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#1 Aug 03 2010 at 8:54 AM Rating: Good
So I won that little contest thingy, and transferred over my druid. I figure rather then doing a general question thread I'll focus on more class specific questions, so please let me know if you have any requests that I try something out, or do a specific thing, I'll try to respond with any details I can get.

My plan is to level my druid asap in the new areas, try out some of the new feral stuff like pulverize, and run some dungeons as feral and resto.
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#2 Aug 03 2010 at 9:54 AM Rating: Good
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Completely forgot that you were a Druid!

What I've been anxious to find out, being a Feral and all, is how Pulverize works (if it's any good), if they changed the new Faerie Fire to stack (talents support this) and if the AOE bleed thing (Thrash, was it?) is any good at all for holding aggro.

Fingers are crossed that the days of Swipe spam will be over. I'm starting to get arthritis from that crap.
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#3 Aug 03 2010 at 10:03 AM Rating: Excellent
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Ooo a couple of questions pop into my mind.

1) How bad are the mana-limitations in resto?

2) How does tank healing feel with the new LB+Nourish mechanic?

3) How many HP do you have in bear form?

I'm sure I'll think up more, thanks for making this thread btw. Smiley: grin
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#4 Aug 03 2010 at 11:27 AM Rating: Good
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What LB+Nourish mechanic? Are they making Lifebloom useful again?
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#5 Aug 03 2010 at 11:33 AM Rating: Excellent
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Apparently so. Nourish refreshes the duration on Lifebloom, so you don't have to worry about the mana costs from rolling 3 stacks. I thought I also remember reading you can only have 1 LB up as well; so they were apparently aiming to make it a tank-healy tool. Was just kinda curious to know how it worked. Smiley: smile
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#6 Aug 03 2010 at 3:15 PM Rating: Good
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Hey guys thought I would drop by and say hi!

I was one of the beta key winners and thought I'd try to contribute back to hte site, plus I'm always game for a good discussion. Xsarus figured I could tag along on the Q&A if that's alright.

Figure an introduction is in order, I play Weecher a lvl 80 druid on kilrogg I'm primarly a feral tank MS with catdps/boomkin as OS depending on what my guild is lackin in.

So first thing I did was try questing with the new feral spec. Tanks hit like a women until something hits them hard back to start the new vengeance buff. Most of my mangle hits were 2.5k 3k crits and swipes were about 500-600. When I ran Blackrock decent my vengeance buff got pretty high up resulting in 10k maul crits, 6k mangle crits, and so on. So vengeance is very random and feels like it is going to define tanking.

Pulverize - I tried it out and I think it's still missing that ummmfff needed to balance eating your lacerate stacks. Having to reapply lacerate is kind of a pain, like having to restack sunder over and over. I'll need to check how hard it hits for and Threat but I generally didnt use it in dugeons. Mostly due to dugeons being really wonky with threat at the moment, apparently it's still not fixed. If threat stays like this it will make tanking very interesting haha.

Faerie Fire - It now stacks to three, if you spec for it it apply all three the first time. I tought it cost rage, but on the beta it doesnt cost anything so it's pretty much the same as it is on live.

Thrash - can't wait to get it haha still have to level up. WTB time off work and quests that aren't breaking on me.

As far as HP I was about 55k unbuffed on live and I'm sitting at 58.5k on beta, my stats did take a hit i'll post differences later. One thing is the removal of AP from weapons, I think it's the reason why swipe doesn't hit very hard. I have about 5k AP and the new savage defense does absorb more and scales with vengeance.

If anyone wants to ask about boomkin or any other feral questions feel free to ask! Hope I can contribute!

Edited, Aug 3rd 2010 5:18pm by weecher
#7 Aug 03 2010 at 4:57 PM Rating: Good
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Thanks a lot for those replies, Weecher.

This... I don't know what to make of this, to be honest. My OSHI- sensor is picking up all kinds of bad vibes. Vengeance being a buff that supposedly increased DPS and thus TPS output of tanks the harder they get hit... Is it per hit or does it scale off of damage taken per second or so? How long does Vengeance last? What if the Druid dodges a dozen blows in a row (humor me)?

Wasn't fond of Pulverize to begin with. The thought of having to reapply Lacerate constantly isn't what strikes me as an improvement. Yes, I get to hit one more button every 20 seconds or so, but how about something cool instead of a stack purge with apparently a mediocre threat output?

Anyway, hope you guys change my mind, or this Fluffybear might just go Kittyrawr come Cataclysm.
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#8 Aug 03 2010 at 5:52 PM Rating: Decent
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So I was looking around to understand the status of bear tanking in general. People currently think swipe is bugged having it hit for only 300 is pretty wek.

I'll do more testing on vengeance to see how it all works. From what I've seen vengeance act's like a timeless buff like Trueshot aura. I think it changes by incoming damage per second, since the value of the buff ie.... "increases Attack power by XXXX" changes quite often. Like one mob was giving me 10-20 AP then when more mobs attacked me it increased. I'll go check the aviodance by massively pulling SM Cath.I'll look into it more tonight and give some more insight.

Yeah pulverize has potential but it needs to hit very hard or provide nice TPS to outway the drop lacerate stack < 10% crit you get. Overall tanking is wonky, needs some hotfixes so alot of changes will be made I'm sure. Thought the 3 sec Cd instant cast maul is interesting, trying to train my finger not to hit it every time haha.

Also fyi on healing apparently the talent that makes lifebloom refreshed after a nourish isnt working ATM

Edited, Aug 3rd 2010 7:54pm by weecher
#9 Aug 03 2010 at 6:22 PM Rating: Good
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Wait, Maul is turned into an instant cast on cooldown? But... why? What are they doing to my Bear?!

If I have to juggle Mangle and Maul along with Swipe, Lacerate and Faerie Fire, I'm going to kill someone. Hitting the same five abilities more times is not the same as improving the Druid tanking experience, Blizzard! Less hitting multiple crappy things and more new and fancy things that put us up there with the other classes in terms of fun.

Like putting Feral Faerie Fire on a 10-second cooldown and having it silence stuff for three seconds, for instance.

Edited, Aug 4th 2010 2:24am by Mazra
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#10 Aug 03 2010 at 6:30 PM Rating: Decent
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Maul is now a 3 sec CD instant cast, like heroic strike. They are trying to make it for rage dump move rather than bind it to every move.
#11 Aug 03 2010 at 6:39 PM Rating: Good
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So instead of:

#showtooltip
/cast Mangle - Bear
/cast !Maul

It's just:

#showtooltip
/cast Mangle - Bear
/cast Maul

?

I mean, three seconds is nothing. I'm not going to hit Maul every three seconds as a rage dump. Assuming they're not changing rage gains dramatically (which I hope not, because rage starvation is a big enough problem as it is), we'd be overflowing with rage anyway. What they did was cripple the scaling something fierce. No longer scales with haste, which means lower TPS again.

Sigh, I'm keeping my hopes down to avoid being disappointed here, but it's really starting to look grim.
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#12 Aug 03 2010 at 6:41 PM Rating: Excellent
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Faerie Fire is the druid form of Sunder Armor, and like Sunder it stacks to 3. Don't ask me to remember where I read that, but the ability descriptions on MMO-champ support it.

Feral Faerie Fire

Sunder Armor

Also, Mark/GotW is changing to be the same as BoK.

Mark of the Wild

Blessing of Kings

No, I'm not in the beta. Wish I was though.

Edit:

And as for Maul, I assume it's getting the same treatment as Heroic Strike. It will do a LOT of damage, but it eats your rage bar. Sorta kinda like FB, but capped at eating an extra 20 rage (total cost 30). Of course, it would have to scale really well with additional rage to make it less desirable than other abilities at the minimum cost and better than Mangle at max cost. Damage/rage is a little less important because the intent is for us to use this when our rage bar is filling faster than we can use it.

Edited, Aug 3rd 2010 8:52pm by AstarintheDruid
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#13 Aug 03 2010 at 6:47 PM Rating: Good
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So no more armor and resistance from MotW? Smiley: frown

Edit: I should click links before replying. The tooltip says +1 magic resistance, but I'm guessing that's a glitch or something. No more armor from it, though, but I'll manage.

Does make me happy that I can get both "Kings" and Might if I'm grouping with a Paladin, though. Now, if there's a Warrior in the group as well, he'd have to do Commanding Shout since Battle Shout would cancel Might. Good luck getting a DPS Warrior to use Commanding Shout. I haven't been able to yet.

And-- wait a minute... Astarin? Where did you come from?

Edited, Aug 4th 2010 2:50am by Mazra
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#14 Aug 03 2010 at 7:02 PM Rating: Excellent
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Yeah, I took a break for a while when work got hectic in the spring. Been reading a lot about Cata in the last month or two to catch up on all the changes. One more "interesting" thing that I found.

I can't find the track back to the blue post, but you will only need to buy any glyph once, then you know it permanently and can swap your glyphs around as needed. There goes making money with Inscription.
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#15 Aug 03 2010 at 7:09 PM Rating: Excellent
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I guess to be on topic I should add a question about Cata.

I've seen the videos of the Worgen starting area, and heard some basic explanation of how the NE helped the people of Gilneas. But given the way the Worgen area starts out, what's the lore behind Worgen dr00ds?
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#16 Aug 03 2010 at 8:52 PM Rating: Good
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I'm in the beta as well, just copied over my resto/balance drood, and since I haven't seen any beta boomkins post yet, I wanted to offer up my services to try and answer any boomkin questions that come up! Haven't gotten a chance to do much yet, but hopefully tomorrow I'll be able to post a bit about the new eclipse mechanic.
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#17 Aug 03 2010 at 9:07 PM Rating: Good
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So we've got all three or four sides of the class covered by now. That's good. That's excellent.

Not only do we have a lot of drunken posters, but we also have more beta testers than any of the other forums. Smiley: waycool

I'll drink to that.
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#18 Aug 04 2010 at 1:47 AM Rating: Decent
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good luck with that citrus the eclispe mechanic isnt working. You will get the buff from the slider but the buff just says 0%. thought the new starsurge move is overpowered. If anyone wants cat information I am happy to load my druid and spec him cat. It is one of my expertise. Maul is just used as a rage dump, also on the note of rage, they did refine it to try and normalize rage. So i did find myself having to plan out what moves I wanted to use rather than spamming away a rotation.
#19 Aug 04 2010 at 9:52 AM Rating: Excellent
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Mazra wrote:
I'll drink to that.


Smiley: chugSmiley: chugSmiley: chug

It's way too early here...
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#20 Aug 04 2010 at 12:09 PM Rating: Good
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weecher wrote:
Maul is just used as a rage dump, also on the note of rage, they did refine it to try and normalize rage. So i did find myself having to plan out what moves I wanted to use rather than spamming away a rotation.


Smiley: facepalm

So now I have to decide whether I want to apply Lacerate or Mangle first, and whether there's enough rage for a Maul in between? Great, sounds fun. Not.

weecher wrote:
If anyone wants cat information I am happy to load my druid and spec him cat. It is one of my expertise.


Please, that would be awesome. I'd like to know if the "rotation" has gotten somewhat easier with Nom Nom Nom and that other talent that increases Rake duration.
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#21 Aug 04 2010 at 2:00 PM Rating: Good
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Everything I've read about feral seems to indicate that for bears you want to hit Maul when ever you can as it is your strongest attack and Swipe is now a joke. Pulverize isn't worth the threat loss of stacks and Thrash isn't available yet.

The build current build as far as I know still pushes you towards making a lol-feral build. Which is really lame.
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#22 Aug 05 2010 at 12:16 AM Rating: Good
Sorry I haven't had more comments on my druid, currently when I try to pick a spec, it crashes wow and kills my ethernet adapter until I restart the whole computer. Smiley: madSmiley: madSmiley: motz
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#23 Aug 05 2010 at 12:21 AM Rating: Good
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Excuses...
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#24 Aug 05 2010 at 12:40 AM Rating: Good
I've had fun playing the worgen, but now I'm waiting for the new client to download. They're making us completely re download the entire thing.
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#25 Aug 05 2010 at 4:25 AM Rating: Good
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Sir Xsarus wrote:
I've had fun playing the worgen, but now I'm waiting for the new client to download. They're making us completely re download the entire thing.


You get new trees.

Most druid abilities have lower costs but the uber lol-feral build is still there. Staring at us and pushing feral back into the uber-OT spec from he11 we used in BC. Where spec for dps and tank was the same, heck back then gear as well which if they keep the spec as it is now we best be able to gem both 'specs' the same.

edit: Was looking at warrior trees when I linked, warrior looks sexier as Cata moves on. I wanted one for Wrath but stopped when I realized I wanted my warrior to be Worgen. Priest and rogue, the other 2 classes I play now, also look pretty sweet. Heck, the DK I rarely use now seems to be cooler come Cata than feral. I refuse to tree heal as I have a priest for healing. So I may, if things remain the same either go Boomkin or level someone else first in Cata. More likely the later option as Boom still seems to have issues as well with DoTs and Eclipse. Really hoping druids get a revamp in the next 2-3 Beta patches.

Edited, Aug 5th 2010 12:31am by Horsemouth
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#26 Aug 05 2010 at 4:32 AM Rating: Good
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Edit v2: BM looks sweet, like really interesting play wise. May have to deal with my pet class hate and check them out come Cata.
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#27 Aug 05 2010 at 7:18 AM Rating: Good
I'm quietly hoping they keep the feral tree like it is. I like being able to tank, dps, or heal interchangeably as needed, it makes filling groups that much faster. Granted that isn't really a problem with 5man anymore but being able to fill any hole in a raid will be excellent. Some people might say "that's what alts are for, duh" but I can't get tanking bracers for my bear if I switch to a priest now can I? :P

I don't think we'll be left as the perma-OT-bitch, the only reason that was the case in BC is because we could still be crushed. The high health and armor was supposed to compensate for that but it really didn't, so the shield tanks were still the preferred choices for anything boss level. That doesn't happen anymore so it should be pretty interchangeable.

#28 Aug 05 2010 at 9:46 AM Rating: Excellent
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I hear Efflorescence stacks, making it crazy healing on melee groups atm. That with Nature's Bounty, seems like some nice OP-ness when the tank gets low. Heck looking at the way it is now, I'd almost not want to heal until the tank was at 25%... Smiley: lol
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#29 Aug 05 2010 at 9:55 AM Rating: Good
I'll have to try an instance and just spam regrowth on the tank. I assume it works with the glyph, as it says amount healed.
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#30 Aug 05 2010 at 10:08 AM Rating: Excellent
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I would assume so. That glyph is looking mighty tasty. How are the glyphs working in the beta atm anyway?

Some EJ copy-pasta about Efflorescence:

Quote:
• The tooltip is correct in that it heals every second for 30% of what your Regrowth crit for. So, with a 9k crit, it would heal for 2700 every second for 10 seconds. The amount healed also does not double-dip with any of our talents.
• The amount it heals for is not affected by the number of targets within the 15 yard radius; it will always do 2700 hps to each person/
• It will heal anyone within 15 yards of the Regrowth target, even if they aren't grouped with you.
• The Efflorescence ticks are incapable of critting.
• Multiple Regrowth crits will create multiple layers of Efforescence patches, and they stack. So a person standing on two will receive double the number of Efflorescence ticks for a total of about 5400 hps per person.

Right now, Efflorescence is extremely overpowered, and its certain that its not going to stay the same. Ignoring the healing that Regrowth does, Efflorescence alone would heal a person 27k HP. If there were 10 targets standing on it, thats 270k healing with one cast and only 1223 mana (@ lvl 80 w/o Moonglow), putting its HPM at over 220.


It will be interesting to see what changes, perhaps the stacking is unintentional; but even with a nerf, it'll still be powerful. Add in the fact Nature's Bounty doesn't seem to give any benefit to Nourish atm, and Nourish is looking to become a tool that's only used to refresh LB.
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#31 Aug 05 2010 at 12:17 PM Rating: Good
I imagine they'll stop it stacking, although that might be a little complex due to it being on the ground. Otherwise druids will all just spam the tanks with regrowth and no one will ever need to heal the melee. I'm not sure how to change it though. Making it a target buff doesn't work either, because you can just rotate through the melee then. I think it's a cool mechanic, so I hope they figure it out.

Edited, Aug 5th 2010 1:18pm by Xsarus
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#32 Aug 05 2010 at 12:18 PM Rating: Good
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Sir Xsarus wrote:
I imagine they'll stop it stacking, although that might be a little complex due to it being on the ground. Otherwise druids will all just spam the tanks with regrowth and no one will ever need to heal the melee.


Kinda like having three Holy Paladins in your 25-man. Smiley: nod
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#33 Aug 12 2010 at 3:44 PM Rating: Decent
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So after reaching level 83 I thought I would post a few things:
1. Mark is now just like blessing of kings so when I refer to unbuff I mean with mark. Tank hp is 71k with only 4-5 upgrades mostly being accesories. Moonkin stats are 48k health and about 45k mana.

2. Items are being replaced pretty quickly upon entering deepholme, I'm mostly 264-277 epics. My weapon just got replaced on the very last quest of deepholme, say goodbye to heroic bloodfall.Most items would be replaced if I took the time to enchant most of the quest items-too lazy.

3. Questing is amazingly fun in cata, Hyjal and deepholme had very fun quests. Deepholme is massive and there were a lot of boss style fights - like one required you to jump from floating rock after another while killing this dragon.Group quests a non-existent even though some of the bosses I wiped on due to them actually being hard.

4. Vengeance Asnwers- Vengeance gets larger and larger depending on how hard you are getting hit. After roughly 30 secs the debuff goes away leaving you back at nothing. Hitting a string of dodges will not increase vengeance and if you avoid enough it could potentially were off. Easiest way I found to have vengeance up was to always chain pull :)

5 Having the new build put a 6 second cooldown on swipe, and I know have trash in my arsenal. So far threat is still wonky and not having good aoe really puts pressure on tank threat. Though they did reduce the rage cost of most of the moves. Pulverize is still worthless to a point, it's not bad on single target fights where you know you can keep aggro. It's also nice to use at the end of a trash pack so you will have hte buff for the next pack.

6. Boomkin is still broken as far as eclispe. Wrath hits like a wet noodle, while starfire hits alot harder than wrath- still best dps. Starsurge hits the hardest and the knockdown is sexy. Also the solar bream move is just amazing - nothing like rooting a caster under it haha. Starfall doesn't hit as a hard either it took a big nerf. Also found it very dangerous to use while questing pulled way too many adds. Another funny part is the amount of mana regen boomkins will see. I have 2100 mana regen in combat lol.

7. Starting area of hyjal mobs tend to have about 33k health while in deepholme they range from 55-70k depending on the mob. Most bosses will have 200k life and usually have some type of assistance to take them down. As far as levleing the first two levels go by super fast I don't remember how much exp it took. 82-83 reuired 6.5 million experience resulting in a good 7-8 hours to level.
I also started a Worgen and almost finished the goblin starting zone. Both zones are amazing and fun, goblins literally blow everything up.

So those are some cools highlights i'll update more later. Any other questions even if it is for other classes pre-mades are amazing ;p.
#34 Aug 12 2010 at 4:37 PM Rating: Excellent
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weecher wrote:
Moonkin stats are 48k health and about 45k mana.


That's a lot of mana, I guess I wasn't expecting it to inflate so fast. It sound like they have good regen too? Wow.
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#35 Aug 12 2010 at 5:22 PM Rating: Decent
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yeah mana regen is insane at least for moonkin, the whole 2100 in combat is pretty rediculous.
#36 Aug 14 2010 at 1:42 PM Rating: Good
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Fair warning about the mana regen. This last patch fixed the massive mana regen. Not entirely sure if moonkins will be affected by it at higher levels, but my low level druid went from chain pulling to having to watch how much I pull to keep from going oom. Shaman was the same way. Would like to get some feedback if mana regen is still massive at higher levels as a moonkin or not.
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#37 Aug 16 2010 at 12:14 PM Rating: Decent
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Seems like mana regen was set back to normal values. Moonkin at lvl 83 is now showing about a 750/550 mana regen ratio for OOC/IC . With a few of the changes last patch made to bear Cooldowns and bear moves I'm actually starting to like the new tanking system.
#38 Aug 16 2010 at 4:41 PM Rating: Good
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What changes to Bear cooldowns and moves?
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#39 Aug 16 2010 at 5:41 PM Rating: Decent
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Haha Maz I was waiting for a post from you!

Okay I'll start with our Cooldowns if you haven't been looking at patch notes.

Barskin - It is still the same 20% reduction on 1 min CD.

Frenzied Regeneration - now Increases maximum health by 30%, increases health to 30% (if below that value), and converts up to 10 rage per second into health for 20 sec. Each point of rage is converted into 3% of max health. Stole this from the website, so basically they baked SI and FR into one cooldown it's pretty sick. Not sure if your like me I found myself using the two together alot. And yes the glyph of FR is still ingame. Also the 3% max health is suppose to be 0.3% I tested it on beta. it also has a 3 min cooldown.

Survival instincts - This move is now our shield wall *rejoice, basically 60% damage reduction for 12 seconds on a 5 minute cooldown.

I'm finding it very hard to replace my 4 pc t10 I <3 enrage so much with it.

Overall on moves they are mostly all the same. Most of the rage cost of each move went down by about 5 rage. This make's it a bit easier to have maul's and mangle ready for snap threat.

Swipe did get a nerf or buff however you like to call it, it is now on a 6 second CD. I did some testing and it hits normally for 6 times that of swipe without the CD. Overall I like the feel it makes AoE tanking fun and you have to plan when to use swipe now. Along with thrash tanking is actually fun and doesn't feel too clunky. They also took away the spell interrupt on bash but we have skull bash so no problems there.

The moves seem to flow together well a lot more fun than on live. Also I'm starting to learn how to weave pulverize into a decent trash rotation and use it on bosses here and there.

The one big thing I will say is that savage defense is going to be broken in the future especially in raids. Right now it procs 50% chance off a crit and makes a shield for 75% current attack power. What is going to break this move is the fact that we have vengeance. On beta I have around 4.3k attack power without vengeance. So the shield normally absorbs 3kish, in my last dugeon run I got a vengeance to get me upwards of 10k attack power. Now imagine that is a 8k absorb it is pretty sexy. I can definitely see this getting very large against raid bosses since the more damage we take the higher our AP will be thus getting nice fatty absorbs.

BEARS FINALLY HAVE A BLOCK MECHANIC
#40 Aug 16 2010 at 6:28 PM Rating: Good
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So Frenzied Regeneration got merged with Survival Instincts. Very nice, since, yes, I used the two together constantly. 3% health per point of rage had me choking on my tongue, but like you mentioned, it's a bug. I was thinking 30% health regenerated every second for 20 seconds would be pretty freaky.

60% damage reduction is sweet, even if the cooldown is pretty heavy. Barkskin and Savage Defense will lower the overall damage taken by a lot as it is, so 60% reduction on top of that, with a nice Frenzied Regeneration, would be epic.

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BEARS FINALLY HAVE A BLOCK MECHANIC


You're referring to Savage Defense, right? I'm guessing it will be nerfed some, especially since full blocks have been removed. If we start absorbing 8k health every hit along with our current damage mitigation, we'd barely take any damage. At least if they're still going on about tanks taking less spiky damage.

Edited, Aug 17th 2010 2:29am by Mazra
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#41 Aug 17 2010 at 11:49 AM Rating: Excellent
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The latest talent build has left me debating whether +4% healing from MS is really worth 4 talent points, or if I'd rather have 6% intellect with an extra point to put somewhere.

This has made me a happy tree, er humanoid... Smiley: grin
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#42 Aug 18 2010 at 12:52 AM Rating: Good
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Yeah, I was trying to see what a tree build would be like last night - it feels like it's probably very close to their design intent of tough talent choices (major paraphrasing there). I'd say they need to take a few out even.
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#43 Aug 18 2010 at 10:24 AM Rating: Excellent
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I don't mind the choices so much, a couple of hard choices could make it interesting.

The thing I'm pondering most at the moment is how much of it is going to be based on your guild. For example lets say your guild is pretty good at not standing in stuff, and you don't have dire mana problems. Perhaps you end up with something like this, skipping mana talents with points to spare. Now lets say they like green goo, red fire, and can't dodge a bouncing slime ball. Then you end up going something like this to avoid the dreaded OOM.

My guess is someone will do math at some point once everything is finalized and they'll be a priority of dropping/adding mana and spellpower talents depending on your needs, and what role we're "best" suited for in the new expansion. Though I fully expect people to be called "bad" if they have to take too much regen stuff.
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#44 Aug 21 2010 at 11:02 AM Rating: Good
They've lowered lacerate stacks to three, but didn't change pulverize. Not sure if that's going to come or not, but three stacks is a lot easier to lose, so pulverize might become more useful.
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#45 Aug 21 2010 at 11:32 AM Rating: Good
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Huge change to Thorns--it is now a 20 sec duration with 45 sec CD and does 1400% more damage than before.
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#46 Aug 21 2010 at 2:04 PM Rating: Good
Wait, what? The 10 minute reflective damage spell?
#47 Aug 21 2010 at 3:02 PM Rating: Good
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Well, it was never reflective damage, per say, but yes.
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#48 Aug 21 2010 at 11:13 PM Rating: Good
So it's turning into a pvp tool now then I guess?
#49 Aug 21 2010 at 11:48 PM Rating: Good
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I suppose. It will also probably be good to cast on a tank just as he pulls, too. But its mana cost is pretty high, so you definitely won't be hitting it on CD.

Super strong against Rogues though.
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#50 Aug 22 2010 at 3:39 PM Rating: Good
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Thorns with 3100 SP does 182 damage or so (non-talented). 1400% increase would mean 2548 damage, at level 80 with the current gear. Pretty crazy, especially if Moonkins still get to increase that through talents. Being Feral, I'm not really sure how I feel about it, though. It's one less buff we need to keep track of, but I'm going to miss watching Rogues poke me and take damage from it. I doubt many Ferals would switch out just to apply Thorns in PvP, considering the cost of shapeshifting and the massive wall of fail you run into if a Rogue catches you out of your Bear/Cat form.
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#51 Aug 22 2010 at 5:37 PM Rating: Decent
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I'm about to go on a test run. I'll try casting thorns in bear form, see if you still shift out.
If you don't, thorns is the equivalent of Holy Shield now, reactive damage from the mob hitting you.
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