How does it interact with convoke? Lmao.
How does it interact with convoke? Lmao.
Offensive Casts from convoke will trigger extra casts from the 4p. For bear form convoke, not any ironfurs, rejuvs or regrowths that the convoke casts ofc. so like, yaknow. dont expect convoke to be a strong force multiplier since half or more casts from it are non-offensive casts.
and ofc reminder that bearvoke is practically unusable given it competes as a node with 5 point incarn investment and its spelllist doesnt even include maul. for some reason. even though all other forms got convoke cast behavior updates.
Nah people who want to magic dps might still prefer healing as wildstalker so if anything they need to make more hybrid damage nodes in both trees.
Keeper needs something for physical damage now too, or the new damage choice talent needs to trigger the hero talents to change their damage bonuses accordingly. How you prefer to heal shouldn’t force how you dps for the next 3 expansions.
Despite the changes provided to Rdruid.
We are still very far behind compared to other healers.
I have been testing Hpriest and I have seen that it has more performance than my own Rdruid but by a lot.
I would even dare to say that the Rdruid of S2 is similar to that of S1 in terms of performance.
-Insurance: a lot is lost by only being able to apply it to one ally (or two with the talent) at a time, I would propose that the tier allows Lifebloom, when it explodes, to have a 30% chance of applying insurance to two additional targets (always a 100% guaranteed chance of applying Insurance to the target that was under the effect of Lifebloom).
Thus at least there could be a chance to take advantage of Insurance for a small group.
-The hots: Despite the “buffs” received and the change of mastery, the hots still feel weak, literally almost always the top healer is Regrowth but by much more than the other hots.
Rejuvenation or WG (preferably the latter) would have to be improved, since we have limited ways to increase the party’s HP in a versatile way.
- DPS: our dps is still very low, I’ve seen that the holy priest and the MW feel more comfortable to do damage thanks to the very noticeable increase in healing thanks to their tiers or their buffs, while the druid can’t be noticed in either way.
To top it off, even if you try hard to apply all your “dots” they don’t do much, thanks to the unnecessary 20% nerf taking into account again that Rdruid’s dps is even low in live (S1).
I would propose improving the dots’ ticks, making them faster by 20% or reverting the 20% damage nerf.
It’s not like we can do that much damage at will in cat form.
So now that actual testing is out i want to reiterate how important convoke is for resto’s dps and how we need a way to trigger the caster portion if this choose a damage type setup is going to work going foward.
Avgs are across 15 casts for both incarn and convoke.
Currently running ALL the caster dps buffs(starlight, nurturing instinct, lore of the grove, circle of heavens), None of the physical damage ones, keeper for its flat %buffs and one held over blooming proc, MS, 6 second starsurges, maintaining both sun and moonfire, 15 seconds of heart from Call, got me an avg 16.3 mil total damage on the 2 target cleave dummies at 668 testing gear for a full dedicated 30 seconds of dpsing in incarn.
Switching just from incarn to convoke (and CG cause it auto swaps with that node) a single kitty convoke during call did avg 4.6 mil in 3 seconds, finishing the final 12 Hotw call seconds spamming shred for 5 combo bites ended it at avg 8.8mil. No dots; magical or physical, unless provided by the convoke, just 3 seconds of channeling, then shred and bite.
15 seconds of convoke and kitty spam is half an Incarns 30 seconds of spell spam; but the kitty convoke had absolutely no physical specific support from class, spec or hero tree, and the Incarn had 9 class tree talents and a hero tree supporting it.
We Need A Caster Convoke.
As a side note both of these also feel really horrible dps wise compared to other healers. The damage was close to what i pull on live but im 40 ilvls higher. Our damage was already pretty low outside of cooldowns and the flat dps nerf really sucks the life out of it.
Im still going to be hybirdizing my damage, the hero tree’s require it, convoke requires it, encounter design will require it but now im doing it mad that its been flat nerfed and knowing (based on the numbers above) that its not actually been compensated through the new talent at all.
The whole spec would better off reverting the damage nerf entirely and making heavens/wilds a 10 or 15% damage buff instead of 25%.
That way its still promotes 1 playstyle, is a slight dps buff which the spec does need outside of cooldowns, and doesnt make the rest of the kit and hero talents (which were clearly designed with hybrid in mind) feel bad to play.
For other feeback:
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The tier set felt okay (hard to test on training dummies are always below 40% so auto proc, but the hots it provided were noticable)
We have one of the lower scaled insurances, which make a little sense since we’re very haste focused and it scales with haste but i think the insurance consumed heal should be higher, i was really hoping this could be our lead up/tester for a new living seed style ability but its doesnt look like itll provided enough of a heal to stall and let our hots work. -
Even with heavens/wilds being a disapointment as far as compensation goes i do like the new tree layout a lot, i feel like i cant get everything i want but at least can get everything my role needs and a good amount of utility to go with it.
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Symbiotic probably still needs some workshopping so its valuable to both targets and all druid specs, i love the spell in theory and as resto its a minor but okay healing buff to single target but for everyone else it looks pretty worthless(maybe just loosen it from self-healing to all healing for non-resto druids)
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Lyraca’s meditation needs a buff to tell you its up, have to stare at the character sheet to know its working atm, should also probably have a cooldown or require a certain amount of time in the form for the buff so we dont just make shifting macros with fluid form for uptime.
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skullbash not taking 2 seperate gcds or button mashing to use as resto anymore is great, love the fluid form change.
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the mastery changes are okay but i think the spec tree needs to reflect them going forward. Fewer Mastery Fodder talents now that there’s diminishing returns and more direct healing increases to core spells or playstyle boosting changes in their places.
This.
Also, make the glyph of stars to show your transmog without a heavy blue layer. Rainy star effects are enough. No need to be a walking glow stick.
Feedback on the new honor talents.
Forest Guardian: Wrath, cyclone and combo-point generation abilities extend the duration of your active heal over time effects by 1 second. Starsurge and combo-point spenders increase heal over time tick increase by 20% for 4 seconds.
This should be available to people in PVE as well. I feel like the Mythic + community would REALLY appreciate this talent being available as it would make kitty-weaving less of a pain to keep hots up.
Ancient of Lore: A good ability but I can’t see people taking it because it has a cast time. This is our first and only shapeshift to ever have a cast time and it feels so clunky, it should be instant cast. Also it has no synergy with reforestation. Reforestation literally does nothing if you select this honor talent. It will still track stacks of swiftmends but it will never proc tree of lore or tree of life.
Symbiotic relationship falls off whenever either partner dies.
Would be fine if reapplication was instant like mark, or it healed enough to justify the cast time when moving it to a new target in-combat but as is especially with all the deaths in testing it feels like a chore to upkeep for pretty little gain.
Make it last through death or instant to apply pls.
That is my biggest fear, honestly. I’m not able to test the PTR for the meantime, but I do believe it can be potentially very complicated to get a more reactive use of this like we do with the regular Tree.
How slow it moves? And it still has the empowered Wraths or all you can do is cast those new spells?
Edit: Nevermind, I saw a video. The thing moves REALLY slow… and it changes your actionbar to a new one with its spells… No instant Wraths anymore - those can come in handy to help finish an opponent or a quick and safe way to regain some mana with Master Shapeshifter.
Idk how the healing numbers are, but this PVP talent sounds like a downgrade for me.
The visuals are beautiful, the slow would be fine if it was instant cast. The slowness alone is already a punishment, it doesn’t need a cast time too.
It lasts a short time but from what I saw it was doing insane healing, and grove guardians DOES reduce it’s cooldown if you have the proper talents.
disorientating roar: still useless in most situations because it breaks instantly. druid is all about bleeds /dots. why not make it like a dragonsbreath or deathcoil. doest break or only on direct hits, not on dots.
Natures Vigil: some sort of selfheal would be cool here.
Lycaras Teachings: still brings some wierd scenarios . boomkin want to “wave” in and out of form (with fliud form and Lycaras meditation) to maintain the haste from “no form”. ferals still screwed by STARTING cyclone from catform (does not benefit from the haste then).
heart of the wild: 5min cd is too long, duration is too long. make it 2min and like 15seconds or something, would be more usefull . or even 1min and 10-12seconds.
Matted fur: the absorb shield is still very low. 250k absorb on 7mio healthpool. thats around 3%-ish shield. warlock can get a 4mio shield on 9mio hp- thats 40%-ish shield.
I have concerns about Lycara’s Meditations and the style of gameplay it promotes. With Fluid Form, would it not be optimal for Ferals and Balance Druids to macro all of their filler abilities with /cancelform so that they’re constantly shifting between caster form and Moonkin/Cat Form every GCD of combat in order to keep high uptime on the buff? I highly doubt that’s the style of gameplay Blizzard wants to promote, especially for more casual players who aren’t going to write as many macros.
I think lingering bonuses from shapeshifting are fun, but they work a lot better as a utility thing. Druid of the Claw retaining Bear Form’s health and armor for a time is a good example since you only want that when you expect to take a load of physical damage. And there’s skill expression in making sure that’s up when you need it. But when that lingering bonus is a damage increase that you want to keep up always rather than situationally, we run into problems. This is the same sort of reason Furor didn’t make it into live from the PTR when we were testing the new Druid tree.
Having Skull bash on Fluid form is great, but frenzied regeneration also really needs to be on fluid form as well. It feels quite bad to have to use a global to get into bear form, then used frenzied regen, then wait for it to heal you before going back into caster/cat/moonkin form depending on what spec you are playing
Frenzied Regen is the only macro I use (on my druid) that i have to remember to hit twice to get it to work. Its such a last resort though. (I play feral and resto.)
I actually find having to switch back to cat form after more annoying. This is because when I think I’m gonna die, I’ll drop everything, but then when I’m fine, I just wanna get back to shredding faces.
This isn’t disqualifying for this suggestion but just bringing up that there’s a Druid of the Claw talent for Feral whose entire purpose is to allow you to use Frenzied Regen in Cat Form. If your suggestion is implemented I think that talent should be redesigned to provide some other benefit. Not that I think that’s some insurmountable obstacle, but just something to keep in mind.
To add to this:
With the Balance set bonus revolving around Wild Mushroom, its periodic effect should be allowed to “ignite” or pandemic. There can be a lot of wasted damage when multiple procs happen back-to-back from the set bonus and/or the talent (passive or active).
I fully agree and I sincerely hope they reconsider this. “Stance dancing” is degenerate gameplay and should not make a return.
So, there’s this odd undercurrent I’ve noticed about the way Blizzard thinks of druid gameplay. It was particularly noticeable in Torghast with the abilities you get in there that seems to suggest they WANT us constantly shapeshifting during combat. That sounds unbelievably exhausting - and yet, they give us the ability to cast Frenzied Regen as a cat without having to shapeshift. It’s like they don’t know which direction to go with druids.
Personally, if I’m playing Cat, I want to STAY in Cat Form as much as possible.
Yeah, and it’s more of a deeply rooted issue with their design philosophy. They want specs to feel like unique entities - as long as this remains, this archetype of swapping between forms can never be fully realized, unless they design a fifth “Shapeshifter” spec specifically focused on that.
For all those concerned, I did hop on the PTR and made three macros. One for Rake, Shred, and Tiger’s Fury. They were very simple macros. All of them were just:
/cancelform
/cast Rake
I replaced the abilities on my bars with these macros and did my normal rotation while monitoring my stats. This caused me to have 100% uptime on the haste buff. There is literally no reason not to do this. Not doing it is just giving up on 6% haste.
There is no way Blizzard wants this to remain. There’s no way Blizzard wants us to make macros for our filler abilities to do this.
Druid Feedback:
Restoration Thoughts
Lycara’s meditation: Remove – this adds all sorts of issues across the board.
Circle of Wild and Heavens: Remove additional 20% for resto– issue is spell bloat, not complexity
Restoration damage aura removal: reinstate.
Swiftmend no longer removes a heal-over-time effect.
Ysera’s Gift: Baseline – replace with Nature’s Bounty – Starsurge and Rip extend up to 5 rejuvenations by 6 seconds (cannot exceed maximum rejuvenation duration).
Grove tending – bake into Verdant Infusion, move master shapeshifter to this position
Allow movement during Tranquility as base spell.
Improved Wildgrowth: Wild Growth heals 1 additional target or 20% increased healing on 5 targets.
Incarnation Tree of Life : Remove Healing Increase, now doubles the effect of Mastery for the duration.
Dream of Cenarius – Wrath, Shred, and RAKE transfer 100% of their damage, Starfire, THRASH and Swipe transfer 50% of their damage into healing onto a nearby ally. Effect Increased by 200% while HOTW active.
Budding Leaves: Lifebloom’s healing is increased by 3.0% each time it heals up to 45%. Lifebloom also refreshes at end of duration to retain healing bonus.
Guardian Thoughts
Bristling Fur: Bristle your fur, applying 2 stacks of Ironfur and causing you to generate rage based on damage taken for 8 seconds.
Mangle: Rename Serrated Claws: Mangle and Swipe deal 20% additional damage against bleeding targets. (Swap place with Brambles/Bristling Fur).
Infected Wounds: Additional effect, increases Bleed damage by 15%
Dream of Cenarius is now redundant remove, move blood frenzy to this location freeing top tier bloat.
Remove Gory Fur, worthless, move Thorns of Iron to replace.
Bezerk Ravage, remove and bake into baseline Bezerk.
Move reinforced Fur to Thorns of Iron location, move twin Moonfire to this location
After the Wildfire – provides allies within 12 yds a shield for 15secs for 400% attack power.
Guardian of Elune: Mangle now increases your next ironfur by 3 seconds, Thorns of Iron now deals Arcane damage.
Swap Persistance with Fury of Nature – Remove Persistance, repace with Unchecked Aggression “Go berserk for 15, increasing haste by 15% and reducing rage cost of Ironfur and Maul by 50%.” (reinvigoration + 0 cd of frenzied regen is a way over the top)
Move Untamed Savagery to where unchecked Aggression used to be.
Lunar Beam moves to Galatic Guardian
Galactic Guardian moves over to to where Scintillating Moonlight is
Scintillating Moonlight – Moonfire reduces damage by 5%/10% and has a 2%/4% chance to call down a shooting star to deal 40% attack power. Moves to Lunar Beam positon
Elune’s Favored moves to Scintillating Moonlight Position
Incarn moves to Elune’s Favored position, Moonless light removed, replaced by Ursoc’s Guidance.
Convoke the spirits removed.
Rage of the sleeper moves to Blood Frenzy old position.
Incarnation replaced by choice of 2 talents:
New Moon – same mechanic as Balance, 150% Attack power, 1 target.
Pulverize – A devastating blow to all targets in front of you dealing (150% of attack power) physical damage. Increases Damage you deal by 20% for 10 seconds and Reduces the Damage they deal to you by 20% for 10 seconds 40 sec cd.