This site makes extensive use of JavaScript.
Please enable JavaScript in your browser.
Live
PTR
10.2.7
PTR
10.2.6
Beta
Patch 3.2 druid changes
Post Reply
Return to board index
Post by
292710
This post was from a user who has deleted their account.
Post by
260787
This post was from a user who has deleted their account.
Post by
JaxOmen
You forgot the most important one:
Rage potions can now be used by druids.
The cat dps nerf should be minimal since it's only nerfs to base values, scaling is being left alone (thank god).
New innervate should be more useful overall, in that you don't need to save innervate for when someone gets battlerezzed or ooms, but somewhat less useful in a crisis situation, and definitely less powerful in PvP. Overall probably a nerf, but also probably a good change.
And, of course...
New druid art for cat and bear forms has been added. There are now five unique color schemes for each form and faction. Changing hair color (night elves) or skin tone (tauren) via the barbershop will change the look of one's cat and bear forms.
:D
Post by
292710
This post was from a user who has deleted their account.
Post by
178837
This post was from a user who has deleted their account.
Post by
299264
This post was from a user who has deleted their account.
Post by
109094
This post was from a user who has deleted their account.
Post by
HZAres
This base damage nerf on our abilities shouldn't be too bad since scaling for the most part are left alone. Although this does make us less deadly in pvp on the other hand (less scaling)
I'm guessing a 3-4% over all dps nerf (7-10% base nerf 50% overall dmg) and a little more in pvp (depending on gear choose and buff stacking)
what will be interesting however is how this might change our stats priorities since ap agi haste are left alone but the stats that directly affect overall ability dmg like arp and crit takes a slight hit
Post by
142728
This post was from a user who has deleted their account.
Post by
Heckler
http://druid.wikispaces.com/ToskksDPSGearMethod
Toskk's calculator says its updated for 3.2, assuming this means he's calculated the base value nerfs. Go plug in your stats to see how much the nerf is going to nerf you.
Post by
Lightrain
IMO it's hard enough to PvP as feral, although I pumped the new team to hit 2017 before a late night losing spree of 3-4 games.... But 2k viable! WOOT! Now to get my PR above 1850 and the TR back over 2k so we can stop for the week.
Getting the damage nerfed, they should change maim back to the old maim IMO(incap with chance to break and no DR). Not being able to interupt without pushing DR on half your CC is/was/still is a stupid idea. I love how 2 outa 3 debuff sporting classes have interupts outside the stun DR....
Post by
260787
This post was from a user who has deleted their account.
Post by
Heckler
I have yet to understand the point of the Glyph of Innervate. The new Innervate is reduced to a 10 second duration when cast, and the glyph is supposed to also reduce Innervate to a 10 second duration.
My only assumption is that this is just a random value they put in for the glyph and have yet to determine the real decrease in duration.
I think it means the bonus effect you gain because you have the glyph is ALSO reduced to 10 seconds.
Glyph of Innervate
-- I think it just means this tooltip will read '10 seconds' instead of the current 20 seconds.
(edit: I guess it actually reads 20 sec sec... how odd)
Post by
Celdhyrean
They are simply halving the uptime of innervate and the cooldown. If you cast two innervates in 3 minutes, you'll get the same effect than now, what changes is that :
- you can target 2 different persons, ie can tailor whom to give it to what is really needed at the instant. This'll also make it easier to use it early in a fight (less mana wasted) and still be able to use it at more critical moments.
- if what you need is one powerfull mana regen on one crucial healer, then you're out of luck (or have to hope he'll be able to last 3 minutes on that)
The change to the glyph is simply for coherence, ie the effect on yourself if you innervate someone will also be halved in length.
Regarding moonkins, it will up our dps but it also dumbs the rotation down. Spam spell1, wait for Eclipse2, spam spell2 until Eclipse2 is on CD, spam spell2, wait for Eclipse1, spam spell1 until Eclipse1 is on CD, ...
Throw up dots in the middle and Treants/Starfall on every CD and that's it.
I'm not all too enthusiastic about that.
Post by
slicendice101
Another hit to lifebloom, I know it's not mana efficient right now but it still had limited use when raid healing (I would throw a stack on tank) I'm going to have to wait it out and see where lifebloom stands at after this patch. Also was this another change because of PvP?
Post by
345952
This post was from a user who has deleted their account.
Post by
Heckler
disclaimer: this is all my math... so it may be horribly wrong.
* Mangle: Ranks 4 and 5 base points reduced by about 11%. Scaling from attack power unchanged.
Rank 5: Used to be 200% + 634, Now will be 200% + 564 (70 less damage)
* Rake: Ranks 6 and 7 base points on initial and periodic damage reduced by about 7%. Scaling from attack power unchanged.
Rank 7: Used to be 190+.1*AP init & 1161+.18*AP dot
Now will be: 177+.1*AP init (13 less) & 1080+.18*AP (81 less)
* Rip: Ranks 8 and 9 base points and points per combo point reduced by about 6%. Scaling from attack power unchanged.
Rank 9, 5CP: Used to be (534 + .05*AP)*6
Now will be (504 + .05*AP)*6 (30 less per tick, 180 less per unbuffed rip)
* Shred: Ranks 8 and 9 base points reduced by about 10%. Scaling from attack power unchanged.
Rank 9 used to be 742.5 + 225% wdmg
Now will be 668.25 + 225% wdmg (74.25 less per shred)
Summary:
Mangle, -70 damage (per)
Rake, -93 damage (total)
Rip, -180 damage (total, more if glyphed / T7'd -- 30 per tick)
Shred -74 damage (per)
These will be the same for a naked 80 as someone in full T8, doesn't seem too much of a nerf really. edit:formatting
Post by
Aadramelekh
Only a 4-5% reduction in overall DPS and made by reducing the base damage of abilities by a small amount. Doesn't sound that bad to me. Played skillfully, a feral druid will still be perfectly able to top the DPS charts or at least always be within a few percent difference in top 3.
Post by
Slimda
30 damage less per Rip-tick? Laughable.
Elitist Jerks claim these changes give us something like 1.8% less DPS.
Post by
Celdhyrean
Another hit to lifebloom, I know it's not mana efficient right now but it still had limited use when raid healing (I would throw a stack on tank) I'm going to have to wait it out and see where lifebloom stands at after this patch. Also was this another change because of PvP?Probably as the bloom is majorly usefull to CC'd trees. That being said, while the bloom is now somewhat usefull in PvE, i can't say i'm going to care at all wether it's 500 more or less.
@misentro : that's exactly it. A major damage upgrade, but the rotation is going to get quite boring again :/
Post Reply
You are not logged in. Please
log in
to post a reply or
register
if you don't already have an account.