Monday, April 7, 2014

WoD Alpha changes and what it means for a raiding and pvping resto druid

I thought I'd wait for dust to settle before I write my thoughts on the wall of text that came out 2 days ago from Blizz about the Alpha Patch notes for Warlords of Draenor.

I don't know who made this pic, but I felt I must use it in a post SOMEWHERE about Warlords of Draenor!
Naturally, I'm interested in the druid changes!

Healing changes
  • Nourish has been removed.  Good.  This spell was hardly used anyway, even when they tried to make us use it more with the Glyph of Rejuvenation, which nobody takes.
  • Symbiosis is being removed. Well, it was fun while it lasted.
  • Smart heals are no longer smart - ie they will no longer heal the lowest health person, they will heal any injured person within range of the spell.  I like this change - it makes you think about who you want to heal the most.  At least it chooses people over pets though (much to Sev's chagrin)
  • Wild Growth is no longer instant, and has a 1.5 second cast time.  That will make me think twice about using it, that's for sure.
  • Innervate has been removed.  They did say that they are reducing our mana costs accordingly.
  • Efflorescence is now permanently attached to your mushroom, which was previously done with Glyph of Efflorescence.  Good, now I have a new glyph slot!
  • Tranquility no longer has a hot attached to it on top of the healing that it did.  That extra hot was useful, especially when you stuff up and tranq too early - at least there was a hot that could do some healing... I'll miss that.
  • Nature's vigil has been tweaked again, increases single-target damage and healing caused by healing spells by 16% (down from 25%), and all single-target damage spells also heal a nearby friendly target for 35% of the damage done (up from 25%). So the healing boost from it is small, but you get more benefit if you're using it outside your spec.
Changes that have implications for PvP
  • Removed ability to make cast time cc's instant with a spell.  Nature's Swiftness no longer gives you an instant cyclone but then every other class has had their instant cc's gone too - Shaman hex with ancestral swiftness, Mage poly with presence of mind.
  • Cyclone can now be dispelled or cancelled by immunity effects like iceblock and divine shield.
  • Hunter pets can no longer crowd control. YES!!!
  • Heart of the wild no longer increases Stamina, Intellect and Agility.  Poopie. That's the second nerfbat hit :P I guess it was too good to last.  And on a side note, I don't know how this ability is related to the herb, heart of the wild...
  • Survival instincts is now not only for bears but for all specs!  Yay, another survival cooldown for myself.  It reduces damage taken by 70% (up from 50%) and is on a 2min cooldown
  • Pallies lost Blinding light.  Good.  They had too many cc's anyway.  In fact all their crowd control abilities had a change, including a longer cast time for Repentance and Turn Evil, and Turn evil will be shorter (down to 6s from 8s)
  • There are less diminishing returns categories: All roots, all mesmerises, all stuns are each in their own DR category.
I read over at Lissanna's blog, Restokin, that there were other healing changes:
Increased healing to Healing Touch, Regrowth by 30%. Increased crit rate of Healing Touch on targets effected by Lifebloom. Increased HOT healing on targets effected by Ironbark. Increased living seed heal size by 20%. 
I'm not sure where she read that, but if those are true, it will be fun to see live!

Mana management has become a focus again - we have had lots of mana since WotLK, and it looks like they're going to concentrate on conserving mana a little more. A lot of people who didn't play in Vanilla may not think about Rank 4 Healing Touch that much, but I will always think of that when I think of efficiency of time and mana.

It is early days yet and they were will be tweaking come beta when live testing is out.  But as with all expansions, I can't wait to try it - but no, don't expect to see me on the beta doing any testing.  I have a real issue with playing and progressing in something that does not get retained on live servers!

5 comments:

  1. Wild Growth's and Tranquility's changes are aimed right at the Druid healers that can be insanely hard to take down in PvP. Same with the de-smarting heals.

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    1. I must play mine wrong. I get mown down all the time when 3 mobs are on me.

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    2. I couldn't tell you how many times I've seen a single Resto Druid kite around a bunch of people in places like AB. All they do is simply heal-heal-heal, no DPS at all. (And what's worse is that the enemy falls for it, getting pulled away from the flag so that a Rogue or Kitty can cap it.)

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  2. I'm excited to see these changes!

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