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#102 Aug 31 2010 at 12:43 PM Rating: Good
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Sir Xsarus wrote:
Mazra's Karma is 75/X


Damn you and your unknown quantities!
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#103 Aug 31 2010 at 4:44 PM Rating: Good
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Furor is kid of lame for feral and feral is forced to take a point in Furor, well PvE feral at least.
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#104 Aug 31 2010 at 5:07 PM Rating: Excellent
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weecher wrote:
Did you happen to see that the 15% mana is now baked into Furor? Basically they swapped the intellect on furor for mana instead. So you can get the same bonus but you have to go into the feral tree, which I am guessing is a bad thing.


Ya they swapped the talents in one build, then swapped what they did in the next. Essentially making no change, form a resto point of view at least. The bummer about the 15% in feral means it could force a tri-spec, meaning things like moonglow and genesis are potentially out of reach. Neither are really series losses, but still tasty morsels, so I'm a little bummed.

But then again with Innervate based on mana pool, who knows. I could be an int. stacker in Cata anyway, and it wouldn't have mattered. Smiley: wink

Edit:

To elaborate I kind of think of it this way. 6% intellect isn't going to provide you with anywhere near as much mana as 15% max mana. I'm not really clear on what they mean by 'max mana,' but I'm working under the assumption its base mana + mana from stats + mana from buffs, with intellect being the majority of the 'mana from stats.'

So lets assume +6% mana gives you about +5% mana max + spellpower. Now lets say that intellect gives you the spellpower equivalent of +5% mana (i.e. we value mana and throughput about equally). This would make the +6% intellect talent about 2/3 as good as +15% max mana talent. But there's a regen aspect too, replenish and innervate and stuff... so who knows... XD

Again all assumptions are suspect since it's beta and subject to change and what not. I just have a hunch the 15% max mana talent is going to edge more druids into something like a 5/3/33 versus 8/0/33 then 6% intellect would.

Edited, Aug 31st 2010 5:44pm by someproteinguy
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#105 Sep 18 2010 at 11:26 AM Rating: Excellent
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Stuff:

Quote:
Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Balance

* Wild Mushroom now becomes visible after 6 sec, up from 4 sec. Base damage increased by 400% (from 269-304 to 1300-1573 damage)
* Wild Mushroom: Detonate no longer costs mana, now has a 10 sec cooldown, and affects target within 10 yards, down from 15 yards.
* Starsurge now generates 15 Solar or Lunar Energy, up from 10.
* Euphoria first effect revamped - While not in an Eclipse state, you have a 12/24% chance to double the Solar or Lunar energy generated by your Wrath or Starfire when they deal damage. When you reach a Solar or Lunar eclipse, you instantly are restored 6/12% of your total mana.
* Earth and Moon now increases spell damage taken by 8%, down from 13%.
* Lunar Guidance is gone.
* Genesis no longer increases the damage done by your periodic spells and increases the duration of your Moonfire and Insect Swarm by 6 sec instead.
* Nature's Grace revamped - You gain 5/10/15% spell haste after you cast Moonfire or Insect Swarm, lasting 15 sec. This effect has 1 minute cooldown. When you gain Lunar or Solar Eclipse, the cooldown of Nature's Torment is instantly reset.
* Dreamstate (Tier 5) *New* - When you cast your Innervate on yourself, you regain an additional 10/30% of your total mana over its duration.
* Sunfire (Tier 5) *New* - While in Solar Eclipse, your Moonfire spell will morph into Sunfire - Burns the enemy for 196.24 to 239.85 Nature damage and then an additional [ 374.92 * ( Genesis : 100%/102%/104%/106% ) ] Nature damage over 12 sec.
* Shooting Stars (Tier 3) *New* - You have a 2/4% chance when you deal damage with your Moonfire or Insect Swarm to instantly reset the cooldown of your Starsurge and reduce its cast time by 100%. Lasts 8 sec.
* Overgrowth (Tier 2) *New* - Your Entangling Roots and Nature's Grasp have a 50/100% chance to also root all enemies within 8 yards of the target.


Feral

* Lacerate base damage increased by 200%, DoT damage reduced by 200%.
* Flight Form now costs 8% of base mana, down from 13% of base mana.
* Swipe (Bear) now costs 30 Rage, up from 15 Rage.
* Skull Bash now has a 13 yards range, down from 18 yards.
* Aquatic Form now costs 8% of base mana, down from 13% of base mana.
* Travel Form now costs 8% of base mana, down from 13% of base mana.
* Mangle (Bear) now deals 230% normal damage, up from 115%. additional damage increased by 100% (eg. from 333 to 667)
* Berserk now causes your Mangle (Bear) to have no cooldown and has an additional effect - Your Lacerate periodic damage has a 30% chance to refresh the cooldown of your Mangle (Bear) ability and make it cost no rage.
* Feast of Flesh is now named Blood in the Water.
* Shapeshifter is gone.


Restoration

* Nourish now costs 10% of base mana, up from 7% of base mana. Base healing reduced by 25%.
* Nature's Focus (Passive) *New* - Reduces the pushback suffered from damaging attacks while casting Healing Touch, Regrowth, Tranquility, Rebirth and Nourish.
* Nature's Ward revamped - Whenever you take an attack while at or below 50% health, you have a 50/100% chance to automatically cast Rejuvenation on yourself with no mana cost.
* Fury of Stormrage no longer procs from healing spells and now affects Starfire - Reduces the mana cost of your Wrath spell by 100%, and when you deal damage with your Wrath spell you have a 15/30% chance to cause your next Starfire to be instant cast within 8 sec.
* Revitalize now causes you to grant Replenishment when you cast or Refresh Lifebloom - Replenishment - Grants up to 10 party or raid members mana regeneration equal to 1% of the maximum mana per 10 sec. Lasts for 15 sec.
* Malfurion's Gift (Tier 4) *New* - Whenever you heal with your Lifebloom spell, you have a 3/6% chance to cause Omen of Clarity.


Resto gets replenishment, and trades in old revitalize effect, as if there were enough different people giving that same buff already...

Glad to see the mana-free Wrath is still there though.

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#106 Sep 18 2010 at 6:14 PM Rating: Decent
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I'm disappointed that the only way they could make Pulverise relevant was to nerf Lacerate.
#107 Sep 20 2010 at 2:51 PM Rating: Excellent
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well, they buffed the initial application, so it makes it something that's not a waste to reapply. I'm going to go have to check to see if it scales with the Glyph. If so, AWESOME!
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#108 Sep 23 2010 at 3:09 PM Rating: Excellent
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So any of you guys been playing with the builds lately?

I'm playing with something 0/3/38 for resto and 0/38/3 for a OT with kitty functionality.

As for resto, I'm not sure I can see taking Blessing of the Grove, as Rejuvenation seems to be taking a bit hit, and our set bonuses appear to be working off of LB now, so I have my doubts it'll scale well.

Perseverance, well I'd only take if we were having problems on some aura-ish fight.

The big debate I'm doing now is between Nature's Ward and Swift Rejuvenation. I put the points in Nature's Ward at the moment. Thought being when the fun stuff hits the fan I'd probably benefit more from a free RJ on me, then by spamming RJ on others. It seems like when everyone's health gets low Regrowth + Wild Growth is aiming to be the answer.

My impressions at least.

As for feral I'm not us to date as much on what's going on; so I'm kinda picking and choosing still.

Anyway, any one else tinkered a bit lately? thoughts?
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#109 Sep 24 2010 at 2:23 AM Rating: Good
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They done fixed Mastery for for resto.

Quote:
# Mastery: Symbiosis (Revamped) - Increases the potency of your healing spells by 10% on targets already affected by one of your heal over time spells. Each point of Mastery increases heal potency by an additional 1.25%.


Is much more sensible and fits the HoT class theme.

How Rejuv interacts with Rejuv will be interesting.
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#110 Sep 24 2010 at 4:53 PM Rating: Good
I read a blue post somewhere saying that it wouldn't be affected by the increase as you are just refreshing the rejuv. If you rejuv, lifebloom then rejuv again though then it would I imagine.

#111 Sep 25 2010 at 7:31 PM Rating: Good
lolferal just got easier.

http://wowtal.com/#k=-e6jFDUs0.a2y.druid

They took out the Shred buff on Blessing of the Grove. Two more points available that you can then move around to suit your leanings; Primal Madness for maximum dps, pvp talents, Perseverance...

Hilarious.
#112 Sep 25 2010 at 8:23 PM Rating: Excellent
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I kind of like the Swiftmend to Efflorensence idea. Makes a little more sense then having like a 70-80% crit rate on Regrowth.
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#113 Sep 25 2010 at 9:48 PM Rating: Good
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Primal Madness ends up being a wash as you lose the energy gained at the end of buff.

So you can still take Charge.

Feral is hands down the most retarded tree right now on the beta.
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#114 Sep 26 2010 at 7:08 AM Rating: Good
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So Primal Madness gives an additional 20 energy on Tiger's Fury, but at the end of Tiger's Fury, if you have 20 energy, you lose them? Lawlawlawl.

Feral Charge is so much more useful then. If I had a dime for every time I've used Feral Charge in both Cat and Bear form, I'd be rich. Or, well, I'd probably have ten bucks, but still.

Edit: Why Predatory Strikes, Horse? Spamming Ravage as opener seems pretty inefficient, especially without the Imp. Feral Charge talent. Surely it's not for PvP utility?

Edited, Sep 26th 2010 3:11pm by Mazra
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#115 Sep 26 2010 at 9:00 AM Rating: Good
One could argue for Predatory Strikes with Imp Feral Charge Stampede, but even that's a huge wash since you only get one Ravage for your trouble.

Didn't know that about PM, glad to hear I don't really need those points Smiley: tongue

Edited, Sep 26th 2010 11:03am by Norellicus
#116 Sep 26 2010 at 2:01 PM Rating: Good
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Furor and PS are both next to worthless, I flipped a coin.
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#117 Sep 27 2010 at 9:34 AM Rating: Excellent
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SwiftMend to efflorescence is an interesting change. I have a feeling it'll mean a heavy preference to swiftmending melee on CD, but I haven't looked at the mana costs for that. They also changed the radius back to 8 yards.

Edited, Sep 27th 2010 10:35am by Xsarus
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#118 Sep 27 2010 at 10:17 AM Rating: Excellent
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The more I think about it the more swiftmend makes a bit more sense. It accomplishes a couple of things.

-Removes and complications with multiple procs being overpowered.
-Gives us a good reason to use RJ (makes the pros/cons equation more complicated/interesting at least)
-Swiftmend in an emergency spell anyway, so we're probably going to be using it when efflorescence would be most effective.
-It's a nice buff to the spell that's supposed to be baseline for the spec.

Regrowth Crit -> proc, was just going to happen enough you could almost rely on it, but was pretty much going to not proc at least a couple of times in a bossfight. Seems like it would have been hard to rely on much.

I'll also join the chorus of people wondering if the crit rate on RG will come back to something a little more reasonable now.

Also big changes like this, this late in the process are a bit unsettling. I was kind of hoping they'd be adjusting things from like 20% to 30% about now, not still working on the more major mechanics.


Edited, Sep 27th 2010 9:33am by someproteinguy
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#119 Sep 27 2010 at 11:29 AM Rating: Excellent
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I really like the fact that it's not proc based. I think given that it'll be able to be used very strategically.
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#120 Sep 27 2010 at 5:08 PM Rating: Decent
This may have been said already but i've been looking on WoWstead's talent calculator for cataclysm talents and glyphs specifiacally for druid tanking and something seems to be missing...
Druid tanks have only 2 major glyphs that are of any use to them (unless druid tanks are expected to drop below 20% health before regrowth ticks stop in which case glyph of regrowth is imba for druid tanks)

Also after reading the first page i am resenting a few things. mostly the comment about tanks "hitting like women".

Edited, Sep 27th 2010 7:50pm by killsinheels
#121 Sep 27 2010 at 5:20 PM Rating: Excellent
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Frenzied Regen, Maul, and Thorns for threat perhaps?

I dunno, I haven't really got to looking much at glyphs much, as I was under the impression they were a lot less 'finished' then the talent trees.

Of course, my impressions mean little... Smiley: wink
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#122 Sep 27 2010 at 5:25 PM Rating: Good
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I don't think they're done with the glyphs yet.

Probably won't be glyphing Thorns, since Thorns pop you out of forms (OHAI DAR BOSS CRIT FOR 100K).
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#123 Sep 27 2010 at 6:20 PM Rating: Excellent
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Mazra wrote:

Probably won't be glyphing Thorns, since Thorns pop you out of forms (OHAI DAR BOSS CRIT FOR 100K).


Was thinking like for AoE pulls:

Hurricane -> Thorns -> Bearform -> AoE Threat rotation...

I have no idea if that's even viable or a good idea or anything, or even what the CD is on thorns nowadays. I was just looking at the list and trying to dream up something for slot three! Smiley: grin

Edited, Sep 27th 2010 5:22pm by someproteinguy
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#124 Sep 27 2010 at 6:48 PM Rating: Good
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Did they remove/change the SI glyph?
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#125 Sep 27 2010 at 6:58 PM Rating: Excellent
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I have no idea.

I don't see it on the list here at least. Again not that that means anything, bear isn't really my thing, I just can't stop speculating today for some reason... Smiley: rolleyes
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#126 Oct 01 2010 at 5:39 PM Rating: Default
To bed honest, in my opinion they should have each race having a different animal for each form for example.

Trolls: tanking form instead of being a bear be a mammoth or rhino, instead of cat form have raptor etc.

Tauren: Tanking form= Kodo, DPS form = Giant Cow (for lols)

Edited, Oct 1st 2010 7:40pm by killsinheels
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