases the range of Cyclone by 10/20%. Tier 9. Thoughts: Many folks were already angry in PvP about the current yardage of Cyclone, and this will only make that worse. The first part will be nice, especially if there are fights like the worms in Kara or Magister's Terrace in the expansion. 50% more damage on lightning bolts that, by the end, already leave the targets within a moonfire of death? Hell yes I'll take it!
Nature's Fury - Your Wrath and Starfire spells have a 20/40/60/80/100% chance of applying the Nature's Fury debuff on the target. The Nature's Fury debuff increases Nature and Arcane damage done to the target by 2%. Lasts 12 seconds. Stacks up to 3 times. Tier 10. Thoughts: I like the 100%. All I would need to do is keep casting Wrath throughout the fight and the debuff would never die. Arcane Missiles, and I suspect some Shammy spells, would benefit from this.
Starfall - You summon a flurry of stars from the sky on all targets within 30 yard of the caster, each doing 500 to 580 Arcane damage, and an additional 170 arcane to all nearby targets within 5 years. Maximum 20 stars. Lasts 10 seconds. Tier 11(Final point). Thoughts: Whoa. We saw this in Warcraft 3 from Tyrande(interestingly a priestess) and it looked awesome. It sounds like this would not be a Volley like AoE, but more like the stars will fall on hostile targets only, not just randomly. Also, the nearby targets bit is a little confusing. It is like if you have like 5 or so targets all grouped within 5 yards, coming at you, it will not only do initial damage to each, but proximity to each other damage? I want to see this!
As you can tell, I have a... few opinions on this specific tree. As you will also notice, there is some changes over in the Resto tree. I have currently 13 points, and that will be lowered to 2. Not only because Improved Mark is changing to 2 points from 5, but I also don't think that the other spells will be that big of a deal in this current tree. I'll spend 2 over there, and save the other 11 for some of the changed, and more of the awesome new stuff coming in Wrath of the Lich King. Stay tuned, eventually, for the Paladin and Hunter tree reviews.
Druids. Bear Butt. Boom Turkey. These are two of the common nicknames we have received in the community. Well, soon, that bear butt will look different, though we know not how. Also, we will also get a new Dire Cat, which will also look different from the non Dire appearance. We don't know what either of these will look like, nor what will make the new form so 'Dire', but I am sure most druids are excited about cross spec forms coming. This does not, though, affect the discussion I will make here. Perhaps Aly over at Bitter Roots will blog other trees(pun intended) but I will be talking balance in this post.
There are some really interesting changes coming to the Balance tree, and some even more interesting new talents coming. While there are no small number of things to mention on each side, I will go into the changes to see what points should be used on day 1 of patch 3.0, even before the expansion is launched. Before that, though, here is a link to my planned talent usage. Oh, and here is the talent build I currently use on my Druid, Arita.
Old Becomes New
Brambles - Currently: Increases damage caused by your Thorns and Entangling Roots spells by 25/50/75%. Alpha: Damage from your Thorns, Entangling Roots and attacks from your Treants increased by 25/50/75%, and damage from your Thorns and Treants have a 15% chance to daze the target for 3 sec. Thoughts: The addition of treants and the stun make this a great talent to spec in to, and with the drop of 3 trees, and 30 seconds per cast, you are nearly guaranteed to have that proc at least once.
Nature's Reach - Currently: Increases the range of your balance spells and Faerie Fire(Feral) ability by 10/20%. Alpha: Increases the range of your balance spells and Faerie Fire(Feral) ability by 10/20%, and reduces the threat generated by your Balance spells by 30%. Thoughts: Long overdue threat reduction for Moonkin druids, though for those who are used to being the aggro magnet that stands between a wayward mob and the healers, this could be a problem.
Lunar Guidance - Currently: Increases your spell damage and healing by 8/16/25% of your total Intellect. Alpha: Increases your spell damage and healing by 4/8/12% of your total Intellect. Thoughts: Unnecessary nerf to damage, though hopefully we will see some other stuff or changes coming to make up for this.
Dreamstate - Currently: Placed next to Moonkin Form on tier 7. Alpha: Placed next to Moonfury on Tier 6. Thoughts: Good spell, available earlier in the tree and allowing for earlier mana regen boost. Good change for leveling turkeys.
New Hotness
Improved Moonkin Form - Your Moonkin Aura also causes affected targets to have a 33/66/100% chance to gain 20% spell haste when they critically hit with spells for 10 seconds. This effect cannot occur more than once every few seconds. Tier 7. Thoughts: This will officially make Moonkins the must-have-in-my-group part of a raid set up when working out the casters, both healers and dps.
Owlkin Frenzy - Attacks done to you while in Moonkin form have a 5/10/15% chance to cause you to go into a Frenzy, increasing your damage by 10% and causes you to be immune to pushback while casting balance spells. Lasts 10 seconds. Tier 8. Thoughts: This will make for a very interesting time soloing on my turkey, that's for sure-
Eclipse - When you critically hit with Starfire, you have a 20/40/60% chance of increasing the damage done by Wrath by 10%. When you critically hit with Wrath, you have a 20/40/60% chance of increasing the damage done by Starfire by 10%. Effect lasts 30 seconds and has a 2 min cooldown. Tier 9. Thoughts: Might be a good spell if you opened with Starfire until this procced, then switched to Wrath once the mob was coming at you, or used Wrath on a boss to minimize threat and then near death you used Starfire for the big numbers. Should be fun!
Typhoon - You summon a violent Typhoon that does 530 Nature damage when in contact with hostile targets, knocking them back 5 yards. 20 second cooldown. Tier 9. Thoughts: I assume this is an AoE, though unsure if it will be above the turkey by nature or if it will give a location choice like Hurricane. As it has a range, I assume it is like Hurricane, but that could, incredibly, mean it would be a 20 yard from the caster circle effect, which would be.... wow!
Gale Winds - Increases damage done by your Hurricane and Typhoon spells by 25/50%, and increases the range of Cyclone by 10/20%. Tier 9. Thoughts: Many folks were already angry in PvP about the current yardage of Cyclone, and this will only make that worse. The first part will be nice, especially if there are fights like the worms in Kara or Magister's Terrace in the expansion. 50% more damage on lightning bolts that, by the end, already leave the targets within a moonfire of death? Hell yes I'll take it!
Nature's Fury - Your Wrath and Starfire spells have a 20/40/60/80/100% chance of applying the Nature's Fury debuff on the target. The Nature's Fury debuff increases Nature and Arcane damage done to the target by 2%. Lasts 12 seconds. Stacks up to 3 times. Tier 10. Thoughts: I like the 100%. All I would need to do is keep casting Wrath throughout the fight and the debuff would never die. Arcane Missiles, and I suspect some Shammy spells, would benefit from this.
Starfall - You summon a flurry of stars from the sky on all targets within 30 yard of the caster, each doing 500 to 580 Arcane damage, and an additional 170 arcane to all nearby targets within 5 years. Maximum 20 stars. Lasts 10 seconds. Tier 11(Final point). Thoughts: Whoa. We saw this in Warcraft 3 from Tyrande(interestingly a priestess) and it looked awesome. It sounds like this would not be a Volley like AoE, but more like the stars will fall on hostile targets only, not just randomly. Also, the nearby targets bit is a little confusing. It is like if you have like 5 or so targets all grouped within 5 yards, coming at you, it will not only do initial damage to each, but proximity to each other damage? I want to see this!
As you can tell, I have a... few opinions on this specific tree. As you will also notice, there is some changes over in the Resto tree. I have currently 13 points, and that will be lowered to 2. Not only because Improved Mark is changing to 2 points from 5, but I also don't think that the other spells will be that big of a deal in this current tree. I'll spend 2 over there, and save the other 11 for some of the changed, and more of the awesome new stuff coming in Wrath of the Lich King. Stay tuned, eventually, for the Paladin and Hunter tree reviews.

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