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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-*****, 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 ******** 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 ****. 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 ****. 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.

Quote:
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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