I know blood elves get what is listed under the first link since I have never seen the tauren weapons
And I know what humans get looks different than what dwarves draenei get so I guess I will go create a draenei and see
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turtleantGunpla Dadis the best.Registered Userregular
I have had reason to use faint for a long while now and it has nothing to do with threat. You should look at what it does now (and what you can glyph it for now and in MOP). Since at least Cata release (or maybe even Wrath) faint halves Aoe dmg you take for 6 seconds, on a 11 second cooldown. With current glyph, there is no energy cost, making it very good (that is to say, mandatory in pve). Mop glyph makes it instead also reduce physical dmg by 30%. The actual threat reduction at this point (and really, since midway through vanilla) is less than what one incurs in threat for one autoattack.
WotLK is when Feint got buffed to awesome (50% AoE reduction). 4.0 actually buffed the threat reduction (from the tiny static number to a 5% reduction, which is actually theoretically useful), but of course threat is so rarely an issue anymore, and Vanish is usually a better option if the rogue is actually in danger of pulling aggro.
Beta I've kinda put on hold until next build due to some of the quests (that water quest in the Horde MoP starting chain? yeah, I don't have any form of water walking or swim form, so I have about as much chance of getting one of the rare water motes as I do of winning the lottery).
Ugh, I wish Blizzard would just stop doing water quests. They're always awful since swimming in WoW is awful and Blizzard seems to be obstinate against making it be not awful.
Beta I've kinda put on hold until next build due to some of the quests (that water quest in the Horde MoP starting chain? yeah, I don't have any form of water walking or swim form, so I have about as much chance of getting one of the rare water motes as I do of winning the lottery).
Ugh, I wish Blizzard would just stop doing water quests. They're always awful since swimming in WoW is awful and Blizzard seems to be obstinate against making it be not awful.
The quest barely has anything to do with the water really, you have to collect 5 water globes that will spawn on top of the water of a small lake.
The problem is that everybody and their mom is waiting for the spawns because the spawn rate is abysmally slow (like, 5 minutes per spawn slow). Which means that it'll go to the Shamans and Druids hanging out in the water trying to do the quest.
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FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
edited April 2012
I think they are always trying to find ways to allow players to move in three dimensions even if they haven't trained Flight yet.
Personally, I found the underwater zones in CATACLYSM to be much more interesting than Mount Heejal for the 14th time, but their linear nature made them much more of an unavoidable time-sink.
Gettit ? Time sink ? Underwater quests ? I kill me.
Can someone copy-paste the current Symbiosis list or is it in some table or something that will paste awfully into text?
My biggest curiosity about Symbiosis is how it's going to work and play out in battlegrounds. If I get too far away from my link, do we lose it? Does it persist through death? Are random PUGs even going to know what's going on when they suddenly get granted a new spell to use?
I think they are always trying to find ways to allow players to move in three dimensions even if they haven't trained Flight yet.
Personally, I found the underwater zones in CATACLYSM to be much more interesting than Mount Heejal for the 14th time, but their linear nature made them much more of an unavoidable time-sink.
Gettit ? Time sink ? Underwater quests ? I kill me.
That and the Molten Front quest area required you to get a good chunk of the way through Hyjal first, so there's no real point in doing Vashj'ir.
I did enjoy it though, I just wished I hadn't been forced into doing Hyjal 8 times so i could do Molten Front without having to run both 80-82 zones.
I have still never finished Vashj'ir, and I have multiple 85s. It's just not a fun zone, I just do quests up til the Earthern Ring guys are in Silver Tide Hollow and stop.
Well I do find the overall lack of vechile combat in cata compared to wrath rather disapointing
I do wonder if we will be getting some tanks or ricshaws to battle with
I think they are always trying to find ways to allow players to move in three dimensions even if they haven't trained Flight yet.
Personally, I found the underwater zones in CATACLYSM to be much more interesting than Mount Heejal for the 14th time, but their linear nature made them much more of an unavoidable time-sink.
Gettit ? Time sink ? Underwater quests ? I kill me.
Underwater zones? There's only one. Vashj'ir is mostly all right only because of the water movement buff/fast water mount you can use there. Unfortunately when you end up being sent back into the water in Uldum to do random pointless shit, it's the same old logy terribleness.
Officially the unluckiest CCG player ever.
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FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
edited April 2012
The Vash'jir storyline is very interesting and has a lot more depth than Mt. H.
An underwater story with more depth ? Zing ! I'm on a roll here, baby !
So I think it's worth pursuing to the end with at least one toon. The Goblins at the end are endearingly goofy with some great dialogue.
Are playable Pandaren going to have their own reputation like all the other races? I know there are some reputations on Pandaria, but those are a separate set of Pandaren that you can't meet until 85.
If so, how would it work? Would Horde and Alliance share the same one, or would they have separate ones and the rep gained on the Wandering Isle will just rename itself to the correct faction when you pick a side? How would players of other races raise that rep since you can't return to the Wandering Isle, the Pandaren have no quest hubs in 10-85 content, and the Pandaren on Pandaria are a different faction?
I could almost see Blizzard just not giving them one, except I'm not sure how they'd handle their level 20 ground mounts then.
Currently there's one "The Pandaren Adventurer's Guild," but the rep on the Wandering Isle is pretty much worthless ATM. You can't hit exalted with it (as far as I can tell, I've only ever been able to get halfway through honored) and there isn't any associated vendor.
nobody's getting "screwed" by not being the target of symbiosis any more than people get "screwed" by not getting dark intent (or whatever the arcane mage one is called.)
symbiosis giving more cooldowns to tanks doesn't seem particularly well thought out, but aside from the monk one they aren't super-powerful cooldowns either.
Trying to theorycraft around encounters we haven't even seen yet is silly too; even if we can make reasonable guesses about what the optimal target dummy symbiosis targets will be (or survivability in the case of tanks), there are tons of fights in (say) dragon soul where it would've been awesome for a moonkin to be able to get CloS or AMZ or HoJ instead of mirror image.
If somebody whines about not getting symbiosis it's incredibly easy to do what I do when people whine about dark intent: ignore them.
This is where DI and Symbiosis differed quite a bit in development terms. Once DI was coded, tested and deemed good enough, it wasn't like code was being wasted when no one ever used it on an enhancement shammy.
Symbiosis on the other had is rather complex. The issue that arises from no one ever using it on a rogue is that the devs still have to make sure that the growl ability it gives to rogues doesn't end up being horribly bugged and that there isn't some way for rogues to somehow cheese an encounter with it. The same goes for the three abilities that druids can get from rogues. See the huge problem, that is a fucking big deal, is that they aren't using a trivial amount of time designing this thing and that begs the question of why even bother with half of it, if people will never ever use it on certain combos because they happen to suck.
I'll reiterate it runs into the very problem that the pre-MoP talent and glyphs systems had. There is an illusion of choice and a shit ton of things that were a fucking waste of development time, that could have used on things that people found more compelling, rather than ensuring that crap no one bothered using didn't have game breaking bugs or end up allowing people to cheese things.
Unless Mists heavily changes PvP, which I doubt it's going to do other than by making healers go OoM all the time, I can imagine my resto druid will only be using Symbiosis on classes that get me some sort of survival cooldown. I think the priest example was Leap of Faith, which, while useful, is not worth grabbing at the cost of something like Icebound Fortitude or Ice Block when you're playing a walking bullseye in a battleground.
Beta I've kinda put on hold until next build due to some of the quests (that water quest in the Horde MoP starting chain? yeah, I don't have any form of water walking or swim form, so I have about as much chance of getting one of the rare water motes as I do of winning the lottery).
Also, I saw the perfect example of what was wrong with LFR last night: Enh Shaman constantly at bottom of the meters winning two tier pieces for gear he already had. He spent the entire run bitching that he didn't get the Vial trinket.
People blindly rolling need whether they actually need it or not annoys the crap out of me. Too often loot ends up going to people who already had better.
I'll reiterate it runs into the very problem that the pre-MoP talent and glyphs systems had. There is an illusion of choice and a shit ton of things that were a fucking waste of development time, that could have used on things that people found more compelling, rather than ensuring that crap no one bothered using didn't have game breaking bugs or end up allowing people to cheese things.
no, it doesn't
the problem with the old talents/glyphs wasn't that your choice was dictated by circumstance, it was that even though it looked like you had choices, the optimal choices were the same in every circumstance. With the new talents, what is 'optimal' is going to change from encounter to encounter. It doesn't mean that there will not necessarily be an 'optimal' setup for a given situation.
Like, let's look at the current symbiosis in the context of dragon soul fights: on heroic ultraxion, would it be more useful to give a tank another cooldown, or give the druid the ability to disperse? In my raid we'd almost certainly rather have our feral be able to disperse, but it might be different for your raid.
on heroic blackhorn another tank cooldown might likewise be useful, but we might've had our druid get HoJ instead, since dealing with sappers was the hardest part of the fight for us and it never felt like our tanks were really in trouble.
you can think of pve examples where a lot of these abilities are useful (well, except rogue taunts :rotate: ), to say nothing of pvp where different team compositions will probably dictate all sorts of other choices.
I'm going to refrain from getting into an argument using unfounded assumptions about dev time because frankly, I think that's completely fucking dumb
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
You guys are kind of making me want to run lfr and roll need on everything it lets me, then give it out to people that did well and were not afk (only heroic ds stuff I'm still missing is set helm and the rings)
I spent the last 4 days grinding out Archeology achievements and finished them all.
That was..uh...a thing...I did?
It wasn't as bad as I expected, I suppose. I spent most of the time chatting with friends and guildies, and broke it up by farming two easter mounts.
I ended up getting (literally) at least one of every single common artifact from every race, and 22/32 (so far) total rares. I got 100% of everything from Orcs, Draenei, Nerubian, and Vyrkul. Everything but Night Elves and Tol'vir each only have 1 rare left (usually the BoA equipment). I have at least 6 of every Troll common artifact and I feel like I'll probably never see the sword. Dwarves were, by far, the most tedious of all the races. They have more commons than any other race except for Night Elves, but have (relatively) considerably fewer sites. I could go an hour of grinding sites before I'd see even one Dwarf one. It was just trolltrolltrolltrollfossiltrolltrollfossil. I did end up getting all the pets and the mount from Fossil so I guess that's cool.
Not sure if I want to spend the time trying for anything else; but I'd really like at least the companion from Tol'vir, and the mount would be super rad too, so I might dork around in Kalimdor when I'm waiting on queues or whatever. Getting Tol'vir sites wasn't nearly as bad as I expected; I'm guessing at some point in the last few major patches they increased the amount of Tol'vir sites, because looking at the list on wowpedia.org there are as many Tol'vir sites on Kalimdor, just in Uldum, as there are for each other "faction".
I wonder, with MoP, if they're going to add any more items for the existing races, or if they're just gonna add in Panda stuff (probably panda and uh...another race on the isles).
You guys are kind of making me want to run lfr and roll need on everything it lets me, then give it out to people that did well and were not afk (only heroic ds stuff I'm still missing is set helm and the rings)
It only works if you aren't in the top 10 on the meters
It is absolutely mind-bending how terrible people still are at this game. Got my shaman to 85 yesterday and am healing heroics. There are people in these queues that not only have never seen these dungeons a year+ later, but are just dumb as rocks. Get into HStonecore with a 136k hp feral tank, trash gear like myself but he knows what he's doing so we're okay until pre Ozruk trash where our clueless DK agros extra packs and all of our DPS ignores sentries that I have markers on. Cut to Ozruk, the two melee dps don't get out of Shatter, and while I'm trying to heal that suddenly my flame shock isn't reflecting and I'm eating Paralyze.
Cut to another wipe and I'm like, "mage, you're not spellstealing are you?" "yeah I missed the first one sorry." wtfffffff. Tell him not to. Ankh. DK has run back in and promptly runs right up to the boss.
I think they are always trying to find ways to allow players to move in three dimensions even if they haven't trained Flight yet.
Personally, I found the underwater zones in CATACLYSM to be much more interesting than Mount Heejal for the 14th time, but their linear nature made them much more of an unavoidable time-sink.
Gettit ? Time sink ? Underwater quests ? I kill me.
I loved vash'ir in cata, if the quest (singular) wasn't a fucking monochain from start to finish the zone would actually be good.
The environment and quest design is let down by that, and let down hard.
It is absolutely mind-bending how terrible people still are at this game. Got my shaman to 85 yesterday and am healing heroics. There are people in these queues that not only have never seen these dungeons a year+ later, but are just dumb as rocks. Get into HStonecore with a 136k hp feral tank, trash gear like myself but he knows what he's doing so we're okay until pre Ozruk trash where our clueless DK agros extra packs and all of our DPS ignores sentries that I have markers on. Cut to Ozruk, the two melee dps don't get out of Shatter, and while I'm trying to heal that suddenly my flame shock isn't reflecting and I'm eating Paralyze.
Cut to another wipe and I'm like, "mage, you're not spellstealing are you?" "yeah I missed the first one sorry." wtfffffff. Tell him not to. Ankh. DK has run back in and promptly runs right up to the boss.
Fucking unbelievable.
I'm confused why spellstealing is bad here.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
nobody's getting "screwed" by not being the target of symbiosis any more than people get "screwed" by not getting dark intent (or whatever the arcane mage one is called.)
Tell that to the Spriest who's reforged his gear around expecting DI only to have the lock call out sick for the night, causing his DPS to drop like a rock. Or tell that to the Moonkin who gets it when the spriest is out, has his dps shoot up and he realizes just what he's missing every night.
Can someone copy-paste the current Symbiosis list or is it in some table or something that will paste awfully into text?
My biggest curiosity about Symbiosis is how it's going to work and play out in battlegrounds. If I get too far away from my link, do we lose it? Does it persist through death? Are random PUGs even going to know what's going on when they suddenly get granted a new spell to use?
Druid:
Source Class, Guardian, Feral, Restoration, Balance
Death Knight, Bone Shield, Death Coil, Icebound Fortitude, Anti-Magic Shell
Hunter, Ice Trap, Play Dead, Deterrence, Misdirection
Mage, Mage Ward, Frost Nova, Ice Block, Mirror Image
Monk, N/A, N/A, N/A, N/A
Paladin, Consecration, Divine Shield, Cleanse, Hammer of Justice
Priest, Fear Ward, Dispersion, Leap of Faith, Mass Dispel
Rogue, Feint, Redirect, Evasion, Cloak of Shadows
Shaman, Lightning Shield, Feral Spirit, Spiritwalker's Grace, Purge
Warlock, Life Tap, Soul Swap, Demonic Circle: Teleport, Unending Resolve
Warrior, Spell Reflection, Shattering Blow, Intimidating Roar, Intervene
The way symbosis works is it gives the target the spell such that they can drag it from their spellbook to their bars. If they don't currently have Symbiosis that button becomes inactive. As such, people who don't know about how it works will never discover it on their own unless every time someone gets buffed with Symbiosis the game alerts them to that fact and instructs them on how to access the spell.
The buff itself lasts 60m through death as long as the pair are in the same party (so if you're solo as a druid the spell is utterly worthless for you).
the problem with the old talents/glyphs wasn't that your choice was dictated by circumstance, it was that even though it looked like you had choices, the optimal choices were the same in every circumstance. With the new talents, what is 'optimal' is going to change from encounter to encounter. It doesn't mean that there will not necessarily be an 'optimal' setup for a given situation.
Except the problem is that outside of your very specific examples, the choice is always clear: give the tanks extra cooldowns. The reason is because a tank death leads to a wipe more often than not so protecting against that is paramount, especially for learning attempts. Even on Ultraxion (heroic particularly) extra tank cooldowns could mean the difference between the tank dying or not in the last few seconds and thus allow the dps to live longer and eke out a win. And don't forget about the potential feedback loop of where if all tanks are able to get an extra cooldown, the fights need to either be tuned with that assumption such that druidless tanks are at a disadvantage or tuned without such that the druid-powered tanks are ahead of the game. Likewise, will the druid need to be tuned with the assumption he got the skill that helps his role or not? All this accomplishes is forcing every raid to have a druid for every tank to make sure they have the cooldowns they need for the fight or to make the fight easier or makes the druid feel like they're being screwed out of reaching their full potential when they have to pick a class they don't want to for some reason.
It's quite clear the current design is extremely flawed and goes against what they've decided to do with the rest of the game's mechanics. I'm betting the spell will be gutted by launch due to these problems we're bringing up.
Posts
And I know what humans get looks different than what dwarves draenei get so I guess I will go create a draenei and see
Yeah I know, I just don't like being the odd man out.
Oh WoW players. Stay classy.
Aww they changed it? That was the best though!
What's this about?
People accused Blizzard of being sexist, so they removed it.
Now other people complain that Blizzard caved and gutted Ji's personality by changing that one line.
Both sides yell for hundreds of pages.
They should have just had him say it to everyone.
The harder the rain, honey, the sweeter the sun.
This is the original, it's awesome:
How dare he call someone "monkeybutt."
Wouldn't that require the player abandoning his quest?
This would have been amusing and would have been my personal suggestion to resolve it.
The quest barely has anything to do with the water really, you have to collect 5 water globes that will spawn on top of the water of a small lake.
The problem is that everybody and their mom is waiting for the spawns because the spawn rate is abysmally slow (like, 5 minutes per spawn slow). Which means that it'll go to the Shamans and Druids hanging out in the water trying to do the quest.
Personally, I found the underwater zones in CATACLYSM to be much more interesting than Mount Heejal for the 14th time, but their linear nature made them much more of an unavoidable time-sink.
Gettit ? Time sink ? Underwater quests ? I kill me.
My biggest curiosity about Symbiosis is how it's going to work and play out in battlegrounds. If I get too far away from my link, do we lose it? Does it persist through death? Are random PUGs even going to know what's going on when they suddenly get granted a new spell to use?
But then later tonight I will show off the rather interesting adventure of my draenei paladin
That and the Molten Front quest area required you to get a good chunk of the way through Hyjal first, so there's no real point in doing Vashj'ir.
I did enjoy it though, I just wished I hadn't been forced into doing Hyjal 8 times so i could do Molten Front without having to run both 80-82 zones.
I do wonder if we will be getting some tanks or ricshaws to battle with
and now sleep as I have done 20 levels in 3 hours
An underwater story with more depth ? Zing ! I'm on a roll here, baby !
So I think it's worth pursuing to the end with at least one toon. The Goblins at the end are endearingly goofy with some great dialogue.
If so, how would it work? Would Horde and Alliance share the same one, or would they have separate ones and the rep gained on the Wandering Isle will just rename itself to the correct faction when you pick a side? How would players of other races raise that rep since you can't return to the Wandering Isle, the Pandaren have no quest hubs in 10-85 content, and the Pandaren on Pandaria are a different faction?
I could almost see Blizzard just not giving them one, except I'm not sure how they'd handle their level 20 ground mounts then.
This is where DI and Symbiosis differed quite a bit in development terms. Once DI was coded, tested and deemed good enough, it wasn't like code was being wasted when no one ever used it on an enhancement shammy.
Symbiosis on the other had is rather complex. The issue that arises from no one ever using it on a rogue is that the devs still have to make sure that the growl ability it gives to rogues doesn't end up being horribly bugged and that there isn't some way for rogues to somehow cheese an encounter with it. The same goes for the three abilities that druids can get from rogues. See the huge problem, that is a fucking big deal, is that they aren't using a trivial amount of time designing this thing and that begs the question of why even bother with half of it, if people will never ever use it on certain combos because they happen to suck.
I'll reiterate it runs into the very problem that the pre-MoP talent and glyphs systems had. There is an illusion of choice and a shit ton of things that were a fucking waste of development time, that could have used on things that people found more compelling, rather than ensuring that crap no one bothered using didn't have game breaking bugs or end up allowing people to cheese things.
battletag: Millin#1360
Nice chart to figure out how honest a news source is.
People blindly rolling need whether they actually need it or not annoys the crap out of me. Too often loot ends up going to people who already had better.
no, it doesn't
the problem with the old talents/glyphs wasn't that your choice was dictated by circumstance, it was that even though it looked like you had choices, the optimal choices were the same in every circumstance. With the new talents, what is 'optimal' is going to change from encounter to encounter. It doesn't mean that there will not necessarily be an 'optimal' setup for a given situation.
Like, let's look at the current symbiosis in the context of dragon soul fights: on heroic ultraxion, would it be more useful to give a tank another cooldown, or give the druid the ability to disperse? In my raid we'd almost certainly rather have our feral be able to disperse, but it might be different for your raid.
on heroic blackhorn another tank cooldown might likewise be useful, but we might've had our druid get HoJ instead, since dealing with sappers was the hardest part of the fight for us and it never felt like our tanks were really in trouble.
you can think of pve examples where a lot of these abilities are useful (well, except rogue taunts :rotate: ), to say nothing of pvp where different team compositions will probably dictate all sorts of other choices.
I'm going to refrain from getting into an argument using unfounded assumptions about dev time because frankly, I think that's completely fucking dumb
that's why we call it the struggle, you're supposed to sweat
That was..uh...a thing...I did?
It wasn't as bad as I expected, I suppose. I spent most of the time chatting with friends and guildies, and broke it up by farming two easter mounts.
I ended up getting (literally) at least one of every single common artifact from every race, and 22/32 (so far) total rares. I got 100% of everything from Orcs, Draenei, Nerubian, and Vyrkul. Everything but Night Elves and Tol'vir each only have 1 rare left (usually the BoA equipment). I have at least 6 of every Troll common artifact and I feel like I'll probably never see the sword. Dwarves were, by far, the most tedious of all the races. They have more commons than any other race except for Night Elves, but have (relatively) considerably fewer sites. I could go an hour of grinding sites before I'd see even one Dwarf one. It was just trolltrolltrolltrollfossiltrolltrollfossil. I did end up getting all the pets and the mount from Fossil so I guess that's cool.
Not sure if I want to spend the time trying for anything else; but I'd really like at least the companion from Tol'vir, and the mount would be super rad too, so I might dork around in Kalimdor when I'm waiting on queues or whatever. Getting Tol'vir sites wasn't nearly as bad as I expected; I'm guessing at some point in the last few major patches they increased the amount of Tol'vir sites, because looking at the list on wowpedia.org there are as many Tol'vir sites on Kalimdor, just in Uldum, as there are for each other "faction".
I wonder, with MoP, if they're going to add any more items for the existing races, or if they're just gonna add in Panda stuff (probably panda and uh...another race on the isles).
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
It only works if you aren't in the top 10 on the meters
Cut to another wipe and I'm like, "mage, you're not spellstealing are you?" "yeah I missed the first one sorry." wtfffffff. Tell him not to. Ankh. DK has run back in and promptly runs right up to the boss.
Fucking unbelievable.
I loved vash'ir in cata, if the quest (singular) wasn't a fucking monochain from start to finish the zone would actually be good.
The environment and quest design is let down by that, and let down hard.
I'm confused why spellstealing is bad here.
The harder the rain, honey, the sweeter the sun.
Druid:
Death Knight, Bone Shield, Death Coil, Icebound Fortitude, Anti-Magic Shell
Hunter, Ice Trap, Play Dead, Deterrence, Misdirection
Mage, Mage Ward, Frost Nova, Ice Block, Mirror Image
Monk, N/A, N/A, N/A, N/A
Paladin, Consecration, Divine Shield, Cleanse, Hammer of Justice
Priest, Fear Ward, Dispersion, Leap of Faith, Mass Dispel
Rogue, Feint, Redirect, Evasion, Cloak of Shadows
Shaman, Lightning Shield, Feral Spirit, Spiritwalker's Grace, Purge
Warlock, Life Tap, Soul Swap, Demonic Circle: Teleport, Unending Resolve
Warrior, Spell Reflection, Shattering Blow, Intimidating Roar, Intervene
Hunter, Dash, Dash, Dash,
Mage, Healing Touch, Healing Touch, Healing Touch
Monk, Brewmaster: Survival Instincts, Windwalker: Savage Defense, Mistweaver: Cyclone
Paladin, Holy: Rebirth, ???, Protection: Barkskin
Priest, Discipline: Entangling Roots, Holy: Entangling Roots, Shadow: Tranquility
Rogue, Growl, Growl, Growl
Shaman, Elemental: Solar Beam, Enhancement: Solar Beam, Restoration: Prowl
Warlock, Rejuvenation, Rejuvenation, Rejuvenation
Warrior, Arms: Stampeding Shout, Fury: Stampeding Shout, Protection: Frenzied Regeneration
The way symbosis works is it gives the target the spell such that they can drag it from their spellbook to their bars. If they don't currently have Symbiosis that button becomes inactive. As such, people who don't know about how it works will never discover it on their own unless every time someone gets buffed with Symbiosis the game alerts them to that fact and instructs them on how to access the spell.
The buff itself lasts 60m through death as long as the pair are in the same party (so if you're solo as a druid the spell is utterly worthless for you).
Except the problem is that outside of your very specific examples, the choice is always clear: give the tanks extra cooldowns. The reason is because a tank death leads to a wipe more often than not so protecting against that is paramount, especially for learning attempts. Even on Ultraxion (heroic particularly) extra tank cooldowns could mean the difference between the tank dying or not in the last few seconds and thus allow the dps to live longer and eke out a win. And don't forget about the potential feedback loop of where if all tanks are able to get an extra cooldown, the fights need to either be tuned with that assumption such that druidless tanks are at a disadvantage or tuned without such that the druid-powered tanks are ahead of the game. Likewise, will the druid need to be tuned with the assumption he got the skill that helps his role or not? All this accomplishes is forcing every raid to have a druid for every tank to make sure they have the cooldowns they need for the fight or to make the fight easier or makes the druid feel like they're being screwed out of reaching their full potential when they have to pick a class they don't want to for some reason.
It's quite clear the current design is extremely flawed and goes against what they've decided to do with the rest of the game's mechanics. I'm betting the spell will be gutted by launch due to these problems we're bringing up.