Jun 022010
 

This post incorporates material from the Cataclysm Alpha. If that bothers you, please stop reading now.

Resto:

The New Tree of Life

  • Tree of Life – 5 minute cooldown. 13% base mana. Shapeshift into the tree of life, increasing healing done by 15% and increasing your armor by 240% but reducing your movement speed by 50%. In addition, some of your spells are temporarly enhanced while shapeshifted. Lasts 45 sec. 5 minute cooldown. Enhanced spells: Lifebloom, Wild Growth, Regrowth, Thorns(NA), Wrath.
  • Lifebloom – While in Tree of Life form: Applies an additional application.
  • Regrowth – While in Tree of Life form: This spell is an instant cast.
  • Wild Growth – While in Tree of Life form: Affects an additional 2 targets.
  • Wrath – While in Tree of Life form: Cast time reduced by 50%, damage increased by 30%.
  • Entangling Roots – While in Tree of Life form: Damage increased by 200%. (Not sure if this is damage done, which is currently laughable and would remain so, or damage taken before breaking, which would be pretty sweet.)

Resto wanted a tank-saving cooldown like GS/PS; it didn’t get one, but hopefully, they won’t be as necessary under the new healing model. 4xLB and extra WG targets are a bit underwhelming, though a 4xLB sustained with Nourish could be pretty solid tank HPS. Now, +15% healing done with insta-Regrowths plus Efflorescence? Very nice. The movement debuff is back, though, and it greatly limits the utility of the cooldown.

Other changes

(Now that I look at it, most of the rest of the patch notes are the same as what was on mmo-champion, so I’ll just review the high points.)

  • Nature’s Bounty [NYI] – Increases the critical effect chance of your Regrowth spell by 10/20/30/40/50% on targets at or below 25% health, and you have a 20/40/60/80/100% chance when you critically heal with Healing Touch and Nourish to reduce the remaining cooldown of your Swiftmend spell by 0.5 sec.
  • Empowered Touch – Your Healing Touch spell gains an additional 10/20% of your bonus healing effects, and your Nourish spell has a 50/100% chance to refresh the duration of your Lifebloom on targets.
  • Gift of the Earthmother [NYI] – Increases the healing done by the bloom effect of your Lifebloom by 2/4/6/8/10%, and your Rejuvenation spell also instantly heals for 4/7/10/13/16% of the total periodic effect.

Nature’s Bounty- The improved crit chance on Regrowth is nice, but hopefully classes won’t be hanging around 25% too often. The cooldown reduction feels underpowered; 1 sec would be better. Feels like a PvP talent.
Empowered Touch- Nourish rolling Lifebloom is very nice; what do we do with the bloom portion of the spell, though?  I guess it can still be used as a form of raid-healing, and it’ll still shine for PvP. Hopefully blooms will be less overheal.
GOTEM- Our best set bonus got baked into a talent. Still meh about blooms.

Balance:

(Again, not totally familiar with what’s new in this build, so just hitting the high points.)

  • Typhoon – Daze time increased to 6 seconds from 3 seconds.
  • Solar Beam [NYI] – (Instant) You summon a beam of solar light over the enemy target’s location, interupting the enemy target and silencing all enemy targets under the beam within 10 yards while it is active. Solar Beam lasts for 10 sec.
  • Starsurge – You fuse the power of the moon and sun, launching a devastating blast of energy at the target. Causes X to X damage to the target and knocks them down.
  • Lunar Guidance – Increases the radius of your Solar Beam by 3/5/7 yds and your Starsurge instantly generates 6/11/16 Lunar or Solar Energy, whichever is greater.
  • Euphoria – When you critically hit with Wrath or Starfire, you instantly gain an additional 3/6 Lunar or 5/10 Solar Energy. When you reach a Solar or Lunar eclipse, you instantly are restored 7/14% of your total mana.
  • Wrath of Cenarius [NYI] – When you cast Moonfire, you gain Wrath of Cenarius. Wrath of Cenarius increases the damage done by your Moonfire by 3/6/9%, and reduces the mana cost by 10/20/30%. This effect is refreshed and amplified when you move, stacking up to 3 times. Effect lasts for 3 sec.
  • Improved Eclipse – Increases the amount of Lunar or Solar energy generated from your Starfire and Wrath by 31%, and when critically hit by a melee or ranged attack, you will instantly generate 7 Lunar or Solar Energy.
  • Fungal Growth [NYI] – When your Treants die or your Wild Mushrooms are triggered, you spawn a Fungal Growth at its wake covering the area within 8 yards, slowing all enemy targets by 70%. Lasts 10 sec.

Solar Beam/Lunar Guidance looks to be quite powerful. 17 yds is a pretty big radius; that’s an interrupt and at best a 2 second run time to get clear of it, assuming perfect reactions. I’m assuming mages can’t blink out? Ouch. Will NPC casters have AI to run out of the beam? Will they run to melee?
Starsurge/Wrath of Cenarius looks to be the solution for damage on the move. Moonfire spam FTW.
Likewise, Euphoria seems to be the solution for mana recovery, now that the mana regen talents are mostly gone.
Fungal Growth looks to be far too powerful, especially in combination with Solar Beam. I’d expect them to prevent them interacting somehow. (Let’s face it, a 5-6s AOE silence is OP.) Right now, boomkin look to be quite a force in PvP.

      4 Responses to “Resto and balance changes, alpha build 12122”

    1. The movement impairing effect makes ToL pretty useless IMHO in many, if not most PvE encounters. Think LK and Sindragosa – when do I have 45s that would be survivable at half speed? I sounds very nice in PvP (though I’m a strict PvE player and have never set foot in arena as resto, and only twice as feral)

      Design decision for Resto Druids have been completely contrary to my understanding of game play for quite some time now

      thanks for the infos
      Rauxis, chosen of CAT

    2. arg – typo… and no way to edit it

      I mean “it sounds very nice in PvP”

    3. Is it confirmed that “Lifebloom – While in Tree of Life form: Applies an additional application” means it stacks to four instead of three? My interpretation of that would be that each cast applies two stacks instead one, which would actually be fairly powerfully; this is especially true if you get two applications for the cost of one because it would essentially make the spell free.

    4. Akkoto, that’s a good interpretation, and one I hadn’t considered. I agree with your analysis; that would be a much stronger “empowerment.”

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