Please, change symbiosis used to Retribution Paladins from Restoration Druids, we get wrath which isn't worth casting EVER, neither in pve nor pvp. The Druid gets Cleanse, which also is ALMOST never used in pve nor pvp. Cleanse might be good against a dk or warlock, but uses 16.4% of base mana so that makes it not viable at all, also removing some poisons and diseases won't help too much. (16.4% according to wowhead, migth be outdated or comething couldn't test this on live.) Just for the comparison; what do Restoration Druids get from other classes. From DK, Icebound Fortitude, very usefull in PvP, most cases in PvE also due you can cast still like you cannot cast in Ice Block or Deterrence. From Hunter, Deterrence, very usefull in PvP, sometimes in PvE also. From Mage, Ice Block, same as hunter, only better in both situtiations since can be cast while stunned, removes dots and lasts longer. From Monk, Fortifying Brew, very useful in PvP, most cases in PvE also, read DK PvE part. From Priest, Leap of Faith, very useful in PvP, very useful in PvE also, can save lives easily. From Rogue, Evasion, usefull against melee in PvP, not too usefull in PvE since you got tanks, sometimes tho there are enemies who fixate etc. From Shaman, Spiritwalker's Grace, very usefull in PvP, very usefull in pve also. From Warlock, Demonic Circle: Teleport, very usefull in PvP, sometimes useful in Pve also. From Warriors, Intimidating Roar, very usefull in PvP even OP since 1min CD aoe fear for 8 secs with no cost at all, bad in PvE. And for the grand finisher; Paladins. Druid gets Cleanse like i said, i get wrath, wrath isn't worth casting anywhere, cleanse is worth casting rarely. My idea would be that the druid gets the Cleanse like Holy Paladin does so it removes a magic effect so badically druid would have 2 dispells. That would be really usefull and not too OP imo, and if that is not the case, make the symbiosis dispell bigger CD. And for the Ret, I don't really know, maybe just throw wrath to the bin and give barskin maybe? So please change this, makes me a sad Grapar that everyone else gets something usefull but Rets don't get any good at all, the druid gets a cake, but the cake tastes bad.47
Resto Druid Mastery - A Change?
It seems strange to me that Resto Druids must keep this medium duration buff going on themselves in order to remain competitive, and even then, it obviously isn't enough. We're getting a flat 10% buff next patch. Instead of screwing around with this buff, wouldn't it make sense to just bake it into our spells to begin with, and change our mastery to something more interesting than a glorified pre-MoP percentage talent? Perhaps make it Living Seeds that build up on the targets of our heals (Except when healed with Tranq and Wild Growth probably) to some max percentage of our health, based on our mastery. Maybe you have 10% mastery, so 10% of your heals also add to a Living Seed on the target, which can grow up to a max of 10% of your max hp. Voila, our massive overhealing is of use for other things than mushrooms! Which PvPers don't use, by the way. This would also help with our occasional problems with switches in PvP, since a target could very easily have a built-up living seed remaining on them. I'm not saying Druids are weak in PvP, they aren't, but they aren't top dog either. What do you think?7
5.2 PTR PvP moonkin feedback and suggestions
Hi, After few BGs as a moonkin, i have seen we now are one of the weakest "caster" spec... (atm we are one of the best in RBG) I want to know if i am the only one to think we need just a little thing to be viable in 3s and BG for the 5.2 ? Is there any other moonkin's feedback ? For example, i suggest a new glyph : Glyph of eclipse : When the druid enter in eclipse, wraith/SF (depends of lunar/solar) can be used while moving for 8s, but damages of both are not buffed by the eclipse and don't give lunar/solar points during these 8s. OR When the druid leaves the eclipse, wraith/SF (depends of lunar/solar) can be used while moving for 8s Barkskin : Barkskin now protect the druid from Stuns What do you think about the moonkin in 5.2 ?12
Druids first talent tier and Blizz's 5.2 aproach to it
Now I know that blizz devs, at least not Ghost Crawler, pay much attention to the Class forums but I'll give it a try anyway. You're changing our feral pvp set bonus, removing our speed increase, to promote the talent Feline Swiftness. I understand half of that logic. The part I do understand is that it will promote the talent Feline Swiftness. The part I do not understand is why you guys would ever think anyone's going to pick that talent over Wild Charge anyway. So pointless nerf be pointless. I'd hate this going live, simply because whenever in between expansions while gearing up again, I feel so very slow; I want to be speedy, not slow :( If you're trying to give us a sneaky nerf, NA-A! Got ya! Instead nerf our CD stacking. Thnx.1
Reminder: Moonkins still behind
It seems that blizzard forgot about moonkins again so I would like to remind them about the existing of such a class/spec. I will only touch PvP aspect of the class: - Moonkins are still easily disabled by melee classes. We have more or less OK damage but we just cant apply it. Everyone knows that typical scenario for moonkin is MF SF spam with hope on SS proc - thats all! Mass roots is a step in right direction but doesn't solve the problem completely. It is too easy to get rid of roots or just keep damaging the moonkin from them (dk, rpalas, rogues). With our burst nerfed we have even harder time to score a kill now because we are not designed for sustained damage at all. Also the amount of damage some classes produce comparing to their control amount is insane. Lets look at rogues (and Im not talking about OP PTR version): they open with silence, stun, CloS, sprint, vanish - repeat. So the first part of the fight you cant do anything to them due-to control on you, and the second part they are just immune to your damage. Paladins: they move like you in travel form, immune to kiting, can perma slow you, use insta heals and burst like crazy. And the two mentioned above classes considered underpowered on live. - Casters: the amount of afford to play spriest, lock, mage just can't be compared to moonkin. They can easily kite you and when you reach them you will just get fear, ring or tomb and have a good chance to be killed during its diration. It is slightly better on PTR now due-to buffed ward of cenarius heal (spelling?). Now sometimes I even PLAY a game when dueling mages (they still can kill you during their combo but not the first one now). Spriest can go make coffee for them when dueling moonkin. THe amount of interrupts and controls they have is too big (not saying about self healing). I am not saying that those classes are overpowered, it is just moonkin does not have tools to protect itself (or deal damage). Some easy suggestions: - Make barkskin 50% damage reduction for moonkin (most classes have bubbles now which help them to survive cds or burst). OR make simbiosis not requiring to be in party so we could use warlock's shield. - Make roots hold the target entire duration and not depend on damage (we still be selfhealing most of the time). Add 1-2 sec of silence to the roots. - Make some kind of interrupt/silence protection - eg integrate it into owlkin frenzy or barkskin or Natures Vigil. LET US CAST FINALLY. - Make us take less damage during the stun or reduce it's duration (eg barkskin removes stun upon activation). Or give us SS proc after stun. LET US CAST FINALLY. - Fix Vortex with spell reflect. It does not make sense. - Remove requirement to face your target when casting starfire. It is too hard to cast it already and melees can just walk through you now. I'd be very happy if at least one of above points TRIED on PTR.29
Spirit Kings HC as feral.
Just come here for some advice from you fellow feral players. My guild is currently progressing on Spirit Kings HC, and there are a few questions I have from a feral perspective in this fight. So, here we go. 1. For Symbosis, what class is it more beneficial to cast it on for this fight? 2. On the first one, when you have to stack in front of boss to all split the damage from Massive Attack, is it viable for us feral just to stand behind the boss? As you know, we loose dps if we're not standing behind, I feel that replacing Shred with Mangle is affecting my DPS. So, is it okay to be the odd one out and stay behind boss? 3. Any suggestions on best tier talent for this boss, or am I using more effective one? At the moment, I'm using NS + DoC. Any pointers to these questions would be great.5
Healing with Feral in PvP
Hello Feral Druids, I have one question. How do you get such great heals? When i heal (when I have Predatory Swiftness), it only heals me for 30k - 40k, sometimes less. When i heal with Nature Swiftness, i heal most of the time 30k - 50k, sometimes 80k. Is their something else that i don't know? Any tips maybe for healing, cause Bearmode heals like a little girl. Thanks (i'm specced in Mastery)4
Hello forum people, I have been playing a brewmaster recently, and really enjoyed the way silly amount of self healing you can get after 56 (chi wave and... those little self healing orbs that pop up when you hit something in melee). I find myself able to pull 8 same level mobs with no problem. My AOE is sufficient to kill them, and my self healing is tremendous. I was just wondering how a Guardian druid fares in this department? I know we have healing spells, but switching to caster to heal always seems dangerous to me. So, apart from our caster form healing spells how is our self healing as a Guardian? (If it makes a difference, my main reason for asking is for running old raid content. If it's easier to do that as moonkin or something, let me know!)6