reVerseAttack and Dethrone GodRegistered Userregular
edited February 2009
Here's a good one, but other than that, you're either stuck with getting some rings with defense on them or just going with DPS rings with good amounts of agility on them.
edit: This ring made by jewelcrafters is also fairly decent.
I think the rumblings about Eclipse show that it's best at 2 points rather than 3, but I don't have the math on hand and don't feel like digging through Elitist Jerks to verify. I go with 2 points in Eclipse and 1 in Frenzy personally.
Opty on
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
I think the rumblings about Eclipse show that it's best at 2 points rather than 3, but I don't have the math on hand and don't feel like digging through Elitist Jerks to verify. I go with 2 points in Eclipse and 1 in Frenzy personally.
Elitist Jerks has 3 points in Eclipse all the time.
Elitist Jerks differs, however, in when and how many (if any) mana regen talents a moonkin should take. Basically, as your gear gets better there comes a point when the Moonkin form mana return on crit is 80% (or equal to) the cost of the spell to cast. Which means you'll never run out of mana, and can get rid of the mana regen talents entirely.
I think the rumblings about Eclipse show that it's best at 2 points rather than 3, but I don't have the math on hand and don't feel like digging through Elitist Jerks to verify. I go with 2 points in Eclipse and 1 in Frenzy personally.
Elitist Jerks has 3 points in Eclipse all the time.
Elitist Jerks differs, however, in when and how many (if any) mana regen talents a moonkin should take. Basically, as your gear gets better there comes a point when the Moonkin form mana return on crit is 80% (or equal to) the cost of the spell to cast. Which means you'll never run out of mana, and can get rid of the mana regen talents entirely.
I demand to see tables and graphs illustrating this point.
End on
I wish that someway, somehow, that I could save every one of us
I think the rumblings about Eclipse show that it's best at 2 points rather than 3, but I don't have the math on hand and don't feel like digging through Elitist Jerks to verify. I go with 2 points in Eclipse and 1 in Frenzy personally.
Elitist Jerks has 3 points in Eclipse all the time.
Elitist Jerks differs, however, in when and how many (if any) mana regen talents a moonkin should take. Basically, as your gear gets better there comes a point when the Moonkin form mana return on crit is 80% (or equal to) the cost of the spell to cast. Which means you'll never run out of mana, and can get rid of the mana regen talents entirely.
I demand to see tables and graphs illustrating this point.
There better be a pie chart.
AresProphet on
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Apparently, if you're a Moonkin, take Improved Faerie Fire. The 3% crit bonus applies to anyone's faerie fire. If you have a feral tank for instance, you don't even have to cast FF yourself to get 3% more crit. Your tank keeping it up will just give you free crit.
Apparently, if you're a Moonkin, take Improved Faerie Fire. The 3% crit bonus applies to anyone's faerie fire. If you have a feral tank for instance, you don't even have to cast FF yourself to get 3% more crit. Your tank keeping it up will just give you free crit.
He checked and confirmed that it's "anyone's" faerie fire so it won't be changed and all is how it should be
I saw the post, and that still makes it the only talent in the game that has an effect on an ability that another player uses.
I'd bank on it getting changed.
It has that because if you've got a Feral Druid in your group he will be casting Feral Fairie Fire whenever possible for additional threat, overwriting your Fairie Fire in the process, rendering the talent 100% useless in any such situation. It may be the only talent in the game that has an effect on an ability that another player uses, but it's also one of the very few talents (if not the only talent) in the game that becomes absolutely worthless when another player uses their ability.
If you're specced into Imp Fairie Fire and there's a Feral Druid in the group, congratulations, you have three talents points less than other people in the group.
I see the reasoning but that still makes it an incredibly odd talent. I guess that's one of the things you'll run into with a class that can play four different roles, though.
Heart of the Crusader gives everyone 3% crit on the target, Imp Fairie Fire just gives you.
Which is why I can see them making it a passive self-only bonus as opposed to something that needs a debuff which you may or may not be able to cast.
I mean what they've done is a perfectly reasonable solution to the problem but it runs entirely counter to the approach Blizzard usually takes, which is to consolidate rather than complicate things.
AresProphet on
0
reVerseAttack and Dethrone GodRegistered Userregular
edited February 2009
* Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done.
* Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation.
* Faerie Fire (and similar debuffs) now reduces armor by 5%. See Sunder Armor in the warrior update below for additional details.
* Thorns and Nature’s Grasp can be cast in Tree of Life form.
* Survival Instincts now works in Moonkin form.
* Replenish – to avoid confusion, this talent has been renamed “Revitalize.†It now also works with Wild Growth.
* We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.
The Druid changes for 3.1.
The good changes are that Replenish/Revitalize now works with Wild Growth aswell and that they plan to icnrease cat druid dps. Thorns and Nature's Grasp useable in tree form is also good, but it's one of those minor "quality of life" changes that makes things smoother, but doesn't have much of an effect in the end.
I don't know about the new damage shield for bears or related nerf to SotF. The Fairie Fire change, I guess it's good espesially against high armor opponents, though as a Moonkin how much armor people got doesn't concern me.
The Survival Instinct "buff" for Moonkins is the most goddamn retarded thing I've ever seen. We're supposed to put 11 points into a tree that benefits us jack all so we can get one PvP talent that is on a five minute cooldown anyway? As opposed to putting those points into the resto tree which actually has useful talents for us? That's just idiotic.
Think the Savage Defense ability is to make some of those Druids stop stacking so much Stamina. Using all those Polar items with nothing but +24 Stamina Gems. Sure, 55K HPs is fun to see, but with good AP and Crit, a bear could mitigate a lot of damage, specially when/if we reach armor cap.
It would have been nice to make it so Mark of the Wild could be cast in Moonkin form, as long as they're giving Trees the ability to cast thorns.
Yeah, it's weird. They're letting Restos cast Balance buffs in the Resto form, but they're not letting Balance cast Resto buffs in the Balance form. It's, like, the person who thought about that plays a Resto Druid and is completely oblivious to the fact that just like Restos get annoyed for being shifted out after casting Thorns, Moonkins are just as annoyed for being shifted out after casting Mark.
Feral Tier 1 needs something for Moonkin. I think a 5% mana reduction for spell would be fine in Ferocity, but something. Other than that, you can pick up relevant talents until you get SI.
Feral seems to get by without having a low tier balance talent, I don't see why the reverse can't be true. All the druid trees are tight enough as it is, without adding 5-10 points in another tree.
Eat it You Nasty Pig. on
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
So bear tanks are getting a sort of weird "Block" ability, based on critting and AP. Unusual!
This is a great thing, because it means feral tanking has somewhere to go beyond capping armor and increasing avoidance DR. I'm pretty excited about it.
Eat it You Nasty Pig. on
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
I'm pretty excited about it as well, although I hope it's not going to be a talent since I'd really rather not spec feral/feral once dual specs come out, as my talents are tight enough as it is.
It implicity says it's a base ability to all bears by not stating it's a new talent. What it ends up being is a shield that blocks all damage, including magic. If you have 4k AP then that's 1k damage blocked every 4 attacks or so (assuming 25% crit).
Now in the case of AoE packs I don't know if it will work by overwriting the current shield or stacking, in that say you swipe and crit 6 times, do you get a 6k shield or do you get just a 1k?
Feral seems to get by without having a low tier balance talent, I don't see why the reverse can't be true. All the druid trees are tight enough as it is, without adding 5-10 points in another tree.
You can easily add something to pre-existing talents.
And I'm all for seeing Feral stuff in Balance. Genesis increasing bleeds by 5% would be an obvious choice.
Feral seems to get by without having a low tier balance talent, I don't see why the reverse can't be true. All the druid trees are tight enough as it is, without adding 5-10 points in another tree.
You can easily add something to pre-existing talents.
And I'm all for seeing Feral stuff in Balance. Genesis increasing bleeds by 5% would be an obvious choice.
It isn't so much a matter of replacing talents as it is a matter of there already being 65+ points worth of good talents in the feral tree.
Eat it You Nasty Pig. on
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
dig this. I'm healing for a HoL group, and a druid asks in G-chat if it's possible to cast Nature's Swiftness + Rebirth for an insta battle rez. I said "totally", I used to have it macro'd in the BWL days during Razorgore when I'd get caught up in the kite thing, any way this Resto. druid officer said no, negative, never. We can't do that. I said the only place we couldn't was arenas because, well ya'll know. He wagered me 100 gold that I was wrong, I countered 'if i'm wrong i'll pay you double'. And this player calls out other players for thier 'flubs' alllll the time in RaIds and in G-chat and calls them 'bads'. I'm going to enjoy collecting.
when i was running in circles in Razorgore's chamber, sometimes I couldn't stop to cast rebirth. So I'd hit NS + rebirth and do a run by rez, usually a priest that went down early.
Why would you use Nature's Swiftness with Rebirth?
edit: I mean, it's silly.
In case you need to quickly bring somebody up right before some heavy raid damage so they die horribly and can laugh at them.
Or, in case you need to quickly bring somebody up well before some heavy raid damage so they don't die horribly.
Either way.
Also: when Blizzard announced they were going to make Feral DPS and Feral Tank specs separate, I always thought it would've made much more sense for the majority of Feral talents apply to both DPS and tanking, and then stick kitty talents in Balance and bear talents in Resto. I mean, it just seems to split up better that way. Similarly, you could split up Balance into Balance / Feral and Balance/Resto, perhaps by putting talents that improve balance DPS in Feral and talents that improve balance mana efficiency in Resto. And for Resto... I don't know how you'd split up the Feral / Balance for different Resto utility... maybe PvE in Balance and PvP in Feral.
The idea is, a druid's main spec is the tree he sinks most of his points into, and then they have two choices with where to put other points to enhance specific aspects of their class. Blizzard didn't put enough in the way of choices in the talent trees, in my opinion: a spec quickly boils down to going all the way down one tree (obvious) and then taking some points in another tree that benefits you and the third one does jack. Specs generally have less than, like, 8 points left for your own choice after you've taken all the essential talents.
So this furshield change looks like a buff to tanking casters/bosses with magic damage and a nerf to physical mitigation. I don't really know which kind of fights are worse for druids right now, so I don't know if this will feel more like a buff or nerf.
forty on
Officially the unluckiest CCG player ever.
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
So this furshield change looks like a buff to tanking casters/bosses with magic damage and a nerf to physical mitigation. I don't really know which kind of fights are worse for druids right now, so I don't know if this will feel more like a buff or nerf.
Druids have always had a disadvantage on magic boss fights because of the fact that tanking druids rely primarily upon dodge and armor mitigation. Magic-based damage ignores these. Thus, classes that can block or have talents that reduce magic damage taken are better than druids for tanking.
So against those bosses, druids are getting buffed. It's a nerf to physical damage mitigation, but from my understanding druids have been king at soaking damage, so a slight nerf to that probably isn't the end of the world.
I don't understand how it's a nerf at all. It's something completely new right? It wasn't there before, and now it is. So it's a buff, even if a streaky one.
Or did I miss something?
EDIT: OOOOH, they are reducing the free armor bonus from the one talent they just added bonus armor to.
So this furshield change looks like a buff to tanking casters/bosses with magic damage and a nerf to physical mitigation. I don't really know which kind of fights are worse for druids right now, so I don't know if this will feel more like a buff or nerf.
Druids have always had a disadvantage on magic boss fights because of the fact that tanking druids rely primarily upon dodge and armor mitigation. Magic-based damage ignores these. Thus, classes that can block or have talents that reduce magic damage taken are better than druids for tanking.
So against those bosses, druids are getting buffed. It's a nerf to physical damage mitigation, but from my understanding druids have been king at soaking damage, so a slight nerf to that probably isn't the end of the world.
Druids have 12% magic damage reduction through talents. Not quite as much as the other three tanks, but it's close, and they do end up having more health, right?
I think it will even out honestly. Who's to say the amount you stop with the furshield won't even out to the amount mitigated by the lost armor?
Anyway I find it interesting. I want to see it hit the PTR and see if it changes how people gem and enchant.
I'm basing my prediction on the fact that streaky incoming damage is worse (more dangerous) than steady incoming damage, and my intuition telling me that this change will result in streakier damage.
That's not to say that I don't find it interesting, mechanics-wise, but I do think it will be a net-nerf in that feral druids will now have a (maybe just slightly) higher chance of being dropped too fast when the dice/fight dynamics shake out poorly. I do think it's great that it will function as a scaling form of magic damage mitigation for bears.
Edit again: Unless, of course, it doesn't work on magic. And, now that I type that out, I'm starting to think that maybe it won't work on magic? The idea of the talent is to give bears a pseudo-block based on DPS stats, right? And blocking obviously doesn't work against spells. Hmmm...
Over the long term, this will almost certainly prove to be a buff. If they kept things as they were, druid tanks would have hardly had anywhere to go from a T7 gear level as far as mitigation and avoidance were concerned thanks to DR on dodge and being already close to the armor cap.
Also, I like how I effectively get some free mitigation from the furshield by getting extra threat from attack power. I've already stopped using my Polar Vest, but if I still used it I'd swap it out for my kitty chest for the tons of extra threat on it.
Posts
edit: This ring made by jewelcrafters is also fairly decent.
Elitist Jerks has 3 points in Eclipse all the time.
Elitist Jerks differs, however, in when and how many (if any) mana regen talents a moonkin should take. Basically, as your gear gets better there comes a point when the Moonkin form mana return on crit is 80% (or equal to) the cost of the spell to cast. Which means you'll never run out of mana, and can get rid of the mana regen talents entirely.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I demand to see tables and graphs illustrating this point.
There better be a pie chart.
http://forums.worldofwarcraft.com/thread.html?topicId=14133419591&sid=1&pageNo=5#98
Apparently, if you're a Moonkin, take Improved Faerie Fire. The 3% crit bonus applies to anyone's faerie fire. If you have a feral tank for instance, you don't even have to cast FF yourself to get 3% more crit. Your tank keeping it up will just give you free crit.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
This sounds like it's going to get changed
I saw the post, and that still makes it the only talent in the game that has an effect on an ability that another player uses.
I'd bank on it getting changed.
It has that because if you've got a Feral Druid in your group he will be casting Feral Fairie Fire whenever possible for additional threat, overwriting your Fairie Fire in the process, rendering the talent 100% useless in any such situation. It may be the only talent in the game that has an effect on an ability that another player uses, but it's also one of the very few talents (if not the only talent) in the game that becomes absolutely worthless when another player uses their ability.
If you're specced into Imp Fairie Fire and there's a Feral Druid in the group, congratulations, you have three talents points less than other people in the group.
Magic Online - Bertro
And the raid spell hit. Assuming you don't have a shadow priest.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Which is why I can see them making it a passive self-only bonus as opposed to something that needs a debuff which you may or may not be able to cast.
I mean what they've done is a perfectly reasonable solution to the problem but it runs entirely counter to the approach Blizzard usually takes, which is to consolidate rather than complicate things.
The Druid changes for 3.1.
The good changes are that Replenish/Revitalize now works with Wild Growth aswell and that they plan to icnrease cat druid dps. Thorns and Nature's Grasp useable in tree form is also good, but it's one of those minor "quality of life" changes that makes things smoother, but doesn't have much of an effect in the end.
I don't know about the new damage shield for bears or related nerf to SotF. The Fairie Fire change, I guess it's good espesially against high armor opponents, though as a Moonkin how much armor people got doesn't concern me.
The Survival Instinct "buff" for Moonkins is the most goddamn retarded thing I've ever seen. We're supposed to put 11 points into a tree that benefits us jack all so we can get one PvP talent that is on a five minute cooldown anyway? As opposed to putting those points into the resto tree which actually has useful talents for us? That's just idiotic.
It would have been nice to make it so Mark of the Wild could be cast in Moonkin form, as long as they're giving Trees the ability to cast thorns.
Yeah, it's weird. They're letting Restos cast Balance buffs in the Resto form, but they're not letting Balance cast Resto buffs in the Balance form. It's, like, the person who thought about that plays a Resto Druid and is completely oblivious to the fact that just like Restos get annoyed for being shifted out after casting Thorns, Moonkins are just as annoyed for being shifted out after casting Mark.
that's why we call it the struggle, you're supposed to sweat
This is a great thing, because it means feral tanking has somewhere to go beyond capping armor and increasing avoidance DR. I'm pretty excited about it.
that's why we call it the struggle, you're supposed to sweat
Now in the case of AoE packs I don't know if it will work by overwriting the current shield or stacking, in that say you swipe and crit 6 times, do you get a 6k shield or do you get just a 1k?
And I'm all for seeing Feral stuff in Balance. Genesis increasing bleeds by 5% would be an obvious choice.
It isn't so much a matter of replacing talents as it is a matter of there already being 65+ points worth of good talents in the feral tree.
that's why we call it the struggle, you're supposed to sweat
Ps4 : Gigawatt666
Steam I.D. : Gigawatt666
LoL : GiG4W4TT
edit: I mean, it's silly.
Ps4 : Gigawatt666
Steam I.D. : Gigawatt666
LoL : GiG4W4TT
In case you need to quickly bring somebody up right before some heavy raid damage so they die horribly and can laugh at them.
Or, in case you need to quickly bring somebody up well before some heavy raid damage so they don't die horribly.
Either way.
Also: when Blizzard announced they were going to make Feral DPS and Feral Tank specs separate, I always thought it would've made much more sense for the majority of Feral talents apply to both DPS and tanking, and then stick kitty talents in Balance and bear talents in Resto. I mean, it just seems to split up better that way. Similarly, you could split up Balance into Balance / Feral and Balance/Resto, perhaps by putting talents that improve balance DPS in Feral and talents that improve balance mana efficiency in Resto. And for Resto... I don't know how you'd split up the Feral / Balance for different Resto utility... maybe PvE in Balance and PvP in Feral.
The idea is, a druid's main spec is the tree he sinks most of his points into, and then they have two choices with where to put other points to enhance specific aspects of their class. Blizzard didn't put enough in the way of choices in the talent trees, in my opinion: a spec quickly boils down to going all the way down one tree (obvious) and then taking some points in another tree that benefits you and the third one does jack. Specs generally have less than, like, 8 points left for your own choice after you've taken all the essential talents.
Druids have always had a disadvantage on magic boss fights because of the fact that tanking druids rely primarily upon dodge and armor mitigation. Magic-based damage ignores these. Thus, classes that can block or have talents that reduce magic damage taken are better than druids for tanking.
So against those bosses, druids are getting buffed. It's a nerf to physical damage mitigation, but from my understanding druids have been king at soaking damage, so a slight nerf to that probably isn't the end of the world.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Or did I miss something?
EDIT: OOOOH, they are reducing the free armor bonus from the one talent they just added bonus armor to.
that's why we call it the struggle, you're supposed to sweat
Anyway I find it interesting. I want to see it hit the PTR and see if it changes how people gem and enchant.
The harder the rain, honey, the sweeter the sun.
I'm basing my prediction on the fact that streaky incoming damage is worse (more dangerous) than steady incoming damage, and my intuition telling me that this change will result in streakier damage.
That's not to say that I don't find it interesting, mechanics-wise, but I do think it will be a net-nerf in that feral druids will now have a (maybe just slightly) higher chance of being dropped too fast when the dice/fight dynamics shake out poorly. I do think it's great that it will function as a scaling form of magic damage mitigation for bears.
Edit again: Unless, of course, it doesn't work on magic. And, now that I type that out, I'm starting to think that maybe it won't work on magic? The idea of the talent is to give bears a pseudo-block based on DPS stats, right? And blocking obviously doesn't work against spells. Hmmm...
The harder the rain, honey, the sweeter the sun.